Ratfolk

Rikkivar Greenfur's page

56 posts. Alias of Philo Pharynx.


Race

HP 42/42; Bombs 7/9; Poison 7/9

About Rikkivar Greenfur

Rikivar Greenfur
Male ratfolk alchemist (grenadier, toxicant) 4 (Pathfinder Player Companion: Dirty Tactics Toolbox 7, Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Bestiary 3 231, Pathfinder RPG Monster Codex)
N Small humanoid (ratfolk)
Init +4; Senses low-light vision; Perception +11
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Defense
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AC 18, touch 15, flat-footed 14 (+3 armor, +4 Dex, +1 size)
hp 42 (4d8+16)
Fort +7, Ref +8, Will +3
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Offense
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Speed 30 ft.
Melee tailblade +4 (1d2)
Ranged acid bomb +10 (2d6+5 acid) or
. . bomb +10 (2d6+5 fire) or
. . mwk composite longbow +9 (1d6/×3)
Special Attacks bomb 9/day (2d6+5 fire, DC 17)
Alchemist (Grenadier, Toxicant) Extracts Prepared (CL 4th; concentration +9)
. . 2nd—dongun shaper's touch, lesser restoration
. . 1st—adhesive spittle[ACG] (DC 16), cure light wounds, targeted bomb admixture[UC], targeted bomb admixture[UC], touch of the sea[APG] (DC 16)
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Statistics
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Str 11, Dex 18, Con 16, Int 21, Wis 14, Cha 13
Base Atk +3; CMB +2; CMD 16
Feats Ability Focus (toxic secretion), Extra Discovery[APG], Martial Weapon Proficiency (longbow), Throw Anything
Traits firebug, shackles seafarer
Skills Acrobatics +5, Appraise +9, Bluff +1 (-3 to affect animals), Climb +1, Craft (alchemy) +14 (+18 to create alchemical items), Craft (leather) +10, Diplomacy +1 (-3 to affect animals), Disable Device +10, Disguise +1 (-3 to affect animals), Heal +7, Intimidate +1 (-3 to affect animals), Knowledge (arcana) +12, Knowledge (nature) +12, Perception +11, Sleight of Hand +7, Spellcraft +9, Stealth +11, Survival +6, Swim +7, Use Magic Device +10 (+6 to affect animals); Racial Modifiers +2 Craft (alchemy), +2 Perception, +2 Use Magic Device
Languages Common, Draconic, Dwarven, Elven, Gnome, Halfling
SQ alchemical weapon, alchemy (alchemy crafting +4), cheek pouches, discoveries (acid bomb, explosive missile[UC], immolation bomb[UC]), precise bombs, secreted toxin condition (bleed), surface sprinter, swift alchemy, toxic secretion (5 dmg, 2 rounds, DC 19), unnatural[ARG], weapon secretion
Combat Gear wand of cure light wounds (20 charges), acid (9), air crystal (6), alchemist's fire (3); Other Gear studded leather, arrows (40), mwk composite longbow, tailblade[ARG], bag of holding, minor, headband of vast intelligence +2, alchemy crafting kit[APG], bedroll, belt pouch, everburning torch, flint and steel, ink, inkpen, masterwork leatherworking tools, mess kit[UE], soap, thieves' tools, trail rations (5), waterskin, 430 gp, 8 sp, 10 cp
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Special Abilities
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Acid Bomb (Su) Bomb deals acid damage and additional 1d6 acid damage 1 rd later.
Alchemical Weapon (Move Action) (Su) Add the effects of an alchemical liquid or powder to weapon.
Alchemy +4 (Su) +4 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bleed Toxic Secretion deals 1d6 bleed.
Bomb 2d6+5 (9/day, DC 17) (Su) Thrown Splash Weapon deals 2d6+5 fire damage.
Cheek Pouches You can store things in cheeks, but suffer 20% failure with verbal spells.
Explosive Missile Use bomb with ranged weapon.
Immolation Bomb When the alchemist creates a bomb, he can choose to have its substance coat the direct target's body, causing the bomb to deal its damage over time instead of all at once. The bomb's effect lasts for a number of rounds equal to the number of damage d
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Precise Bombs (Ex) Select Int mod squares to not be affected by splash effects.
Surface Sprinter Gain low-light vision and 30 ft. base speed.
Swift Alchemy (Ex) Construct alchemical items in half the normal time.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Toxic Secretion (1/day, DC 19) (Ex) Secrete a poisonous toxin that affects those striking you with natural or unarmed attacks. 5 dmg, 2 rounds, +1d6 bleed
Unnatural -4 to CHA skills vs. animals, +2 Dodge AC against animals. Animal starting attitude one step worse.
Weapon Secretion (9/day, DC 19) As a swift action, the toxicant can collect and concentrate this secretion into a poison she can deliver as a touch attack or apply to a weapon.

Rikkivar's family were wharf-rats in Port Peril. On good days, they were guides and brokers. They kept their ear to the ground and were always ready to pass on news of opportunities for a few coins. Brokering warehouse space, connecting clients and merchants in order to get tips from both, running messages.

There are rat clans in most of the big ports of the shackles, and Rikkivar was often tasked with bringing messages and a few valuables between them. Doing so, they've developed ties with a few pirate-captains through the area. They often had the fastest ships.

He was home when the accident happened. One of their clients was Lysmith the Alchemist. His known business was the standard alchemical items, but the rats helped him move his poisons. He had a secret lab to brew them accessible by tunnel. Rikki was helping him move out the waste from that to be dumped when a barrel slipped and broke. Rikki should have died, but he managed to hold on. For a while he needed constant alchemical care and needed to live with Lysmith. He ended up picking up how this worked and when he was back to health, he became his apprentice.

From his accident, his body became toxic. Between that and his concoctions, he's been able to help the family in many ways. Including fighting off competitors for their business. Still, now that he's learned all that he can from Lysmith, it's time to move on. To see new shores and see what he can make of himself.