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Sussessa Amakye

Louly a'Maris's page

235 posts. Alias of motteditor (RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16).

Full Name

Louly a'Maris




Alchemist (beastmorph) 1 / Gunslinger 1










Wormwood, The High Seas


Taldane (common), Polyglot, Osiriani, Kelish

Strength 10
Dexterity 16
Constitution 12
Intelligence 16
Wisdom 13
Charisma 10

About Louly a'Maris

[ ooc]Perception:[/ooc] [dice]1d20+5[/dice]

[ spoiler=Quick stats]
AC 13, touch 13, flat-footed 10
Fort +3, Ref +5, Will +1
CMD 13
HP 20/20
Bombs 0/4


Favored Class: Alchemist, gunslinger

Hit Points: 20
Initiative: [dice]1d20+3[/dice] (+3 Dex)
Speed: 30 feet
XP: 700


BAB: +1
Melee: +1
Ranged: +4 (+1/+1 within 30 feet)

Attack: [dice]1d20+1[/dice] or [dice]1d20+4[/dice]; Damage: [dice]1d6[/dice]; Critical: x2; Range: 10'; Type: B

Attack: [dice]1d20+4[/dice]; Damage: [dice]1d6+3[/dice] (4 splash / Reflex save DC 14 for half); Range: 20' Thrown splash weapons rules

Attack: [dice]1d20+4[/dice]; Damage: [dice]1d8[/dice]; Critical: x4; Range: 20'; Misfire: 1 (5 ft.); Capacity: 1; Type: B and P; Ammunition: 30

Attack: [dice]1d20+1[/dice] or [dice]1d20+4[/dice]; Damage: [dice]1d4[/dice]; Critical: 19-20/x2; Range: 10'; Type: S

Attack: [dice]1d20+4[/dice]; Damage: [dice]1d6[/dice]; Critical: x2; Range: 30'; Type: P; Ammunition: 3


AC: 16 (+3 armor, +3 Dex)
Touch: 13
Flat-footed: 13
CMD: 13
Armor: Studded leather armor (Armor Bonus: +3; Max Dex: +5; Check Penalty: -1; Type: Light; Weight: 15 lbs.)

Fortitude save: +5 (4 base, 1 Con)
Reflex save: +7 (4 base, 3 Dex)
Will save: 1 (0 base, 1 Wis)


Mutagen: +4 Str, -2 Cha

1st (2/day): cure light wounds (1)

Formula book:
1st: comprehend languages, cure light wounds, enlarge person

Class abilities:

Weapon and Armor Proficiency: Proficient with all simple and martial weapons, all firearms and bombs. They are also proficient with light armor, but not with shields.


Bomb: 4/day (1d6+3; 4 splash damage, Reflex DC 14 for half)

Mutagen: When an alchemist brews a mutagen, he selects one physical ability score — Strength, Dexterity or Constitution. It's a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma.

It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time.

Grit: 1/day

Deadeye (Ex): At 1st level, the gunslinger can resolve an attack against touch AC instead of normal AC when firing beyond her firearm's first range increment. Performing this deed costs 1 grit point per range increment beyond the first. The gunslinger still takes the –2 penalty on attack rolls for each range increment beyond the first when she performs this deed.

Gunslinger's Dodge (Ex): At 1st level, the gunslinger gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the gunslinger, she can spend 1 grit point to move 5 feet as an immediate action; doing so grants the gunslinger a +2 bonus to AC against the triggering attack. This movement is not a 5-foot step, and provokes attacks of opportunity. Alternatively, the gunslinger can drop prone to gain a +4 bonus to AC against the triggering attack. The gunslinger can only perform this deed while wearing medium or light armor, and while carrying no more than a light load.

Quick Clear (Ex): At 1st level, as a standard action, the gunslinger can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. The gunslinger must have at least 1 grit point to perform this deed. Alternatively, if the gunslinger spends 1 grit point to perform this deed, she can perform quick clear as a move-equivalent action instead of a standard action.


Brew potion (bonus)
Throw anything (bonus)
Point-Blank Shot: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Precise Shot: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
Gunsmithing (bonus)

Other feats to get:
Extra bombs, Siege weapon chain


Acrobatics +7 (1 rank, 3 class skill, 3 Dex)
Bluff +4 (1 rank, 3 class skill, 0 Cha)
Climb +3 (1 rank, 3 class skill, 0 Str, -1 armor)
Craft (alchemy) +7 (1 rank, 3 class skill, 3 Int)
Craft (siege engine) +7 (1 rank, 3 class skill, 3 Int)
Diplomacy +1 (1 rank, 0 Cha)
Disable Device +7 (1 rank, 3 class skill, 3 Dex)
Knowledge (arcana) +7 (1 rank, 3 class skill, 3 Int)
Knowledge (local) +7 (1 rank, 3 class skill, 3 Int)
Knowledge (engineering) +4 (1 rank, 3 Int)
Knowledge (nature) +7 (1 rank, 3 class skill, 3 Int)
Perception +5 (1 rank, 3 class skill, 1 Wis)
Profession (cook) +6 (1 rank, 3 class skill, +1 cookbook, 1 Wis)
Sleight of Hand +7 (1 rank, 3 class skill, 3 Dex)
Spellcraft +7 (1 rank, 3 class skill, 3 Int)
Survival +5 (1 rank, 3 class skill, 1 Wis)
Swim +3 (1 rank, 3 class skill, 0 Str, -1 armor)

Untrained class skills
Appraise (Int)
Intimidate (Cha)
Fly (Dex)
Handle Animal (Cha)
Heal (Wis)
Ride (Dex)
Use Magic Device (Cha)

Suggested skills
Craft (sails)
Craft (ships)
Profession (siege engineer)

Languages spoken:

Taldane (common), Polyglot, Osiriani, Kelish


Combat gear
Club (3 lbs.)
Dagger (2 gp, 1 lb.)
3 javelins (3 gp, 6 lbs.)
Pistol (can only be used by her) (4 lbs.)
Leather armor (10 gp, 15 lbs.)

Non-combat gear
Alchemist's kit (25 gp, 5 lbs.)

Backpack (2 gp, 2 lbs.)
-Bedroll (1 sp, 5 lbs.)
-Waterskin (1 gp, 4 lbs.)
-Whetstone (2 cp, 1 lb.)
-Daily clothes, traveler's outfit (1 gp, 5 lbs.)
-Dauntless Mermaid flag
-Formula book (3 lbs.)

3 Belt pouches (3 gp, 1.5 lbs.)
-5 Candles (5 cp)
-Sewing needle (5sp) and string (1 cp, .5 lb.)
-5 Tindertwigs (5 gp)

37 gp, 15 sp, 2 cp

Items found (and presumably still available) in the galley:
A fine dagger being used as a butcher's knife
a pair of handaxes being used as meat cleavers
11 knives
a short sword
a gold trimmed vial of water
a good unused lock
four waterskins
two pounds of soap
A prosthetic leg of wood and silver bands


Buccaneer’s Blood: One of your ancestors was an infamous Free Captain of the Shackles, whose very name struck fear in the hearts of those who sailed the seas in search of an honest living. Piracy is in your blood, and you’ve always longed to follow in your forebear’s footsteps and plunder the shipping lanes. You gain a +1 trait bonus on Intimidate and Profession (sailor) checks. In addition, you gain a one-time +1 trait bonus to your Disrepute and Infamy scores.

Highly adaptive: An early life of constant change has left you quick to adapt to changes. You may choose two favored classes at first level.

Racial traits:

+2 to One Ability Score: Applied to Dexterity.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Languages: Humans begin play speaking Common.


Louly cried out in pain as the truncheon slammed into her head, the glow of lovemaking suddenly gone as the devilishly handsome corsair she'd just bedded raised his arm to hit her again. She dove for her blade and bombs, but tangled in the bedsheets, she didn't come even close. Turning over, her eyes widened as the club descended. Wondering how it could all end this way, she could do nothing but watch as her short life flashed before her eyes.

She'd arrived earlier yesterday at the Formidably Maid, in Port Peril, seeking more information about her father, the first one, the one who gave his seed but about whom she knew so little. The only clue had been the flag she'd had with her as long as she can remember: Navy blue so deep it looked black, a silver mermaid with a cutlass between her teeth stitched in silver. Her inquiries had led to the discovery that it had once belonged to one of the dreaded free captains of the Shackles, a pirate named Adamar Voulge whose ship, the Daunting Mermaid, had last been seen more than two decades earlier.

Next she saw herself leaving her home in Alkenstar, the father of her heart dead and buried. Tears flowed freely from her eyes as she bid farewell, heading out to learn more about the past she hadn't realized she'd cared about until Roldan a'Maris was no longer in her life. The evening, she'd unwrapped the pistol, the gift he'd given her on his deathbed, from the flag he'd found her in two decades earlier, in the wake of the Gorilla King's attack on Alkenstar in 4690 AR. She hadn't paid close attention to the lessons he'd tried to teach her about the weapon, but now she wished she had.

No one was sure how the human toddler had ended up on the battlefield in the Mana Wastes, but it seemed clear to the man that found her that she had been brought there by some simian soldier of the Gorilla King's, a foundling that had been abandoned again in the desolate plains. Roldan used to say she'd retained some wildness from whatever time she'd spent in the Mwangi Expanse. She had been a rambunctious child, who had resisted her father's mild efforts to rein her in. And when he tried to eventually teach her how to use his trademark Alkenstar pistol, she'd instead been fascinated by the bombs being created by some of the black powder smiths. She'd sneak out to watch, getting underfoot until he finally let her apprentice with the city's alchemists, where she found a a knack for it all her own.

Then, in just brief flashes, something she didn't even consciously remember. Red splashes cover the ruined camp as a monkey-like figure lift her from a cradle in a lush jungle. She vies for attention from the pack's elder with several other young primates, frustated that she can't keep up or match their simian strength. Then fear as the pack's silverbacks are forced to march to war, being secreted along as it was too dangerous to be left behind.


Ambrose "Fishguts" Kroop* - Wormwood's Drunken Cook
Cut-throat Grok - half-orc woman, Wormwood's Quartermaster - superstitious - tensed
Rosie Cusswell - Female Halfling - tensed
Sandara Quinn - Fetching Woman in the tricorne hat, Cleric of Besmara
Crimson Cogsward*
Owlbear Hartshorn* - Plugg's brute
Jack Scrimshaw - human young lad talented at carving scrimshaw
"Ratline" Rattsberger* - male halfling, rat-faced, missing fingers - tensed; gambles at throwing games with Louly
Tilly Bracket - female human; tough joker who liker her rum
Barefoot Samms Toppin - female human; never wears shoes
Conchobhar Shortstone - Gnomish man in the foppish hat
Caulky* - Captain's cabin girl

* Louly's closest friends


Stitchman - ship's surgeon
Giffer Tibbs - one-eyed female gnome
"Badger" Medlar - female half elf; older; shaves her gray hair into stripes
Shivikah - human Mwangi woman; ex-slaver
Aretta Bansion - female human; bad tempered ex-harlot with big ears - tensed
Maheem - big Rahadoumi man with a scowl
Slippery Syl Lonegan - female human; seems unstable
Kipper - male human; gunner's mate
Patch Patchsalt - female rogue; boatswain's mate

Mister Plugg - Wormwood's first mate
Captain Barnabas Harrigan - Captain of the Wormwood
Master Scourge - Wormwood's Botswain and Master of arms
Peppery Longfarthing -the ships sailing master, sorceror
Riaris Krine - the master gunner; hateful one.
Fipps Chumlett - male human; fat bully with a shaved head; shared the lash with Gregor (possible to be turned?)
Jaundiced Jape - male half orc; greedy mute - tensed (possible to be turned?)
Tam "Narwhal" Tate - male dwarf; ugly nose; seems to laugh with Scourge quite a bit - tensed

Jakes Magpie - DECEASED

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