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About Rotgut, Medicine PeddlerMale / Lizardfolk / Vivisectionist-Beastmorph Alchemist 2
Backstory:
The streets of Maze, lined in equal parts desperate poor, criminals, and the dreaded silver scum that flood the streets and swiftly kill or maim those that it comes on contact with, is not a good place to live. To survive in such a place requires you to have the necessary skills to carve your own path and trample those that stand in your way, something that one little lizardfolk was all too familiar with.
Born to an abandoned egg cluster and left to die on the deepest parts of the Maze, the lizard had to fight for his right to exist from the moment he came unto this world, lest he would be eaten alive by his nest brothers and sisters. The streets were not completely unkind to the little lizard however, for they provided him with plenty of garbage to feast upon and the occasional stolen goods he could either steal or beat someone to get. Small and lonely, but cunning and tough, proved to be the lizard's key to surviving in the Maze, for he swiftly learned how to fight and how to maneuver himself around the dangerous underbelly of the Hive to earn what he needed to continue his existence, however miserable. Perhaps he could've stuck to this path, remaining pathetic, but somewhat comfortable given the doomed conditions of his birth. But he wasn't about to accept such a thing. He knew that the levels above the Maze were more prosperous than what he was cursed to be born in, and the lizard wanted that. Wanted to climb the Hive and see it all for himself, to become more than a slum newt feeding on trash to survive. And to do that, Rotgut knew he'd have to refine his skills into something, somehow. Thus, the clever lizard's adolescence was one of dealings between himself and many of the Maze's... Unsavory sorts. Gangs, mafias, rings, all those who needed the lizard's natural cunning to perform their dirty deeds. Along with it, he earned himself a reputation, not only as a skilled muscle, but as a potion peddler, making his own stock out of experiments made with the very silver scum that ran on the gutters of Maze. Eventually, his popularity earned him the name of "Rotgut", given the volatile, but most of the time functional nature of his homemade... ... ..."Remedies". Yes, let's go with that. It all came tumbling down when the son of another... Infamous remedy peddler, took one of Rotgut's medicine and died from poisoning. The peddler blamed Rotgut for killing his son (which he did indeed do, in another one of his "live tests" of a new formula), and painted a target on Rotgut's scaly back. Soon, he was being hunted down by Maze's finest, forced to abandon everything he had worked towards up until then and fade away into the crowds of society's underbelly. Reduced to the rock bottom once more, Rotgut nearly lost hope of ever climbing the levels of Hive. Resigning himself to drinking until he was probably dead, since the rival peddler's men would probably get to him eventually, Rotgut found himself passed out drunk in a certain bar, beaten to near death by a squad of guards, and thrown into a certain cell, where the next chapter of the peddler's life would begin... -------------------- Defense -------------------- AC: 17, touch 12, flat-footed 15 (+4 Armor, +2 Dex, +1 Natural) Mutagen AC: 19, touch 12, flat-footed 17 (+4 Armor, +2 Dex, +3 Natural) HP: 24 (16 base + 6 con + 2 FCB) Fort: +6 / Ref: +5 / Will: +0 CMB: +3 CMD: 16 Mutagen CMB: +5 Mutagen CMD: 18 Speed: 30 ft. Base Atk +1 Favored Class Bonuses:
1st: +1 hp 2nd: +1 hp --------------------
Special Attacks:
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When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. --------------------
Axe to Grind
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Acrobatics (Dex)
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Class Abilities:
Alchemy (Su): Way too much to put here, so here's a link. Brew Potion (Ex): 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. Mutagen (Su): At 1st level, 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. Sneak Attack: At 1st level, a vivisectionist gains the sneak attack ability as a rogue of the same level. If a character already has sneak attack from another class, the levels from the classes that grant sneak attack stack to determine the effective rogue level for the sneak attack’s extra damage dice (so an alchemist 1/rogue 1 has a +1d6 sneak attack like a 2nd-level rogue, an alchemist 2/rogue 1 has a +2d6 sneak attack like a 3rd-level rogue, and so on). This ability replaces bomb. 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. Torturer's Eye: At 2nd level, a vivisectionist adds deathwatch to his formula book as a 1st-level extract. Discovery (Su): At 2nd level, and then again every 2 levels thereafter (up to 18th level), an alchemist makes an incredible alchemical discovery. Unless otherwise noted, an alchemist cannot select an individual discovery more than once. Some discoveries can only be made if the alchemist has met certain prerequisites first, such as uncovering other discoveries. 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. Poison Resistance (Ex): At 2nd level, an alchemist gains a +2 bonus on all saving throws against poison. This bonus increases to +4 at 5th level, and then again to +6 at 8th level. At 10th level, an alchemist becomes completely immune to poison. 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.
Racial Abilities:
Natural Armor: Lizardfolk have tough scaly skin, granting them a +1 natural armor bonus. Climb: Lizardfolk not born in the swamp have a climb speed of 15 ft. Natural Attacks (Bite): Lizardfolk gain a natural bite attack, dealing damage equivalent to that of a creature two size categories lower than normal for their size (1d2 for Small races, 1d3 for Medium, etc.). The bite is a primary attack, or a secondary attack if the creature is wielding manufactured weapons. Natural Attacks (Claws): Lizardfolk receive two claw attacks. These are primary natural attacks. The damage is based on the creature’s size (1d4 for Medium creatures.) Discoveries:
Feral Mutagen: Whenever the alchemist imbibes a mutagen, he gains two claw attacks and a bite attack. These are primary attacks and are made using the alchemist’s full base attack bonus. The claw attacks deal 1d6 points of damage (1d4 if the alchemist is Small) and the bite attack deals 1d8 points of damage (1d6 if the alchemist is Small). While the mutagen is in effect, the alchemist gains a +2 competence bonus on Intimidate skill checks. Extracts:
Known Formulae
Prepared Formulae: 2/3
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