ValBaine

Jominda Fallenbridge __'s page

1,228 posts. Alias of Foxy Quickpaw.


Full Name

Jominda Fallenbridge

Race

Human

Classes/Levels

Alchemist (8) - Init+4, Save +7/+9/+5, AC19/12/17, HP 51, Perc. +11

Gender

Female

Size

5' 5"

Age

20

Location

Ravengro

Strength 10
Dexterity 15
Constitution 10
Intelligence 18
Wisdom 10
Charisma 14

About Jominda Fallenbridge __

Jominda Fallenbridge is born and raised in Ravengro and owns the local apothecary. She learned her stuff from Alendru Ghoroven but got caught up on playing with the material components instead of the studying the books. Until she created something that exploded. Later on she went back to the books to add something useful to the formulas she knows and started working at the apothecary. She bought it on the cheap as the former owner Karl Nornbutton died without inheritors and no one else was able or willing to operate the only apothecary in the village. And no, Jominda had nothing to do with the death of Karl. Neither on purpose nor by accident. He died simply of old age.

Jominda
Female Human alchemist 8
None Medium humanoid (human)
Init +4, Senses Perception +11
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DEFENSE
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AC 19, touch 12, flat-footed 17 (+7 armor, +2 Dex, )
hp 51 ((8d8)+8)
Fort +7, Ref +9, Will +5, +2 trait bonus on all saving throws against charm and compulsion effects, +6 vs. poison

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OFFENSE
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Speed 30 ft.
Ranged sling +8/+3 (1d4), within 30 ft. +9/+4 (1d4+1)
Melee dagger (mithral) +7/+2 (1d4/19-20)
Ranged dagger (mithral/thrown) +9/+4 (1d4+1/19-20), within 30 ft. +10/+5 (1d4+1)
Melee masterwork mace, light +7/+2 (1d6)
Ranged bomb +9/+4 (1d6+5), within 30 ft. +10/+5 (1d6+5)
Special Attacks Bomb, Ectoplasmic Bomb*, Explosive Bomb*, Fast Bombs, Precise Bombs, Throw Anything,
Magic Item Spell-Like Abilities mage hand (at will)prestidigitation (DC 10,at will)

Prepared Spells
Alchemist (CL 8th; concentration +12)
3rd-cure serious wounds(DC 17), displacement(DC 17)
2nd-cure moderate wounds(2)(DC 16)
1st-cure light wounds(2)(DC 15), reduce person(DC 15), shield(DC )

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TACTICS
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STATISTICS
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Str 10, Dex 15, Con 10, Int 18, Wis 10, Cha 14,
Base Atk +6; CMB +6; CMD 18
Feats Brew Potion, Extra Discovery, Iron Will, Point-Blank Shot, Precise Shot, Throw Anything, Two-Weapon Fighting
Skills Acrobatics +3, Appraise +11, Craft (Alchemy) +15, Craft (Alchemy) (Create item) +23, Disable Device +11, Fly +5, Heal +10, Knowledge (Arcana) +11, Knowledge (Dungeoneering) +5, Knowledge (Local) +5, Knowledge (Nature) +11, Knowledge (Planes) +5, Knowledge (Religion) +7, Perception +11, Profession (Herbalist) +4, Spellcraft +15, Survival +4, Use Magic Device +13,
Traits Birthmark, Reactionary,
Languages Auran, Common, Gnome, Read Lips, Sphinx
SQ alchemy, bonus feat, brew potion, formulae, mutagen, poison resistance, poison use, skilled, swift alchemy, swift poisoning, wings, +1 cha score bonus,
Combat Gear
Other Gear apprentice's cheating gloves, cloak of resistance +1, elven chain +1, boots of the cat, handy haversack, grooming kit, mess kit, alchemy crafting kit, sling, bullets, sling (10), waterskin (filled), formula book, dagger (mithral), masterwork mace, light, bomb, 19815.7 gp
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SPECIAL ABILITIES
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Alchemy (Su) When using Craft (Alchemy) to create an alchemical item, you gains a +8 competence bonus on the Craft (alchemy) check. In addition, you can use Craft (Alchemy) to identify potions as if using Detect Magic. He must hold the potion for 1 round to make such a check.

Birthmark You were born with a strange birthmark that looks very similar to the holy symbol of the god you chose to worship later in life. This birthmark can serve you as a divine focus for casting spells, and as a physical manifestation of your faith, and it increases your devotion to your god. You gain a +2 trait bonus on all saving throws against charm and compulsion effects.

Bomb (Su) You can use 12 bombs each day. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, your bomb inflicts 1d6+4 points of fire damage. Your bombs also inflict an additional 3d6 points of fire damage that is not multiplied on a critical hit or by using feats such as Vital Strike. Splash damage from an your bomb is always equal to the bomb's minimum damage (8). Those caught in the splash damage can attempt a DC 18 Reflex save for half damage.

Bonus Feat Humans select one extra feat at 1st level.

Brew Potion (Ex) You receive Brew Potion as a bonus feat. You can brew potions of any formulae you know (up to 3rd level), using your alchemist level as caster level. The spell must be one that can be made into a potion. You do not need to meet the prerequisites for this feat.

Ectoplasmic Bomb* The alchemist can infuse her bombs with a special unction that damages incorporeal creatures and reveals the presence of undead creatures hiding in the area. Incorporeal creatures struck by an ectoplasmic bomb take full damage from the bomb. In addition, squares in the affected area of the bomb begin to faintly glow in the spaces where undead creatures have traveled in the last minute, including undead benefiting from invisibility or other forms of obscurity (such as ethereal jaunt), effectively creating a glowing trail. Any undead creatures in the affected area at the time of the explosion likewise glow faintly. This glowing effect lasts for 1 minute, and is otherwise identical to faerie fire.

Explosive Bomb* The alchemist's bombs now have a splash radius of 10 feet rather than 5 feet. Creatures that take a direct hit from an explosive bomb catch fire, taking 1d6 points of fire damage each round until the fire is extinguished. Extinguishing the flames is a full-round action that requires a Reflex save. Rolling on the ground provides the target with a +2 to the save. Dousing the target with at least 2 gallons of water automatically extinguishes the flames.

Fast Bombs An alchemist with this discovery can quickly create enough bombs to throw more than one in a single round. The alchemist can prepare and throw additional bombs as a full-round action if his base attack bonus is high enough to grant him additional attacks. This functions just like a full-attack with a ranged weapon.

Formulae An alchemist may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract but not when he consumes it. An alchemist begins play with two 1st-level formulae of his choice, plus a number of additional forumlae equal to his Intelligence modifier. At each new alchemist level, he gains one new formula of any level that he can create. An alchemist can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs, pages, and time requirements. An alchemist can study a wizard's spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An alchemist does not need to decipher arcane writings before copying them.

Mutagen (Su) You know how to create a mutagen that you can imbibe in order to heighten your physical prowess at the cost of your personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. You can only maintain one dose of mutagen at a time - if you brews a second dose, any existing mutagen becomes inert. A mutagen that is not in your possession becomes inert until an alchemist picks it up again. When you brew a mutagen, you select one physical ability score - either Strength, Dexterity, or Constitution. It's a standard action to drink a mutagen. Upon being imbibed, the mutagen causes you to grow bulkier and more bestial, granting you a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 80 minutes. In addition, while the mutagen is in effect, you take a -2 penalty to one of your mental ability scores. If the mutagen enhances your Strength, it applies a penalty to your Intelligence. If it enhances your Dexterity, it applies a penalty to your Wisdom. If it enhances your Constitution, it applies a penalty to your Charisma. A non-alchemist who drinks a mutagen must make a DC 18 Fortitude save 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.

Mutagen (Prime Stat Selection)

Mutagen (Second Stat Selection)

Mutagen (Third Stat Selection)

No Racial Subtype You have chosen no racial subtype.

Poison Resistance (Ex) You gain a +6 bonus on all saving throws against poison.

Poison Use (Ex) You are trained in the use of poison and cannot accidentally poison yourself when applying poison to a weapon.

Precise Bombs Whenever the alchemist throws a bomb, he can select a number of squares equal to his Intelligence modifier that are not affected by the splash damage from his bombs. If the bomb misses, this discovery has no effect.

Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.

Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Swift Alchemy (Ex) You can create alchemical items with astounding speed. It takes you half the normal amount of time to create alchemical items, and you can apply poison to a weapon as a move action.

Swift Poisoning (Ex) You can apply a dose of poison to a weapon as a swift action.

Throw Anything (Ex) You gain the Throw Anything feat as a bonus feat. You add your 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.

Wings (Ex) You gain batlike, birdlike, or insectlike functional wings, allowing you to fly as the Fly spell for 8 minutes per day. These minutes do not need to be consecutive, but they must be spent in 1-minute increments. You can select this discovery multiple times; each time you do so, you add your caster level to the number of minutes per day that you can fly with the wings. This flight is an extraordinary ability.

+1 CHA Score Bonus GM awarded PC with +1 CHA bonus.

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Formula Book
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Alchemist Spells