Golem-Breaker

Guillаumine Sаnz's page

14 posts. Alias of Rotaretilbo.


Full Name

Guillaumine "Gill" Sanz

Race

Expert 4 Alchemist 1 |

Classes/Levels

Casual Theme

Gender

Medium Female Humanoid (Dwarf) |

About Guillаumine Sаnz

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Description:
Guillaumine Sanz stands at about eleven-and-a-half hands (3'10" | 117cm) and weighs roughly ten stone (140lbs | 63.5kg). She has pale beige (#e3dac9) skin, dull dark gray (#3b444b) eyes, and a prominent nose. She wears her dark crimson (#841b2d) hair back in a ponytail that reaches her waist, except for two thin braids at her temples. Her visage is particularly neutral, to the point of being somewhat apathetic. She wears a leather overcloak a sort of olive-brown (#867e36) in color, complete with a hood, which comes all the way down to her ankles. A pair of bright red (#cf1020) lenses rest over her eyes. The overcloak itself has short sleeves, making visible a long-sleeved garment of some sort, the same material and color as the hat. At the skirts of the cloak, black waxed leather leggings are barely visible. Long gloves and tall boots, both waxed leather and smokey black, complete the outfit. Leather straps of dark brown (#2c1608) secure the areas where the overcloak gives way to the tunic, acting as a sort of seal, and a leather sash of the same color secures the overcloak at the waist. She wears a well-made backpack of leather, and a leather bandolier with a variety of flasks and vials is strapped across her chest, all but one containing some liquid or another. A small pouch for coins and a little metal flask hang from her right hip, while her left is prominently dominated by two leather waterskins and a satchel. She carries a wooden cane in her right hand.

Statistics:
STR 7 (-2) CON 20 (+5) DEX 8 (-1) INT 12 (+1) WIS 16 (+3) CHA 7 (-2)
BAB +3 CMB +1 CMD 10
AC 13 Touch 9 Flat-Footed 13
HP (d8, 55/55 Health)
Initiative -1
Fort +9 Ref +3 Will +4
Speed 20ft (Land)

Skills:

Acrobatics -4
Appraise +5
Bluff -2
Climb -5
Craft (Alchemy) +6
Diplomacy -2
Disguise -2
Escape Artist +1
Fly -4
Heal +11
Intimidate -2
Knowledge (Arcana) +7
Knowledge (Dungeoneering) +8
Knowledge (Engineering) +3
Knowledge (Geography) +3
Knowledge (History) +3
Knowledge (Local) +3
Knowledge (Nature) +7
Knowledge (Nobility) +3
Knowledge (Planes) +3
Knowledge (Religion) +3
Perception +11
Perform (All) -2
Profession (Herbalist) +13
Profession (Other) +5
Ride -4
Sense Motive +3
Spellcraft +5
Stealth -4
Survival +7
Swim -5

Circumstantial:
ATK - additional +1 vs creatures casting spells
ATK - additional +1 with thrown splash weapons
DMG - additional +1 with splash weapons
CMD - additional +4 vs bull rush and trip maneuvers
Saves - additional +2 vs poison, spells, and spell-like abilities
Fort - additional +4 vs disease
Fort - additional +2 vs contact toxins
Fort - additional +1 vs airborne toxins and scent-based effects
Craft - additional +4 if check relates to metal or stone
Perception - additional +4 to notice unusual stonework

Gear:
Possessions on Person
Doctor's Outfit (12 lbs)
Red Lenses (0.1 lbs)
Chain Shirt (25 lbs)
Belt Pouch (0.5 lbs)
-Coin x34 (0.68 lbs)

Carried Weight 38.28 lbs

Possessions Not on Person
Cane (3 lbs)
Masterwork Backpack (4 lbs)
-Contents (7.1655)
Surgeon's Tools (5 lbs)
Flask (0.25 lbs)
-Pint's Worth of Thin Crimson Liquid (1 lb)
Bandolier (0.25 lbs)
-Empty Smoked Glass Vial (0.5 lbs)
-Flask (0.25 lbs)
--Half Pint's Worth of Grains of Some White Crystal (0.5 lbs)
-Flask (0.25 lbs)
--7 Ounces' Worth of Thick Brown Liquid (0.4375 lbs)
-Flask (0.25 lbs)
--Half Pint's Worth of Thick Pink Liquid (0.5 lbs)
-Flask (0.25 lbs)
--Pint's Worth of Thin Black Liquid (1 lb)
-Flask (0.25 lbs)
--Pint's Worth of Large Grains of Some Grayish Crystal (1 lb)
-Flask (0.25 lbs)
--Half Pint's Worth of Thick Blue Liquid (0.5 lbs)
Multi-Pouch (0.25 lbs)
-Various Herbs (3.8 lbs)
-Other Contents (0.6875 lbs)
Waterskin x2 (1 lb)
-Gallon's Worth of Liquid (8 lbs)
Hip Flask (0.5 lbs)
-Pint's Worth of Liquid (1 lb)

Detect Magic Round 1:
Yes, there is at least one magical aura.

Detect Magic Round 2:
There are ten magical auras, and the most potent is moderate.

Detect Magic Round 3:
The moderate aura is on Gill's person. There are faint auras from her overcloak, the lenses of her plague mask, an empty vial on her bandolier, from beneath her overcloak near her chest, from beneath her gloves (which extend nearly to her elbows) near her hands, and from inside her multi-pouch. There are dim aura from inside her multi-pouch.

Detect Magic GM Only:
Knowledge (Arcana)
on person (lesser geas)
--DC 19 to determine moderate enchantment
lenses of mask (deathwatch)
--DC 15 to determine faint necromancy
overcloak (contagion)
--DC 17 to determine faint necromancy
beneath overcloak (lesser restoration)
--DC 17 to determine faint conjuration
beneath gloves (mage hand/unseen servant)
--DC 15 to determine faint transmutation
empty vial (cure light wounds/polypurpose panacea)
--DC 17 to determine faint conjuration
inside multi-pouch (bear's endurance)
--DC 17 to determine faint transmutation
inside multi-pouch (cure light wounds
--DC 16 to determine faint conjuration
inside multi-pouch (mending)
--DC 15 to determine dim transmutation
inside multi-pouch (mending)
--DC 15 to determine dim transmutation

Spellcraft
lenses of mask (deathwatch)
--DC 16 to determine Deathwatch Eyes
overcloak (contagion)
--DC 20 to determine Mantle of Spores
beneath overcloak (lesser restoration)
--DC 20 to determine Vest of Surgery
beneath gloves (mage hand/unseen servant)
--DC 16 to determine Assisting Gloves
empty vial (cure light wounds/polypurpose panacea)
--DC 20 to determine Vial of Efficacious Medicine