Ratfolk Caravan Guard

Rillum 'Bilge' Jimmings's page

222 posts. Alias of Aqua-Thor.


Race

Ratfolk alchemist(plague bringer) | HP 20/20 | Bombs 6/6, Plague vial 1/1

Stats:
AC 16, Touch 14, FlatFoot 13, CMD 10 | Fort +8, Ref +6 and Wis +2 | Init +3 | Sense Motive +2, Perception +9, Low-light vision

Classes/Levels

Extracts Prepared:
1st - Adhesive Spittle, Bomber's Eye, Monkyfish

About Rillum 'Bilge' Jimmings

Rillum “Bilge” Jimmings
Male ratfolk Alchemist 2 (Plague Bringer)
NE small humanoid (ratfolk)
Init +3; Senses low-light vision
Perception +9, Sense Motive +2
(favored bonus: 2/6 of a discovery)

_____STATISTICS_____
Str 5, Dex 16, Con 14, Int 18, Wis 15, Cha 12

_____DEFENSE_____
AC 16, touch 14, flat-footed 13 (+3 [Dex] +1 [size] +2[armor])
HP 20 (2d8 + 4 [Con])
CMD 10 (10 +1 [BAB] -3[Str] +3[Dex] -1[size])

Saves
Fort +6 (+3[base] +2[Con] +1[trait] +2 [familiar])
Ref +6 (+3[base] +3[Dex])
Will +2 (+0[base] +2[Wis])
+2 racial bonus vs. disease
+2 class bonus vs. disease

_____OFFENSE_____
Speed 30 ft. Space 5 ft., Reach 5 ft.
CMB +8 (+1 [BAB] -3 [Str])

Bomb – +7 (+1 BAB +3[Dex] +1[size] +1[feat] +1[trait]) 40ft. range inc. (1d6+4[fire] and 5[fire] splash)
Acid flask – +7 (+1BAB +3[Dex] +1[size] +1[feat] +1[trait]) 20ft. range inc. (1d6+4[acid] and 5[acid] splash)
Light Crossbow – +5 (+1BAB +3[Dex] +1[size]) 80ft. range inc. (1d6+disease maybe)

_____EXTRACTS_____
[1st] 2+1

Prepared
1st – Adhesive Spittle, Bomber's Eye, Monkey Fish

Spellbook
1st – Adhesive Spittle, Ant Haul, Bomber's Eye, Crafter’s Fortune, Cure Light Wounds, Firebelly, Monkey Fish, Reduce Person

_____SPECIAL ABILITIES_____
Size: Ratfolk are Small and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth checks.

Cleanliness: Ratfolk strive to keep themselves and each other immaculately clean, to make it difficult for disease to spread. A ratfolk with this racial trait gains a +2 bonus on saving throws against disease, and whenever she exceeds the save DC to recover from a disease effect by 5 or more, she is treated as though she had succeeded at two consecutive saving throws.

Cornered Fury: Ratfolk can fight viciously when cut off from friends and allies. Whenever a ratfolk with this racial trait is reduced to half or fewer of his hit points, and has no conscious ally within 30 feet, he gains a +2 racial bonus on melee attack rolls and to Armor Class.

Surface Sprinter: Some ratfolk spend as much time as they can aboveground and become very fast runners. This comes at the cost of their night vision, which becomes less acute after years of sunlight. These ratfolk gain low-light vision and have a base speed of 30 feet.

Tinker: Ratfolk gain a +2 racial bonus on Craft (alchemy), Perception, and Use Magic Device checks.

Alchemy: When using Craft (alchemy) to create an alchemical item, an alchemist gains a competence bonus equal to his class level on the Craft (alchemy) check. In addition, an alchemist can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to make such a check.

An alchemist can create three special types of magical items—extracts, bombs, and plague vials are transformative elixirs that the alchemist drinks to enhance his physical abilities—these are detailed in their own sections below.

Extracts: Extracts are the most varied of the three. In many ways, they behave like spells in potion form, and as such their effects can be dispelled by effects like dispel magic using the alchemist's level as the caster level. Unlike potions, though, extracts can have powerful effects and duplicate spells that a potion normally could not.

An alchemist can create only a certain number of extracts of each level per day. His base daily allotment of extracts is given on Table: Alchemist. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day. When an alchemist mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately becomes inert if it leaves the alchemist's possession, reactivating as soon as it returns to his keeping—an alchemist cannot normally pass out his extracts for allies to use (barring the use of the “infusion” discovery). An extract, once created, remains potent for 1 day before becoming inert, so an alchemist must re-prepare his extracts every day. Mixing an extract takes 1 minute of work—most alchemists prepare many extracts at the start of the day or just before going on an adventure, but it's not uncommon for an alchemist to keep some (or even all) of his daily extract slots open so that he can prepare extracts in the field as needed.

Bombs: In addition to magical extracts, alchemists are adept at swiftly mixing various volatile chemicals and infusing them with their magical reserves to create powerful bombs that they can hurl at their enemies. An alchemist can use a number of bombs each day equal to his class level + his Intelligence modifier. Bombs are unstable, and if not used in the round they are created, they degrade and become inert—their method of creation prevents large volumes of explosive material from being created and stored. In order to create a bomb, the alchemist must use a small vial containing an ounce of liquid catalyst—the alchemist can create this liquid catalyst from small amounts of chemicals from an alchemy lab, and these supplies can be readily refilled in the same manner as a spellcaster's component pouch. Most alchemists create a number of catalyst vials at the start of the day equal to the total number of bombs they can create in that day—once created, a catalyst vial remains usable by the alchemist for years.

Drawing the components of, creating, and throwing a bomb requires a standard action that provokes an attack of opportunity. Thrown bombs have a range of 20 feet and use the Throw Splash Weapon special attack. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, an alchemist's bomb inflicts 1d6 points of fire damage + additional damage equal to the alchemist's Intelligence modifier. The damage of an alchemist's bomb increases by 1d6 points at every odd-numbered alchemist level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). Splash damage from an alchemist bomb is always equal to the bomb's minimum damage (so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire damage). Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the alchemist's level + the alchemist's Intelligence modifier.

Alchemists can learn new types of bombs as discoveries (see the Discovery ability) as they level up. An alchemist's bomb, like an extract, becomes inert if used or carried by anyone else.

Plague Vial: At 1st level, an alchemist can create a plague vial, an alchemically grown and concentrated disease sample. It takes 1 hour to prepare a plague vial, and once prepared, the vial remains potent until used. A alchemist can only maintain 1 plague vial at a time—if he prepares a second vial, any existing plague vial becomes inert. A plague vial that is not in an alchemist's possession becomes inert until the alchemist picks it up again.

It's a standard action to drink a plague vial. Upon being imbibed, the plague vial infects the alchemist's blood, sweat, tears, and other bodily fluids for 10 minutes per class level. Any creature that harms him with melee attacks (except with reach weapons) must make a Fortitude save (DC 10 + 1/2 the alchemist's level + the alchemist's Intelligence modifier) or become sickened for 1 round per alchemist level. The alchemist is immune to the effect of his own plague vial, but not that of another's plague vial. The effects of multiple plague vials do not stack.

As a standard action, the alchemist can infect a weapon with this sickness (typically by licking it or wiping his blood or pus on it). The disease on the weapon works like a poisoned weapon, except the source is a disease instead of a poison (so a dwarf's resistance to poison does not apply).
Anyone other than a plague bringer (including another alchemist) who drinks a plague vial must make a saving throw against the vial's DC or become nauseated for 1 hour. Unless he learns how to brew a mutagen by taking the mutagen discovery, he can never benefit from a mutagen and reacts to it as if he were a non-alchemist. At any particular time, an alchemist can only be under the effect of either a plague vial or a mutagen (not both); drinking another immediately ends the effects of any ongoing plague vial or mutagen.

All limitations to mutagens apply to plague vials as if they were the same substance. The infuse mutagen discovery and persistent mutagen class ability apply to plague vials. The sticky poison discovery applies to a weapon infected with a plague vial. The plague vial is a disease effect.

Brew Potion: At 1st level, alchemists receive Brew Potion as a bonus feat. An alchemist can brew potions of any formulae he knows (up to 3rd level), using his alchemist level as his caster level. The spell must be one that can be made into a potion. The alchemist does not need to meet the prerequisites for this feat.

Disease Resistance (Ex): At 2nd level, a plague bringer gains a +2 bonus on all saving throws against disease. This bonus increases to +4 at 5th level, and to +6 at 8th level. At 10th level, a plague bringer becomes completely immune to disease (including magical diseases).

Poison Use (Ex): Alchemists are trained in the use of poison and starting at 2nd level, cannot accidentally poison themselves when applying poison to a weapon.

Throw Anything: All alchemists gain the Throw Anything feat as a bonus feat at 1st level. An alchemist adds his Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature.

Tumor Familiar (Ex): The alchemist creates a Diminutive or Tiny tumor on his body, usually on his back or stomach. As a standard action, the alchemist can have the tumor detach itself from his body as a separate creature vaguely resembling a kind of animal suitable for a familiar (bat, cat, and so on) and move about as if it were an independent creature. The tumor can reattach itself to the alchemist as a standard action. The tumor has all the abilities of the animal it resembles (for example, a batlike tumor can fly) and familiar abilities based on the alchemist’s caster level (though some familiar abilities may be useless to an alchemist). The tumor acts as the alchemist’s familiar whether attached or separated (providing a skill bonus, the Alertness feat, and so on). When attached to the alchemist, the tumor has fast healing 5. An alchemist’s extracts and mutagens are considered spells for the purposes of familiar abilities like share spells and deliver touch spells. If a tumor familiar is lost or dies, it can be replaced 1 week later through a specialized procedure that costs 200 gp per alchemist level. The ritual takes 8 hours to complete.

Drawback
Foul Brand: You have the symbol of an evil deity burned into the flesh of your face. You take a –2 penalty on Bluff, Diplomacy, and Disguise checks.

Traits
Peg Leg (campaign): One of your legs was bitten off below the knee by a shark when you were just a child, and was replaced with a wooden peg leg. You've long since gotten used to your prosthesis, however, and take none of the normal penalties from having a peg leg. You've had to learn to deal with the pain of your injury as well, and you gain a +1 trait bonus on Fortitude saves. Ever since your accident you've hated sharks, and you also gain a +1 trait bonus on damage rolls against sharks and other animals with the aquatic subtype

Firebug (combat): You were the child of a gunsmith or alchemist and always enjoyed experimenting with fiery alchemical items and minor explosives. You gain a +1 trait bonus on attack rolls made with thrown splash weapons and alchemist bombs.

Alchemical Adept (magic): You are skilled in creating alchemical items. You gain a +2 trait bonus on all Craft (alchemy) checks made to craft alchemical items. Furthermore, when you fail a Craft (alchemy) check by 5 or more but don't roll a natural 1, you don't ruin any raw materials or have to pay that cost again.

Bandit (regional): Since you were young, you’ve been a member of one bandit gang or another. Choose one of the following skills: Escape Artist, Intimidate, or Stealth. You gain a +1 trait bonus on that skill, and it is always a class skill for you.

Feats
[1st]Potion Glutton
[Alchemist bonus]Brew Potion
[Alchemist bonus]Throw Anything
[DM bonus]Splash Weapon Mastery

Skills
+15 Craft: Alchemy (2 [Rank] + 4[Int] +3[class] +2[race] +2[trait] +2[comp])
+10 Disable Device (2 [Rank] + 3[Dex] +3[class] +2[masterwork tools])
+9 Escape Artist (2 [Rank] + 3[Dex] +3[class] +1[trait])
+9 Knowledge: Arcana (2 [Rank] + 4[Int] +3[class])
+9 Perception (2 [rank] + 2[Wis] + 3[class] +2[race])
+6 Profession: Sailor (1 [rank] + 2[Wis] + 3[class])
+8 Slight of Hand (2 [Rank] + 3[Dex] +3[class]) (+2 to hide small object on person)
+9 Spellcraft (2 [Rank] + 4[Int] +3[class])
+12 Stealth (2 [Rank] + 3[Dex] +4[size] +3[class])
+7 Survival (2 [Rank] + 2[Wis] +3[class])
+7 Use Magic Device (1 [Rank] + 1[Cha] +3[class] +2[race])

Languages: Common, Aklo, Draconic, Goblin, and Undercommon

_____GEAR/POSSESSIONS_____
Outfit, pickpocket’s 1.5lbs
Leather armor 7.5lbs.
Light crossbow 2lbs.
Quiver, 10 bolts .5lbs

Backpack 2lbs.
-Alchemy crafter’s kit 5lbs.
-Thieves’ tools, masterwork 1lb.
-Potion of cure light wounds
-Potion of invisibility
-Acid flask x3 3lbs.
-Alchemist's fire x6 6lbs.
-Vial of holy water 1lb.
-Alchemical supplies 23.33gp -lbs.
-Dose of Oil of Taggit
-Dose of strong exotic flavoring
-Grooming kit 1lb.
-Formula book 3lbs.
-Tanglefoot bag. x2 2lb.
-Agate gems x2

Carrying Capacity Light: 12lbs. | Medium: 24.75lbs. | Heavy: 37.5lbs.
Money: 0 PP -- 38GP -- 0P -- 0CP
Total Weight: 24.5lbs. (Medium Load)

Background:

Rillum was born the runt of a family known for their small size, of a people small to begin with. He had to battle with his many brothers and sisters for everything, for anything, and he usually lost. He left young to seek knowledge, not willing to settle for the scraps left for him. His first attempt to ingratiate himself with a local gang led to him being used jokingly as bait over the harbor. He was good bait; a shark took his leg, and he survived. The next year was a near unending series of cuffs and beatings. He stole when he wasn’t observed and taught himself from window sills and market corners the beginnings of hedge alchemy.

Finally he made a big score, a pouch of gold near his own size from behind the tent of an unobservant merchant at the end of a long day. His first purchase was his first decent set of clothes, but on his way to pick up more from his stash, he was accosted by a drunken group of thugs who stripped him down. As a joke they carved a crude symbol of Urgathoa into his flesh with a dagger heated over hot coals.

They left him bleeding in a ditch for dead, but he crawled into the darkness and recovered. He learned about the symbol, and instead of disgust, reacted with curiosity, then wonder. He replaced his clothes, then outfit himself with supplies that provided new insight to his alchemy. His first use of his new knowledge was to find the rakes who lost him his legs. They were left burned beyond recognition. He found the men who introduced him to the Pallid Princess and rewarded them with permanent skull-toothed grins with slow drips of acid. Now it is time to take the next step.

Personality:

Wary is the best word to describe Rillum, Bilge to those who think its funny. He’s smarter than any of them; he deserves more. And now he’s going to take it. But he knows he has to be careful. Too often the big folk (which to him, often includes most halflings) have beaten him and taken those things he deserves. That is going to stop happening – The Pallid Princess has shown him the way. It is his life, and he will do with it as he pleases!

Description:

Small, even tiny, the mottled grey and brown ratfolk before you looks barely larger than the wharf rats scuttling in the corners. He can barely hold the crossbow at the ready, as his deep red pupil-less eyes dart back and forth in paranoia. Though well-groomed now, life has obviously treated the young rat poorly. A wooden stick replaces his right hind leg, and a deeply scarred brand in the shape of a skull-backed fly (recognizable to those who it, a symbol of Urgathoa) stains the whole of the right side of his cheek to under his ear. His seemingly laughably oversized pack balances on his back like a burden.

Tumor Familiar (rat):

N Tiny magical beast
Init +2; Senses low-light vision, scent; Perception +3

DEFENSE

AC 15, touch 14, flat-footed 13 (+2 Dex, +2 size, +1 nat armor)
hp 10 (1d8) Fast Healing 5 (when attached)
Fort +3, Ref +5, Will +1

OFFENSE

Speed 15 ft., climb 15 ft., swim 15 ft.
Melee bite +5 (1d3–4)
Space 2-1/2 ft.; Reach 0 ft.

STATISTICS

Str 2, Dex 15, Con 11, Int 6, Wis 13, Cha 2
Base Atk +1; CMB +1; CMD 7 (10 vs. trip)
Feats: Bodyguard(b), Combat Reflexes(b), Weapon Finesse
Skills: Climb +10, Stealth +19, Swim +10; Racial Modifiers +4 Stealth

Special abilities: Share Spells, Empathic Link