Avimar Sorrinash

Victor Rattus Adustus's page

292 posts. Alias of orionbasher.


Race

Ratfolk

Classes/Levels

15/20 WP 10/10 THRES 12/12 VP, DEF 14,DR 2, FF 11, T 14 | F +3 R +6 W +1 | Init. +3 | Per. +7 | SM +1 | CMB -3 | CMD 9 | Speed 20ft |

prepared extracts:
: 1/1 true strike 1/1 Firebelly

Gender

Male

Size

Small

Age

9

Strength 5
Dexterity 16
Constitution 10
Intelligence 18
Wisdom 12
Charisma 12

About Victor Rattus Adustus

Character Crunch:

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Male Ratfolk Alchemist
Lawful Neutral Small Ratfolk 
Init+3; Darkvision 60ft Perception +7

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 Defense
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Defence 14,DR 2, touch 13, flat-footed 13(+0 armor, +0 Shield, +3 Dex, +0 natural -3 str +1 size) 
Wounds20
threshold 10
vigor 12
Fort+3,Ref+6,Will+1
Special Disease Resistance +2[/b]

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 Offensive
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Speed20 ft. 
Ranged() 
Melee
Special Attacks[/b ]
[b]Base Attack bonus
+1
Bomb 1d6+4 fire damage, DC 14, 20ft splash 4 times a day

Spell-Like Abilities None 
 
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statistics
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Str:5,Dex:16,Con:10,Int 18,Wis:12,Cha:12
Base atk+0 CMB+4CMD+17
Languages:Common,Draconic,undercommon,Aklo,Dwarven
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Feats
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Traits
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Tireless Logic (social)

Your curious mind figures out even the most complex problems. Once per day when you make an Intelligence-based skill check or ability check, you can roll twice and take the better result.

Precise Treatment (magic)
You treat others with a clear and calculating intellect. You gain a +1 trait bonus on all Heal checks, and you may use your Intelligence modifier when making Heal checks instead of your Wisdom modifier.

Doubt (drawback)
You lack confidence in your abilities or confidence in the universe at large. Whenever you fail a skill or ability check, you take a –4 penalty on that type of skill or ability check for the next hour.

Accelerated Drinker(combat)
You know how to drink a potion efficiently, such as by not using your hands, tossing it in the air and catching it in your mouth, or opening it with your teeth. You may drink a potion as a move action instead of a standard as long as you start your turn with the potion in your hand.

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Class Features
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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.

Bomb (Su): In addition to magical extracts, alchemists are adept at swiftly mixing various volatile chemicals and infusing them with their magical reserves to create powerful bombs that they can hurl at their enemies. An alchemist can use a number of bombs each day equal to his class level + his Intelligence modifier. 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. 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 (see page 202 of the Pathfinder RPG Core Rulebook). 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. 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): 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.

Plague Vial (Su): At 1st level, a plague bringer can create a plague vial, an alchemically grown and concentrated disease sample. It takes 1 hour to prepare a plague vial, and once prepared, the vial remains potent until used. A plague bringer can only maintain 1 plague vial at a time—if he prepares a second vial, any existing plague vial becomes inert. A plague vial that is not in a plague bringer's possession becomes inert until a plague bringer picks it up again.It's a standard action to drink a plague vial. Upon being imbibed, the plague vial infects the plague bringer's blood, sweat, tears, and other bodily fluids for 10 minutes per class level. Any creature that harms him with melee attacks (except with reach weapons) must make a Fortitude save (DC 10 + 1/2 the plague bringer's level + the plague bringer's Intelligence modifier) or become sickened for 1 round per plague bringer level. The plague bringer is immune to the effect of his own plague vial, but not that of another's plague vial. The effects of multiple plague vials do not stack.As a standard action, the plague bringer can infect a weapon with this sickness (typically by licking it or wiping his blood or pus on it). The disease on the weapon works like a poisoned weapon, except the source is a disease instead of a poison (so a dwarf's resistance to poison does not apply).Anyone other than a plague bringer (including another alchemist) who drinks a plague vial must make a saving throw against the vial's DC or become nauseated for 1 hour. Unless he learns how to brew a mutagen by taking the mutagen discovery, he can never benefit from a mutagen and reacts to it as if he were a non-alchemist. At any particular time, a plague bringer can only be under the effect of either a plague vial or a mutagen (not both); drinking another immediately ends the effects of any ongoing plague vial or mutagen.
All limitations to mutagens apply to plague vials as if they were the same substance. The infuse mutagen discovery and persistent mutagen class ability apply to plague vials. The sticky poison discovery applies to a weapon infected with a plague vial. The plague vial is a disease effect.

Disease Resistance (Ex): At 2nd level, a plague bringer gains a +2 bonus on all saving throws against disease. This bonus increases to +4 at 5th level, and to +6 at 8th level. At 10th level, a plague bringer becomes completely immune to disease (including magical diseases).
This ability replaces all increments of poison resistance and poison immunity.

Discoveries
Smoke bomb: When the alchemist creates a bomb, he can choose to have it create a cloud of thick smoke when it detonates. The cloud functions as fog cloud, filling an area equal to twice the bomb's splash radius for 1 round per level.
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 Skills
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Acrobatics +0 
Appraise +
Bluff +0
Climb +0
Craft (Alchemy)+11 (2 rank)
Craft +0
Diplomacy +
Disguise +0
Escape Artist +5(2 ranks)
Fly +0 
Handle Animal +2 (1 rank)
Heal +9 (2 rank)
Intimidate +0
Knowledge (Arcana) +9 (2 rank)
Knowledge (Engineering) +5 (1 rank)
Knowledge (Nature) +9 (2 rank)
Perception +8 (2 rank)
Profession +0
Perform +0
Ride +0 
Sleight of hand +7 (1 rank)
Sense Motive +
Spellcraft +8 (1 rank)
Stealth +8 (1 rank)
Survival +0
Swim +0
Use Magic Device+0
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Magic
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Special Abilities
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None
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Equipment
Light crossbow (legendary item)
Statistics
Cost 35 gp Weight 4 lbs.
Damage 1d6 (small), 1d8 (medium); Critical 19-20/x2; Range 80 ft.; Type P; Special —
Description
You draw a light crossbow back by pulling a lever. Loading a light crossbow is a move action that provokes attacks of opportunity. A light crossbow fires crossbow bolts.

Normally, operating a light crossbow requires two hands. However, you can shoot, but not load, a light crossbow with one hand at a –2 penalty on attack rolls. You can shoot a light crossbow with each hand, but you take a penalty on attack rolls as if attacking with two light weapons. This penalty is cumulative with the penalty for one-handed firing.

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Racial Traits
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Ratfolk Racial Traits:

Ratfolk are agile and clever, yet physically weak. They gain +2 Dexterity, +2 Intelligence, and –2 Strength.
Type: Ratfolk are humanoids with the ratfolk subtype.
Size: Ratfolk are Small and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth checks.
Speed (Slow): Ratfolk have a base speed of 20 ft.
Languages: Ratfolk begin play speaking Common. Ratfolk with high Intelligence scores can choose from the following: Aklo, Draconic, Dwarven, Gnoll, Gnome, Goblin, Halfling, Orc, and Undercommon. See the Linguistics skill page

for more information about these languages.
Tinker: Ratfolk gain a +2 racial bonus on Craft (alchemy), Perception, and Use Magic Device checks.
Rodent Empathy: Ratfolk gain a +4 racial bonus on Handle Animal checks made to influence rodents.
Darkvision: Ratfolk can see perfectly in the dark up to 60 feet.
Cornered Fury: Ratfolk can fight viciously when cut off from friends and allies. Whenever a ratfolk with this racial trait is reduced to half or fewer of his hit points, and has no conscious ally within 30 feet, he gains a +2 racial bonus

on melee attack rolls and to Armor Class. This racial trait replaces swarming.


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Mythic:

Weapon Weakness: The prophecies say that one weapon will be your doom. Select one group of weapons from the list of fighter weapons. Weapons from the selected group gain a +4 bonus on attack and damage rolls against you.
If a weapon from the selected group scores a critical hit against you, the critical multiplier is increased by 1 (to a maximum ofx4). If you have damage reduction, weapons from that group always bypass that reduction.

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Victor's Backstory :

"Sun-scorched, red eyes aglow, beware the black rat, the one bad rat, the black messenger of the god who protects. Beware all you who soil your hands in the filth of your brother, or pinch the purse of an honest mouse, for he brings burning vengeance"
-an extract from the rattus obedite,sub section IV on the punishments for crime

Victor was an oddity. By the colour of the coat of his fur and the fact that he was the sole survivor of a terrible plague that descended upon his warren. Chancing upon an artifact of immense power, Victor took the opportunity and left his dying community, leaving the dead and the diseased behind.