Whiskifiss

Srik-srik 'Pinkie''s page

28 posts. Alias of Wilhelm Shieldbreaker.


Full Name

Srik-srik 'Pinkie'

Race

Ratfolk

Classes/Levels

Grenadier 'Alchemist' 1

Gender

Male

Size

Small

Age

16

Alignment

NG

Languages

Common, Draconic, Orc, Goblin, Gnome

Occupation

Voltigeur- former

Strength 8
Dexterity 16
Constitution 13
Intelligence 18
Wisdom 14
Charisma 12

About Srik-srik 'Pinkie'

Name: Caporal Srik-srik ‘Pinkie’

Race: Ratfolk

Class Alchemist (Grenadier) 1

Sex: Male

Alignment: Neutral Good

Initiative: +3

Perception: +8

Background:

Born in the city of Touloose to 1st generation ratfolk immigrants, Srik-Srik grew up the runt of the litter, relying on his brains to keep him alive in the poor burrow amongst his under-nourished kin.
Surviving childhood was hard in a city where the ratfolk were generally disliked at best and as such there weren't many opportunities for employment as Srik-Srik grew older. After his latest venture failed, Srik-srik came before the magistrate facing debtors prison or service in the army. Figuring the army might give him an opportunity to earn some money rather than rot, but training soon removed those ideas. As bad blood finally became full blown war with the neighbouring nation, it wasn't long before Srik-Srik found himself in the fighting line. His natural dexterity, recklessness and brains, soon found use in the voltigeurs, the light infantry that skirmishes in the smoke between the massed battalions. Chosen for their initiative and stealth the voltigeurs are often used as infantry scouts and snipers. Finding his niche, Srik-Srik soon began to learn about the making of gunpowder, of explosives and smoke bombs. Not only did this fill the quiet lulls and keep his brain active, it also helped fill the gap in a poorly supported supply chain. Attached to the regimental engineer for a time, Srik-Srik learnt more of the ways of the alchemist and was soon leading a small team in to blast breaches in the sieges of the campaign. On one fateful night, in what turned out to be the last siege of the war, whilst being lead in by a young and arrogant officer, the officer's sword clashed against the stone of the wall and alerted the guard. Faced with the rapid approach of reinforcements for the enemy, Srik-Srik lit the fuse, leaving it much too short. In the ensuing explosion, Srik-srik's face was hideously scarred leaving it covered in pink scar tissue, over which he now wears a mask. Carried free by his squad mates (much to the wrath of the young officer, who was also wounded), it wasn't long before the conflict ended and Srik-Srik found himself cast adrift after being honourably discharged. His back pay didn't go far and it wasn't long before Srik-Srik found himself scraping by again. Heading for his grandparents warren in the capital, Srik-Srik came across the Lord's appeal. His best years spent in the nation's service, Srik-Srik put himself forward to find a new future and hopefully keep a full belly.

Defense:

AC: 16= (10+3 Dex +2 Armour +1 Size) TAC: 14 FF: 13

HP: 9= (8+1con)

Fort: +3 Ref: +5 Will +2

Special Defenses:

Offense:

Melee

Dagger +0, 1d3-1, 19-20/x2 10ft P/S

Club +0, 1d4-1, x2, 10ft, B

Ranged

Light Crossbow +4, 1d6, 19-20/x2 80ft P

Statistics:

Str: 10-2R=8 (-1)

Dex: 14+2R=16 (+3)

Con: 13(+1)

Int: 16+2R = 18 (+4)

Wis: 14 (+2)

Cha: 12 (+1)

BAB: +0 (+1 to hit as small) CMB -2 CMD 11=10-1 str +3 dex -1 small

Move: 20ft

Powers::

Alchemy:

Competence bonus to Craft (Alchemy) checks to create alchemical items equal to class level. And in addition can use Craft (alchemy) to identify potions as Detect Magic. He must hold it for at least 1 round to make such a check.

Extracts: two 1st level extracts per day. Takes 1 minute of work.

Formulae known: (6=2+4int) Cure Light Wounds, Enlarge Person, Reduce Person, Fire Belly, Heightened Awareness, Shield

Bomb: 1+4Int = 5 per day

Use same round, Std action that provokes an AOO, 20ft range, Throw splash weapon, 1d6 fire damage +Int Mod (4). Splash damage equals bomb’s minimum damage (5). Reflex save for half, DC 10+1/2 level (1)+ Int mod = 15.

Mutagen: 1 hour to brew. When brewed select one physical ability score (Str, Dex, Con). Std action to drink. When consumed: +2 natural armour, +4 alchemical bonus to chosen physical score and -2 to associated mental score (Str-Int, Dex-Wis, Con-Cha) for 10mins per level.

Feats::

Point Blank Shot: +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Throw Anything: No penalties for using an improvised ranged weapon. +1 to attack with a thrown splash weapon.

Martial Weapon Proficiency: Musket.

Traits::

Reckless: +1 Acrobatics and class skill

Clever Wordplay: Use Int for a Cha skill (Intimidate)

Silent Hunter: +1 Stealth and class skill

Drawback – Scarred: -5 on Disguise and -2 on Bluff

Skills::

4+Int (4) +2 background

*Acrobatics (dex) 8 =3+1class+1trait

*Appraise (Int) 8 =4+1class

Bluff (Cha) -1 =1-2trait

Climb (Str) -1 =-1

*Craft(Alchemy) (Int) 10 =4+1class+2racial

Diplomacy (Cha) 1 =1

*Disable Device (Dex) 7 =3+1class

Disguise (Cha) -4 =1-5trait

Escape Artist (Dex) 3=3

*Fly (Dex) 3 =3

Handle Animal (Cha) NA (+4 for rodents)

*Heal (Wis) 6 =2+1class

Intimidate (Int) 4 =4

*Knowledge(Arcana) (Int) 8 =4+1class

Knowledge (Dungeoneering) (Int) NA

Knowledge (Engineering) (Int) NA

Knowledge (Geography) (Int) NA

Knowledge (History) (Int) NA

Knowledge (Local) (Int) NA

*Knowledge (Nature) (Int) NA

Knowledge (Nobility) (Int) NA

Knowledge (Planes) (Int) NA

Knowledge (Religion) (Int) NA

Linguistics (Int) NA

*Perception (Wis) 8 =2+1class+2racial

Perform (Cha) 1 =1

*Profession (soldier) (Wis) 6 =2+1class

Ride (Dex) 3 =3

Sense Motive (Wis) 2 =2

*Sleight of Hand (Dex) NA

*Spellcraft (Int) NA (Int) 4

*Stealth (Dex) 12 =3+1class+1trait+4size

*Survival (Wis) 6 =2+1class

Swim (Str) -1 =-1

*Use Magic Device (Cha) NA

Languages::

Common, Aklo, Draconic, Goblin, Undercommon.

Racial Traits:

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

Rodent Empathy: Ratfolk gain a +4 racial bonus on Handle Animal checks made to influence rodents.

Swarming: Ratfolk are used to living and fighting communally, and are adept at swarming foes for their own gain and their foes’ detriment. Up to two ratfolk can share the same square at the same time. If two ratfolk in the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.

Darkvision: Ratfolk can see perfectly in the dark up to 60ft.

Equipment::

Light: <

Medium:

Heavy: >

On person:Leather Armour, Light Crossbow, Dagger, Club, 20 crossbow bolts, Thieves tools, Bombchucker, Signal Whistle, Burglars Outfit (wearing), 2 x bandolier, dice

In backpack: Alchemist’s kit, Poncho

Progression Plans::

Sticking straight Alchemist (Grenadier), with the intention to get a musket as soon as reasonable. The aim is for Srik-Srik to be a stealthy scout, then to run like hell using his colleagues for cover. Once his bombs are used he will shoot, or use mutagens to get in close to protect others (just as a shield). Further down the road he will pick up the ‘Infusion’ discovery to assist others with his ability to get round the battlefield and administer healing or buffs, but his initial priority will be his bombs.