Nulkineth

Riy-Zi's page

310 posts. Alias of gemmik.


Full Name

Riy-Zi

Race

| HP: 36/36 Temp HP: 5/10 | AC 24* (T13, FF 20*) | CMB: +4 CMD: 18 | F:+6 R:+11 W:+5 | Init +4 | Perc +10 (+3 vs. traps), SM +2, Intimidate +11

Classes/Levels

| Speed 30 ft. Fly 60 ft. | Extracts: 2nd: 2/4, 1st: 1/5 | Bombs: 0/9, Meticulous Concoction: 1/1, Mutagen: 1/1 | Active Conditions: None

Gender

Male Strix Alchemist (trap breaker)

Location

Shackles

Languages

Common, Strix

Strength 10
Dexterity 18
Constitution 10
Intelligence 17
Wisdom 14
Charisma 8

About Riy-Zi

Statistics:

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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DEFENSE
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AC 20, touch 15, flat-footed 16 (+4 armour, +1 deflection, +4 Dex, +1 natural, +0 shield)
…shield spell (+4)
hp 36 (6d8)
Fort +6, Ref +11, Will +5

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OFFENSE
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Speed 30 ft. Fly 60 ft.
Melee masterwork dagger +5 (1d4/19-20)
Ranged alchemist’s bomb +10 (3d6+3 fire) (20 ft. range) (5 splash, DC 16 for 1/2 splash, 10 ft. splash)
…alchemical thrown +9 (damage varies)
...masterwork dagger +8 (1d4/19-20)
Special Hatred (+1 attack vs. humans), Point-blank Shot (+1 w/in 30 ft.), Throw Anything (+1 w/ thrown alchemical/bombs)

Extracts Prepared (CL 5th, Concentration +8)
2ndblistering invective, blistering invective, cure moderate wounds, false life
1stbomber’s eye, enlarge person, shield, shield, cure light wounds

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STATISTICS
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Str 10, Dex 18, Con 10, Int 17, Wis 14, Cha 8
Base Atk +4; CMB +4; CMD 18
Traits bruising intellect, meticulous concoction
Feats brew potion, point-blank shot, precise shot, throw anything, weapon focus (bomb)
Skills Craft (alchemy) +15 (2 ranks), Disable Device +15, Fly +12, Intimidate +11, Knowledge (arcana) +11, Knowledge (geography) +5 (2 ranks, not a class skill), Perception +10 (+2 vs. traps), Profession (sailor) +10, Spellcraft +11
(8 points; 4 class, 3 INT, 0 race, 1 favoured class)
Abilities alchemy, bomb (3d6+3, 7/day), brew potion, discovery (explosive bomb, infusion, precise bombs), frightening, hatred, mutagen., nimble, swift alchemy, throw anything, trapfinding
Languages Common, Strix

Special Abilities:

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SPECIAL ABILITIES
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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.
…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 mutagens. Bombs are explosive splash weapons, and mutagens are transformative elixirs that the alchemist drinks to enhance his physical abilities—both of these are detailed in their own sections below.

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.
…Although the alchemist doesn’t actually cast spells, he does have a formulae list that determines what extracts he can create. An alchemist can utilize spell-trigger items if the spell appears on his formuale list, but not spell-completion items (unless he uses Use Magic Device to do so). An extract is “cast” by drinking it, as if imbibing a potion—the effects of an extract exactly duplicate the spell upon which its formula is based, save that the spell always affects only the drinking alchemist. An alchemist can draw and drink an extract as a standard action. The alchemist uses his level as the caster level to determine any effect based on caster level.
…Creating extracts consumes raw materials, but the cost of these materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements (alchemist extracts that duplicate divine spells never have a divine focus requirement).
…An alchemist can prepare an extract of any formula he knows. To learn or use an extract, an alchemist must have an Intelligence score equal to at least 10 + the extract’s level. The Difficulty Class for a saving throw against an alchemist’s extract is 10 + the extract level + the alchemist’s Intelligence modifier.

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.
…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. DC 16
…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.

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)
Infusion When the alchemist creates an extract, he can infuse it with an extra bit of his own magical power. The extract created now persists even after the alchemist sets it down. As long as the extract exists, it continues to occupy one of the alchemist's daily extract slots. An infused extract can be imbibed by a non-alchemist to gain its effects.
Precise Bombs Whenever the alchemist throws a bomb, he can select a number of squares equal to his Intelligence modifier that are not affected by the splash damage from his bombs. If the bomb misses, this discovery has no effect.

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.
…When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It’s a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma.
…A non-alchemist who drinks a mutagen must make a Fortitude save (DC 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier) or become nauseated for 1 hour—a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist’s mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the “stolen” mutagen immediately cease.) The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end.

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.
…You do not suffer any penalties for using an improvised ranged weapon. You receive a +1 circumstance bonus on attack rolls made with thrown splash weapons.

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:

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Formulae Known
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2ndblistering invective, cure moderate wounds, false life, invisibility
1stbomber’s eye, cure light wounds, comprehend languages, enlarge person, monkeyfish, shield, true strike

Gear/Possessions:

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GEAR/POSSESSIONS
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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 (3 2), potion of shield (2), potion of true strike (3), thunderstones (3), smokestick (2), wand of cure light wounds (27 charges)
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.