Cimri Staelish

Gillian Flynn's page

617 posts. Alias of Lady Ladile.


Race

HP: 48/48 | AC: 20 | F: +10, R: +9, W: +8 | Perc: +8 | Stealth: +6 |

Classes/Levels

Speed: 25 ft. | Infused Reagents: 3/8 | Hero Points: 0 | Active Conditions:

Gender

NG Half-Elf Female Alchemist 4

About Gillian Flynn

Character Name: Gillian Flynn
Ancestry: Half-Elf (Human)
Gender: Female
Background: Field Medic
Class: Alchemist
Level: 4
Size: Medium
Traits: Human, Humanoid
Alignment: Neutral Good
Deity:
Languages: Common, Dwarven, Elven, Halfling, Hallit

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Senses
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Perception: +8
Special Senses: Low-Light Vision (Ancestry)
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Defenses
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Hit Points: 48
AC: 20

Fortitude: +10
Reflex: +9
Will: +8
Notes:

Armor Proficiencies
Light Armor: [T/E/M/L]
Medium Armor: [T/E/M/L]
Heavy Armor: [T/E/M/L]
Unarmored Defense: [T/E/M/L]
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Offense
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Class DC: 18
Speed: 25ft. (20 ft. encumbered)

Melee Strikes
Dagger +7/+3/-1 [T/E/M/L]
(1d4; critical 2d4) [P/S; Agile, Finesse, Versatile S]

Longspear +6/+1/-4 [T/E/M/L]
(1d8; critical 2d8) [P; Reach]

Fist +7/+3/-1 [T/E/M/L]
(1d4; critical 2d4) [B; Agile, Finesse, Nonlethal, Unarmed]

Ranged Strikes
Dagger +7/+3/-1 [T/E/M/L]
(1d4; critical 2d4) [P/S; Agile, Finesse, Versatile S]

Sling +7/+2/-3 [T/E/M/L]
(1d6; critical 2d6) [B; Propulsive]

Weapon Proficiencies
Simple: [T/E/M/L]
Martial: [T/E/M/L]
Other (Weapon): [T/E/M/L]
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Skills
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Acrobatics +6 - (1 Dex, 4 Level, 2 Trained, -1 ACP) [T/E/M/L]
Arcana +9 - (3 Int, 4 Level, 2 Trained) [T/E/M/L]
Athletics +5 - (4 Level, 2 Trained, -1 ACP) [T/E/M/L]
Crafting +9 - (3 Int, 4 Level, 2 Trained) [T/E/M/L]
Deception +1 - (1 Cha) [T/E/M/L]
Diplomacy +7 - (1 Cha, 4 Level, 2 Trained) [T/E/M/L]
Intimidation +1 - (1 Cha) [T/E/M/L]
Medicine +8 - (2 Wis, 4 Level, 2 Trained) [T/E/M/L]
Nature +8 - (2 Wis, 4 Level, 2 Trained) [T/E/M/L]
Occultism +3 - (3 Int) [T/E/M/L]
Performance +1 - (1 Cha) [T/E/M/L]
Religion +8 - (2 Wis, 4 Level, 2 Trained) [T/E/M/L]
Society +3 - (3 Int) [T/E/M/L]
Stealth +6 - (1 Dex, 4 Level, 2 Trained, -1 ACP) [T/E/M/L]
Survival +8 - (2 Wis, 4 Level, 2 Trained) [T/E/M/L]
Thievery +0 - (1 Dex, -1 ACP) [T/E/M/L]
Warfare Lore: +9 - (3 Int, 4 Level, 2 Trained) [T/E/M/L]
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Ability Scores
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STR +10 DEX +12 CON +14 INT +16 WIS +14 CHA +12
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Class Abilities
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Alchemy - You understand the complex interactions of natural and unnatural substances and can concoct alchemical items to meet your needs. You can do this using normal reagents and the Craft activity, or you can use special infused reagents that allow you to craft temporary items quickly and at no cost. Over time, you can create more and more alchemical items for free, and since each of them becomes more and more powerful, you advance in power dramatically, leaving behind those who don’t understand your strange science.

You gain the Alchemical Crafting feat, even if you don’t meet that feat’s prerequisites, and you gain the four common 1st-level alchemical formulas granted by that feat. You can use this feat to create alchemical items as long as you have the items’ formulas in your formula book.

Advanced Alchemy - During your daily preparations, after producing new infused reagents, you can spend batches of those infused reagents to create infused alchemical items. You don’t need to attempt a Crafting check to do this, and you ignore both the number of days typically required to create the items and any alchemical reagent requirements. Your advanced alchemy level is equal to your level. For each batch of infused reagents you spend, choose an alchemical item of your advanced alchemy level or lower that’s in your formula book, and make a batch of two of that item. These items have the infused trait and remain potent for 24 hours or until your next daily preparations, whichever comes first.

Infused Reagents - You infuse reagents with your own alchemical essence, allowing you to create alchemical items at no cost. Each day during your daily preparations, you gain a number of batches of infused reagents equal to your level + your Intelligence modifier. You can use these reagents for either advanced alchemy or Quick Alchemy, described below. Together, these infused reagents have light Bulk.

As soon as you make your next daily preparations, your infused reagents from the previous day’s preparations are instantly destroyed, and nonpermanent effects of your previous day’s infused items immediately end. While infused reagents are physical objects, they can’t be duplicated, preserved, or created in any way other than your daily preparations. Any such artificial reagents lack the infusion and are useless for advanced alchemy or Quick Alchemy.

Quick Alchemy - If you need a specific alchemical item on the fly, you can use your infused reagents to quickly create it with the Quick Alchemy action.

Research Field (Chirurgeon) - Your inquiries into the alchemical nature of the universe have led you to focus on a particular field of research. You might have a degree from an scientific institute, correspond with other researchers in your field, or work as a genius loner.
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Feats
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Ancestry Feats
Unwavering Mien

Class Feats
Alchemical Familiar (1st)
Quick Bomber (2nd)
Calculated Splash (4th)

General Feats
Fast Recovery

Skill Feats
Alchemical Crafting (Class)
Battle Medicine (Background)
Skill Training: Diplomacy (2nd)
Quick Repair (4th)
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Formula List
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Item Level 1
Acid Flask, Lesser
Alchemist's Fire, Lesser
Alchemist's Fire, Moderate
Antidote, Lesser
Antiplague, Lesser
Bottled Lightning, Lesser
Cheetah's Elixir, Lesser
Elixir of Life, Minor
Sunrod
Tanglefoot Bag, Lesser
Tanglefoot Bag, Moderate
Thunderstone, Lesser

Item Level 2
Darkvision Elixir, Lesser
Silversheen

Equipment
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Combat Gear: Leather Armor

Other Gear: Alchemist's Tools, Backpack, Bandolier, Bedroll, Formula Book, Healer's Tools, Rations (1 week), Rope (50 ft.), Sheath, Waterskin

Magic Items:

Bulk: 4
(Encumbered at: 5; Maximum at: 10)

Coins: 1 CP, 11 SP

[ spoiler=Alchemical Items]
Alchemist's Fire, Moderate
Antiplague, Lesser x2

Infused Reagents Remaining: 3
[/spoiler]