sKrEeK Firefang
Ratfolk/Alchemist (Plague Bearer)
Neutral Small Humanoid (Ratfolk)
Init +3; Senses: Darkvision 60’; Perception +7; Sense Motive +1
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Defense
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AC 17, Touch 14, Flat-footed 14 (+3 armor, +3 Dex, +1 Size)
HP 10
Fort +3, Ref +4, Will +1 ; +2 vs Disease
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Offense
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Speed 20ft.
Melee: Dagger +0 ; d3 -1 P/B
Ranged: Bombs/Alchemical Weapons - +5 (+1) ; D6 + 4 (+1) ; Fire (Splash = 5, DC 14) or
Crossbow, Light - +4 (+1) ; d6 P
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Statistics
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Str 8, Dex 16, Con 12, Int 19, Wis 12, Cha 8
Base Atk 0 ; CMB -2 ; CMD 11
Feats: Throw Anything, Extra Bombs, Point Blank Shot
Traits: Business Venturer (+1 Appraise, K. Local (C.S), Profession (Merchant)), Scholar of the Great beyond (+1 K. Planes/K. History (C.S))
Skills: (8) Appraise (1) +9, Craft Alchemy (1) +10, K. Arcana(1) +8, K.History (1) +9, K. Local (1) +9, K. nature (1) +8, Perception (1) +7, Stealth (0) +6, Sleight of Hand (1) +6
Languages: Common, Aklo, Dwarven, Undercommon, Orc
SQ :
Combat Gear: Light Crossbow, Crossbow Bolts x20, Alchemist’s Kit, Alchemist Fire x3, Acid Flask x3, Studded Leather (25gp), 22gp
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Special Abilities
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Cheek Pouches: Some ratfolk have developed stretchy cheek pouches that they can use to hold and carry small loads up to 1 cubic foot in volume and 10 pounds in weight, such as light weapons, potions, scrolls, and similar objects. Such a ratfolk can transfer a held object to his cheek pouches or extract an object from his cheek pouches as a swift action. As a move action that provokes an attack of opportunity, the ratfolk can instead massage all of the items held in the cheek pouches onto the ground in the square it occupies.
As long as the ratfolk has at least one object in its cheek pouches, its speech is difficult to understand, and it has a 20% spell failure chance when casting spells with verbal components.
Cleanliness: Ratfolk strive to keep themselves and each other immaculately clean, to make it difficult for disease to spread. A ratfolk with this racial trait gains a +2 bonus on saving throws against disease, and whenever she exceeds the save DC to recover from a disease effect by 5 or more, she is treated as though she had succeeded at two consecutive saving throws. This racial trait replaces rodent empathy.
Tinker: Ratfolk gain a +2 racial bonus on Craft (alchemy), Perception, and Use Magic Device checks.
Bomb[Level + INT + 2/day] (Save DC14 REF, 5 splash): 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.
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.
Throw Anything: 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.
Plague Vial (Su) (Save DC14, FORT): 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. This ability replaces mutagen.
Extracts: 1st Level Known: (6) Bomber's Eye, Crafter's Fortune, Cure Light Wounds, Heightened Awareness, Monkey Fish, Shield
1st Level Prepared: (2) Cure Light Wounds, Shield