-------------------- AC 19; Fort +6, Ref +9, Will +4; +1 to saves vs. dragon breath, sleep effects, and effects that paralyze
HP 26
-------------------- Speed 25 feet
Melee dagger +7 (agile, finesse, versatile S), Damage 1d4+1 piercing
Ranged lesser alchemical bomb +7 (thrown 30 feet), Damage varies
Ranged crossbow +7 (range 120 feet, reload 1), Damage 1d8 piercing
Ranged dagger +7 (agile, thrown 10 feet, versatile S), Damage 1d4+1 piercing
Actions and Abilities:
Bomber Field Benefit When throwing an alchemical bomb with the splash trait, you can choose to deal splash damage to only your primary target instead of the usual splash area.
Bomber Field Vials When you Strike with a versatile vial, you can choose to have it deal cold, electricity, or fire damage instead of acid damage.
Quick Alchemy [1 action] (manipulate) Requirements You're either holding or wearing an alchemist's toolkit and you have a free hand. You can either use up a versatile vial to make another alchemical consumable at a moment's notice or create an especially short-lived versatile vial. Any effect created by an item made with Quick Alchemy that would have a duration longer than 10 minutes lasts for 10 minutes instead.
Quick Bomber [1 action] You keep your bombs and bomb-related reagents in easy-to-reach pouches from which you draw without thinking. You Interact to draw a bomb, draw a versatile vial, or use Quick Alchemy to create a bomb, then Strike with the bomb. If you have the ability to create more than one bomb at a time with Quick Alchemy (such as from the double brew class feature), you can Strike with only one of the bombs you create with this action.
Formula Book:
Alchemy
Acid Flask (lesser)
Antidote (lesser)
Bottled Lightning (lesser)
Darkvision Elixir (lesser)
Dread Ampoule (lesser)
Poison Elemental Ammunition (lesser)
Elixir of Life (minor)
Frost Vial (lesser)
Ghost Charge (lesser)
Glue Bomb (lesser)
Snares
Alarm Snare
Caltrop Snare
Marking Snare
Spike Snare
Feats:
Kobold Ancestry
Snare Setter
Alchemist Class
Far Lobber
Quick Bomber
Skill
Alchemical Crafting
Crafter’s Appraisal
Snare Crafting
Specialty Crafting (alchemy)
Proficiencies:
Light Armor: Trained
Medium Armor: Trained
Unarmored: Trained
Fortitude Saves: Expert
Reflex Saves: Expert
Will Saves: Trained
Simply Weapons: Trained
Alchemical Bombs: Trained
Unarmed Attacks: Trained
Perception: Trained
Alchemist Class DC: Trained
Acrobatics: Trained
Arcana: Trained
Athletics: Trained
Crafting: Trained
Deception:Trained
Lore-Kobold: Trained
Lore-Mining: Trained
Lore-Ratfolk: Trained
Society: Trained
Stealth: Trained
Survival: Trained
Thievery: Trained
Appearance:
Age 24
Height 3 ft. 2 in.
Weight 65 lbs.
Scales faded blue
Eyes dark blue
Unique Features SasitaYi once vibrant blue scales have been dulled over time with exposure to the various chemical agents and fumes he uses in his alchemical experiments. As an additional effect from this exposure, the scales on his legs have grown thick, appearing almost stone-like.
Sasi-Ta-Yi, known as Ta-Ya to his friends and family, was raised in the warrens of Chitterhome among the Ysoki. Their tribe served as engineers and miners for the ratfolk, maintaining the warrens and digging out ores and occasional treasures that were found in the earth.
Ta-Ya themselves showed an incredible curiosity for those pieces of scrap deemed unsalvageable. They eagerly served the mining team, even volunteering for clean-up and cart-off duties. They were afforded more time to dig through the junk for any scrap that caught their eye. They especially enjoyed the energy chemicals and storage, spending hours figuring out how they mixed and produced the power needed to run any of the technologies of Numeria.
In time, Ta-Ya learned how best to harvest these chemicals and others, and began experimenting with the various alchemical formulas they came across. Unfortunately, their curiosity began to tax the relationship between the peoples in their home and they knew that it was time to move on.
Having heard of the town of Torch and the mysteries that bubble up occasionally there, Ta-Ya set off to see if they could add to their knowledge of chemistry, and even dreamed of finding a stash of power stores to harvest the chemicals from.