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About Riy-ZiStatistics:
Riy-zi Male Strix Alchemist (trap breaker) 6 NE Medium Humanoid (strix) Init +4; Senses Darkvision 60 ft., low-light vision, Perception +9 (+2 vs. traps) ------------------------------
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Extracts Prepared (CL 5th, Concentration +8)
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Special Abilities:
------------------------------ SPECIAL ABILITIES ------------------------------ Alchemy (Su): An alchemist prepares his spells by mixing ingredients into a number of extracts, and then “casts” his spells by drinking the extract. When an alchemist creates an extract or bomb, he infuses the concoction with a tiny fraction of his own magical power—this enables the creation of powerful effects, but also binds the effects to the creator.
Alchemy - Extracts 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 (but see the “infusion” discovery below). An extract, once created, remains potent for 1 day before losing its magic, 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.
Alchemy - Formulae Book: An alchemist may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract but not when he consumes it. An alchemist begins play with two 1st-level formulae of his choice, plus a number of additional forumlae equal to his Intelligence modifier. At each new alchemist level, he gains one new formula of any level that he can create. An alchemist can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs, pages, and time requirements. An alchemist can study a wizard’s spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An alchemist does not need to decipher arcane writings before copying them. Bomb (Su): An alchemist can use a number of bombs each day equal to his class level + his Intelligence modifier 8/day. 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.
Brew Potion (Ex): 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. Bruising Intellect Your sharp intellect and rapier-like wit bruise egos. Intimidate is always a class skill for you, and you may use your Intelligence modifier when making Intimidate checks instead of your Charisma modifier. Discoveries Unless otherwise noted, an alchemist cannot select an individual discovery more than once. Discoveries that modify bombs that are marked with an asterisk (*) do not stack. Only one such discovery can be applied to an individual bomb. The DC of any saving throw called for by a discovery is equal to 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier. (DC 15)
Explosive Bomb The alchemist's bombs now have a splash radius of 10 feet rather than 5 feet. Creatures that take a direct hit from an explosive bomb catch fire, taking 1d6 points of fire damage each round until the fire is extinguished. Extinguishing the flames is a full-round action that requires a Reflex save. Rolling on the ground provides the target with a +2 to the save. Dousing the target with at least 2 gallons of water automatically extinguishes the flames. Explosive Disarm (Ex): At 5th level, a trap breaker can attempt to disarm a mechanical trap by detonating it rather than disarming it with a Disable Device check. As a fullround action, a trap breaker may expend one of his bombs to make a ranged touch attack against a trap, using the trap’s Disable Device DC as its AC. If the attack misses, the bomb’s splash damage activates the trap. If the attack hits, the bomb deactivates the trap without setting it off. The trap breaker must both know the location of the trap and be able to reach the trap’s trigger with a ranged touch attack in order to use this ability. At 8th level, a trap breaker can disarm magic traps with this ability. This ability replaces poison resistance +4 and poison resistance +6. Frightening The strix looks particularly menacing and use this to its advantage, gaining a +2 racial bonus on Intimidate checks. This racial trait replaces nocturnal. Hatred Strix receive a +1 racial bonus on attack rolls against humanoid creatures with the human subtype because of their special training against these hated foes. Land Mine (Ex): At 6th level, a trap breaker can turn his bombs into land mines. Setting a land mine is a fullround action that provokes attacks of opportunity. The land mine fills a single 5-foot square, and can’t be placed in the same space as another trap, land mine, or magic trap. The trap breaker can arm the land mine with any bomb he is eligible to use, and the effects of this bomb are immediately transferred to the land mine. Creating a land mine uses up two of the alchemist’s bombs per day. The DCs for Perception checks to notice the land mine, Disable Device checks to disable it, and saving throws to avoid its effects are equal to 10 + 1/2 the alchemist’s level + his Intelligence modifier. All alchemist land mines are mechanical traps with the qualities Trigger: location and Reset: none. Land mines last for 1 day per alchemist level or until they are triggered, whichever comes first. This ability replaces swift poisoning. Meticulous Concoction Your meticulous carefulness makes your bombs and extracts more potent. Once per day, you can either add a +2 trait bonus to the save DC for one bomb you throw or extend the duration of one extract you imbibe by 2 rounds. Extracts with an instantaneous duration are not affected by this trait. Mutagen (Su): An alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist’s possession becomes inert until an alchemist picks it up again.
Nimble The strix receives a +1 racial bonus on Reflex saves. This replaces the suspicious racial trait. Swift Alchemy (Ex): An alchemist can create alchemical items with astounding speed. It takes an alchemist half the normal amount of time to create alchemical items, and he can apply poison to a weapon as a move action. Throw Anything (Ex): 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.
Trapfinding (Ex): A trap breaker adds 1/2 his alchemist level on Perception checks made to locate traps and on Disable Device checks. A trap breaker can use Disable Device to disarm magic traps. This ability replaces poison use and poison resistance +2. Weapon and Armor Proficiency: Alchemists are proficient with all simple weapons and bombs. They are also proficient with light armor, but not with shields. Formulae Book:
------------------------------ Formulae Known ------------------------------ 2nd— blistering invective, cure moderate wounds, false life, invisibility 1st— bomber’s eye, cure light wounds, comprehend languages, enlarge person, monkeyfish, shield, true strike Gear/Possessions:
------------------------------ GEAR/POSSESSIONS ------------------------------ Combat Gear alchemist's atlatl, acid (10), alchemist’s fire (8), antiplague (4), antitoxin (4), caltrops (3), holy water (1), liquid ice (4), tanglefoot bag (7), dagger, potion of cure moderate wounds (3), potion of cure light wounds (6), potion of comprehend languages (2), potion of monkeyfish ( Possessions +1 leaf armour, amulet of natural armour +1, ring of feather fall, ring of protection +1, belt pouch (2), cloak of resistance +1, handy haversack, alchemist’s lab, formula book, grooming kit, ink, inkpen, tindertwig (10), masterwork thieve's tools, waterskin, tome of the transmuter Carrying Capacity Light 0-33 lb. Medium 34-66 lb. Heavy 67-100 lb. Current Load Carried 26 lbs. Money 69 GP 3 SP 5 CP Background:
Long ago Riy-Zi and his family (parents and siblings) were driven from their home by humans. They built a city, and Riy-Zi and his family had to watch as their homeland became a dirty, stinky, ugly place. His family died at the hands of humans. Eventually he was alone. He watched the humans carefully and learned to make strange things — potions and bombs and stranger things from the chemicals they used. He saw ships come and attack the city. He laughed and clapped his hands as he watched the human city burn. Riy-Zi knew what he wanted to do with his life. So he joined a pirate ship and has been sailing the Shackles, raining destruction from the skies ever since. In the years since he learned to live amongst humans. He still hated them, but he learned to hide it a bit.
Appearance and Personality:
Riy-Zi is a male strix with gray skin, glowing red eyes, and black feathered wings. He has horns on his head, long sharp-tipped ears, and spots on his skin. He wears simple shorts and a fancy vest. One his back is a magical bag that holds all of his alchemical tooks, creations, and ingredients. |