Ratfolk Sage

Rikkan Anardi's page

777 posts. Alias of Gerald.


Race

Male Ratfolk Mythic (Trickster 1) Preservationist 5 | AC (22)18/15/15 | HP 47/47 | F+7,R+8,W+3 | (+2 on saves vs. poison) |

Classes/Levels

Init. +3 | Perc. + 11 | 20' Movement | Darkvision | 5/5 Hero points | 10 bombs a day | 5 Mythic power uses per day

About Rikkan Anardi

Male Rat-folk
(Preservationist) Alchemist 6
Neutral Good

Small Size (3'6", 64 pounds, Eyes: Amber, Fur/Hair: White)
Age: 24
Move: 20'
Languages: Common, Draconic, Gnome, Orc.

Strength 10 (0)
Dexterity 16 (+3)
Constitution 14 (+2)
Intelligence 19 (+4)
Wisdom 13 (+1)
Charisma 10 (0)

Initiative: +3 (+3 Dexterity)
AC: 18 (15 Touch, 15 flat footed) (including Attuned armor and deflection bonuses).
Hit Points: 55/55 (6d8 + 12 Con + 6 FC + 3 Mythic)

BAB: +4
Melee:
+6 Attuned(+1) Masterwork Dagger (1d3+1, 19-20 x2, 10')

Ranged:
+9 Bombs/Alchemical Solutions (+10 if within 30' due to PBS) 12/day, 3d6+5 fire damage, counting PBS.
+4 Spur Rifle, five shots total.

CMB: +3
CMD: 15

Saves:

Spoiler:

Fort: +8 (Base 5, +2 Con, + 1 Resistance)
Ref: +9 (Base 5, +3 Dex, + 1 Resistance)
Will: +4 (Base 2, +1 Wis, + 1 Resistance)

Feats:

Spoiler:

ABonus: Brew Potion
ABonus: Throw Anything: no penalty on ranged improvised weapons and +1 circumstance bonus on thrown splash weapons.
1. Point Blank Shot: +1 Attack/Damage within 30'.
3. Precise Shot.
5. Extra Bombs.

Skills:

Spoiler:

(4 per level + 4 Int)

Bluff (to convince others a lie is true) +4 (+4 Int)
Craft Alchemy +20 (5 ranks + 4 Int + 3 Class + 6 Alchemy + 2 Racial)
Diplomacy (to persuade others) +4 (4 Int)
Disable Device +12 (6 ranks + 3 Dex + 3 Class)
Handle Animal +4 (to rodents only)(+4 racial)
Heal +7 (3 ranks + 1 Wis + 3 Class)
Know. Arcana +13 (6 ranks + 4 Int + 3 Class)
Know. Nature +13 (6 ranks + 4 Int + 3 Class)
Perception +12 (6 ranks + 1 Wis + 3 Class + 2 Racial)
Sleight of Hand +8 (2 rank + 3 Dex + 3 Class)
Spellcraft +13 (6 ranks + 4 Int + 3 Class)
Stealth +7 (3 Dex + 4 Size)
Survival +6 (2 rank + 1 Wis + 3 Class)
UMD +11 (6 ranks + 0 Cha + 3 Class + 2 Racial)

Traits:

Spoiler:

*Student of Philosophy: Benefit(s): You can use your Intelligence modifier in place of your Charisma modifier on Diplomacy checks to persuade others and on Bluff checks to convince others that a lie is true. (This trait does not affect Diplomacy checks to gather information or Bluff checks to feint in combat). .

Extracts Known and Prepared per Day:

Spoiler:

Known:
1st level: Adhesive Spittle, Ant Haul, CLW, Comprehend Languages, Endure Elements, Identify, MonkeyFish, Negate Aroma, Reduce Person, Shield, Summon Nature's Ally I, Targeted Bomb Admixture, Touch of the Sea, True Strike
2nd level: CMW, Cat's Grace, Invisibility, Resist Energy, Summon Nature's Ally II, Touch Injection, Transmute Potion to Poison

Prepared: 1. CLW, Shield, SNA I, True Strike, Open Slot.
2. CMW, Cat's Grace, Invisibility, SNA II

Alchemist and Preservationist Features:

Spoiler:

*Bonus Feat: Brew Potion.
*Bonus Feat: Throw Anything.
*Alchemy: Bombs, Extracts and Mutagen.
*A preservationist has the following class features. Bottled Ally I, At 2nd level, a preservationist adds Handle Animal to his list of class skills. He adds summon nature’s ally I to his formula book as a 1st-level extract. When he prepares that extract, he actually prepares a tiny, preserved specimen in a bottle (as with a caster casting the spell, the preservationist doesn’t have to choose the creature until he uses the extract). When the alchemist opens the bottle, the specimen animates and grows to normal size, serving the preservationist as per the spell and otherwise being treated as a summoned creature. When the duration expires, the preserved creature decays into powder. If the preservationist has the infusion discovery, another character can use the infused specimen. The Augment Summoning feat can be applied to these specimens. This ability replaces poison use. Bottled Ally II, At 5th level, a preservationist adds summon nature’s ally II to his formula book as a 2nd-level extract. This ability replaces poison resistance +4. Bottled Ally III, At 8th level, a preservationist adds summon nature’s ally IV to his formula book as a 3rd-level extract. This ability replaces poison resistance +6. Bottled Ally IV, At 10th level, a preservationist adds summon nature’s ally V to his formula book as a 4th-level extract. This ability replaces poison immunity. Bottled Ally V, At 14th level, a preservationist adds summon nature’s ally VII to his formula book as a 5th-level extract. This ability replaces persistent mutagen. Bottled Ally VI, At 18 level, a preservationist adds summon nature’s ally IX to his formula book as a 6th-level extract. This ability replaces his 18th-level discovery.
*Discovery(Cognatogen): Benefit: The alchemist gains the ability to create a cognatogen, a mutagen-like mixture that heightens one mental ability score at the expense of a physical ability score. If the cognatogen enhances his Intelligence, it applies a penalty to his Strength. If it enhances his Wisdom, it applies a penalty to his Dexterity. If it enhances his Charisma, it applies a penalty to his Constitution. Otherwise, this ability works just like the mutagen ability (including the natural armor bonus). Anytime the alchemist would prepare a mutagen, he may instead prepare a cognatogen. All limitations of mutagens apply to cognatogens as if they were the same substance—an alchemist can only maintain one mutagen or cognatogen at a time, a cognatogen that is not in an alchemist’s possession becomes inert, drinking a cognatogen makes a non-alchemist sick, and so on. When the effect of the cognatogen ends, the alchemist takes 2 points of ability damage to the ability score penalized by the cognatogen. The infuse mutagen discovery and the persistent mutagen class ability apply to cognatogens.
*Discovery: Tentacle. Rikkan has grown a tentacle on his left abdomen. Does 1d3 damage on an attack.
*Poison Resistance +2
*Swift Alchemy.
*Discovery: Dispelling Bomb.

Mythic Path (Trickster):

Spoiler:

*Mythic Power: 5/day.
*Hard to Kill: automatically stabilize when below zero HP. Doesn't die until HP reach twice Con score.
*Bonus HP: 4 HP per Trickster tier.
*Surge: Spend one use of mythic power to add 1d6 to a d20 roll as an immediate action.
*Mythic Feat: Morphic Nature. When traversing an interplanetary gate, you automatically adapt and acclimate to the new world. Environmental capability, resistance to diseases, and basic language skills.
*Deadly Throw: as a swift action, can expend one use of mythic power to draw an alchemical item and make an attack with it. Does not provoke an attack of opportunity. Roll twice on the d20 attack roll and add your mythic tier to the roll. On a miss, it lands next to the target.

Racial Abilities:

[Spoiler]
*Favored Class Bonus: at first level, chose to add hit point.
*+2 Int/Dex, -2 Str.
*Small size
*20' movement
*Tinker: +2 on Craft Alchemy, Perception, and UMD.
* Rodent Empathy: +4 on Handle Animals versus rodents.
*Swarming: 2 rat folk can occupy the same square. If they do and attack the same opponent, they are considered to be flanking that opponent.
*Darkvision.

Regular Equipment:

Spoiler:

2 gold 4 silver

Potion of water walk

Hybridization Funnel,
Leather Armor, (attuned, +1)
Dagger, 2 gp. (Attuned, +1)
Traveler's Outfit, free
Backpack, 2 gp.
Waterskin, 1 gp.
Belt Pouch, 1 gp.
3 day's rations, 1.5 gp.
Ink vial-, 8 gp.
Parchment (x5)-, 1 gp.
Ink Pen-, 1 sp.
Scroll case, 1 gp.
Thieves' Tools, 30 gold
Alchemist's kit, 25 gold
Alchemist's Fire (x5), 100 gold
Acid flask (x5), 50 gold

Formulae book, free

Appearance and Personality:

Spoiler:

Nikkan is a handsome, white furred male ratfolk. His vision in his right eye isn't the best (from a failed experiment that resulted in a broken vial shattering in his face) so he is generally seen wearing a pair of spectacles he has scavenged from somewhere over the years. Like most of his kind he is short and squat. He has a pack full of tiny items he has gathered from his adventures over the years. If a race or land is discussed, he alleges to have a hair, a rock, or a piece of bone from an inhabitant that he uses for study.

Nikkan wears a small suit of leather armor. He calls in a combination of broken common intertwined with squeaks, chitters, and other unintelligible sounds, when excited. He is inquisitive and is a collector off items and knickknacks, much more interested in those than more gold.

Background:

Spoiler:

Rikkan is a nomadic spirit. He was raised in a tight knit warren with many other of his kind, but his innate wanderlust won out and led him to leave his comfortable surroundings to search out knowledge of the world. He has joined several caravans, moving from land to land over Golarion. He is consumed by seeking out knowledge of new lands and people.

Rikkan is a collector, taking small tokens from the various places he has traveled, whether a pebble, a lock of hair, or some other neat little item to remind him of the joy of his travels. He keeps them separated in tiny vials with clear labels on them in his own personal code. He is fond of lying on the ground on cloudless nights, staring up at the stars and wondering what else might be out there.

He also loves his experiments, not even giving them up after the recent one blew up in his face, injuring his right eye. He just added a spectacle and continued his studying.

He isn't particularly brave, but he ha learned how to make some fairly powerful fire bombs, and will toss those out with regularity to defend himself. But, like most of his kin, he'd much rather find a way to resolve a situation with words rather than with violence.