Brienna Soldado

Gwen Stubins's page

5 posts. Alias of imjohnnyrah.


About Gwen Stubins

Human Female Scholar//Alchemist (Mindchemist) 1
NG Med Humanoid (human)
Init +3; Senses Perception

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DEFENSE
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AC 21, Touch 13, Flat-Footed 13. (Dex +3, Defense +3, Int +5)
HP 10/10 (1d8+1+1)
Fort +5, Ref +5, Will +4
Special

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OFFENSE
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Spd 30 ft.
Melee
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Ranged (20ft) Bomb [1d6+5; x2]
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Special Bomb [6/day, Splash Reflex DC 16]

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ALCHEMY
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CL 1
Concentration +6

Prepared Extracts
. 1st Level – 3/day; DC 16 – Cure Light Wounds, Polypurpose Panacea*, [free slot]

Spells marked with (*) have best cast

Formulae List
. 1st Level Anticipate Peril, Crafter's Fortune, Cure Light Wounds, Endure Elements, Keen Senses, Polypurpose Panacea, Youthful Appearance

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STATISTICS
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Str 10, Dex 16, Con 13, Int 20, Wis 14, Cha 16
Base Atk +0; CMB +0; CMD 13
Feats Skill Focus (Heal) [Focused Study], Brew Potion [Brew Potion], Throw Anything [Throw Anything], Skill Focus (Natural Sciences) [Knowledge Focus], Great Fortitude [Traits], Prodigy [1st]
Skills Acrobatics +7, Appraise +9, Athletics +4, Craft(Chemistry) +12, Craft(Explosives) +9, Escape Artist +7, Heal +9, Knowledge(History) +10, Knowledge(Natural Sci.) +13, Knowledge(Technology) +10, Perception +6, Persuasion +7, Profession (Lab Grunt) +6, Stealth +7 Untrained Skills Bluff +3, Craft(Electronics) +7, Craft(Mechanical) +5, Craft(Structural) +5, Drive +3, Knowledge(Behavioral Sci.) +6, Knowledge(Civics) +6, Knowledge(Culture) +6, Knowledge(Economics) +6, Knowledge(Geography) +6, Knowledge(Physical Sci.) +6, Knowledge(Streetwise) +6, Perform +3, Ride +3, Survival +2
Traits swapped for feat
Favored Class Lab Grunt [+1 skill rank & +1 hp]
Languages English, French, German, Hindi, Japanese, Latin, Mandarin Chinese, Spanish
Proficiencies all simple weapons and bombs. Also proficient with light armor.
SQ Alchemy, Bomb [6/day; DC 16], Cognatogen, Lore [+1], Smart Defense
Combat Gear Other Food & Drink
Gold & Valuables
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Special Abilities:

Alchemist(Mindchemist)

Alchemy

Alchemists are not only masters of creating mundane alchemical substances such as alchemist’s fire and smokesticks, but also of fashioning magical potionlike extracts in which they can store spell effects. In effect, an alchemist prepares his spells by mixing ingredients into a number of extracts, and then “casts” his spells by drinking the extract. When an alchemist creates an extract or bomb, he infuses the concoction with a tiny fraction of his own magical power—this enables the creation of powerful effects, but also binds the effects to the creator. When using Craft (alchemy) to create an alchemical item, an alchemist gains a competence bonus equal to his class level on the Craft (alchemy) check. In addition, an alchemist 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.

An alchemist can create three special types of magical items—extracts, bombs, and mutagens are transformative elixirs that the alchemist drinks to enhance his physical abilities—both of these are detailed in their own sections below.

Extracts are the most varied of the three. In many ways, they behave like spells in potion form, and as such their effects can be dispelled by effects like dispel magic using the alchemist’s level as the caster level. Unlike potions, though, extracts can have powerful effects and duplicate spells that a potion normally could not.

An alchemist can create only a certain number of extracts of each level per day. His base daily allotment of extracts is given on Table: Alchemist. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day. When an alchemist mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately becomes inert if it leaves the alchemist’s possession, reactivating as soon as it returns to his keeping—an alchemist cannot normally pass out his extracts for allies to use (but see the “infusion” discovery below). An extract, once created, remains potent for 1 day before becoming inert, so an alchemist must re-prepare his extracts every day. Mixing an extract takes 1 minute of work—most alchemists prepare many extracts at the start of the day or just before going on an adventure, but it’s not uncommon for an alchemist to keep some (or even all) of his daily extract slots open so that he can prepare extracts in the field as needed.

Although the alchemist doesn’t actually cast spells, he does have a formulae list that determines what extracts he can create. An alchemist can utilize spell-trigger items if the spell appears on his formulae list, but not spell-completion items (unless he uses Use Magic Device to do so). An extract is “cast” by drinking it, as if imbibing a potion—the effects of an extract exactly duplicate the spell upon which its formula is based, save that the spell always affects only the drinking alchemist. The alchemist uses his level as the caster level to determine any effect based on caster level. Creating extracts consumes raw materials, but the cost of these materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements (alchemist extracts that duplicate divine spells never have a divine focus requirement). An alchemist can prepare an extract of any formula he knows. To learn or use an extract, an alchemist must have an Intelligence score equal to at least 10 + the extract’s level. The Difficulty Class for a saving throw against an alchemist’s extract is 10 + the extract level + the alchemist’s Intelligence modifier. 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 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.

Bomb [1d6+5; 6/day. Splash Reflex DC 16]

In addition to magical extracts, alchemists are adept at swiftly mixing various volatile chemicals and infusing them with their magical reserves to create powerful bombs that they can hurl at their enemies. An alchemist can use a number of bombs each day equal to his class level + his Intelligence modifier. Bombs are unstable, and if not used in the round they are created, they degrade and become inert—their method of creation prevents large volumes of explosive material from being created and stored. In order to create a bomb, the alchemist must use a small vial containing an ounce of liquid catalyst—the alchemist can create this liquid catalyst from small amounts of chemicals from an alchemy lab, and these supplies can be readily refilled in the same manner as a spellcaster’s component pouch. Most alchemists create a number of catalyst vials at the start of the day equal to the total number of bombs they can create in that day—once created, a catalyst vial remains usable by the alchemist for years.

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 (so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire 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.

Alchemists can learn new types of bombs as discoveries (see the Discovery ability) as they level up. An alchemist’s bomb, like an extract, becomes inert if used or carried by anyone else.

Brew Potion (Ex)

At 1st level, alchemists receive Brew Potion as a bonus feat. An alchemist can brew potions of any formulae he knows (up to 3rd level), using his alchemist level as his caster level. The spell must be one that can be made into a potion. The alchemist does not need to meet the prerequisites for this feat.

Cognatogen (Su)
The alchemist gains the ability to create a cognatogen, a mutagen-like mixture that heightens one mental ability score at the expense of a physical ability score. If the cognatogen enhances his Intelligence, it applies a penalty to his Strength. If it enhances his Wisdom, it applies a penalty to his Dexterity. If it enhances his Charisma, it applies a penalty to his Constitution. Otherwise, this ability works just like the mutagen ability (including the natural armor bonus). Anytime the alchemist would prepare a mutagen, he may instead prepare a cognatogen. All limitations of mutagens apply to cognatogens as if they were the same substance—an alchemist can only maintain one mutagen or cognatogen at a time, a cognatogen that is not in an alchemist’s possession becomes inert, drinking a cognatogen makes a non-alchemist sick, and so on. When the effect of the cognatogen ends, the alchemist takes 2 points of ability damage to the ability score penalized by the cognatogen. The infuse mutagen discovery and the persistent mutagen class ability apply to cognatogens.

At 1st level, a mindchemist learns how to create a cognatogen, as per the cognatogen discovery.

This ability replaces the mutagen class ability (a mindchemist cannot create mutagens unless he selects mutagen as a discovery).

Throw Anything (Ex)

All alchemists gain the Throw Anything feat as a bonus feat at 1st level. An alchemist adds his 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.

Scholar

Lore

A scholar adds half her class level (minimum +1) to all Knowledge checks and may make all Knowledge checks untrained.
Lore +1

Smart Defense (Ex)

A scholar adds her Intelligence bonus to her armor class. Any time she would lose her Dexterity bonus to AC, she loses her Int bonus, as well.

Knowledge Focus (Ex)

The scholar gains Skill Focus in any one Knowledge skill of her choice.
Earth and Life Sciences

Bonus Languages

A scholar may choose any non-secret languages as bonus languages.
Hindi

Racial Traits

Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Skills: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Focused Study: All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait.

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Skill Details:

Total Ranks: 13 1(6+5) + (1, Racial) + (1, Favored Class)

Trained Skills
Acrobatics(DEX)(C)* + (1r) = +7
Appraise(INT)(C) + (1r) = +9
Athletics(STR)(C)* + (1r) = +4
Craft(Chemistry)(INT)(C) + (1r) + (1, Alchemy) + (2, Prodigy) = +12
Craft(Explosives)(INT)(C) + (1r) = +9
Escape Artist(DEX)(C)* + (1r) = +7
Heal(WIS)(C) + (1r) + (3, focus) = +9
Knowledge(History)(INT)(C) + (1r) + (1, Lore) = +10
Knowledge(Natural Sci.)(INT)(C) + (1r) + (1, Lore) + (3, focus) = +13
Knowledge(Technology)(INT)(C) + (1r) + (1, Lore) = +10
Perception(WIS)(C) + (1r) = +6
Persuasion(CHAR)(C) + (1r) = +7
Profession (Lab Grunt) (WIS)(C) + (1r) = +6
Stealth(DEX)(C)* + (1r) = +7

Untrained Skills

Bluff(CHAR) = +3
Craft(Electronics)(INT)(C) + (2, Prodigy) = +7
Craft(Mechanical)(INT)(C) = +5
Craft(Structural)(INT)(C) = +5
Drive(DEX)(C)* = +3
Knowledge(Behavioral Sci.)(C)(INT) + (1, Lore) = +6
Knowledge(Civics)(INT)(C) + (1, Lore) = +6
Knowledge(Culture)(INT)(C) + (1, Lore) = +6
Knowledge(Economics)(INT)(C) + (1, Lore) = +6
Knowledge(Geography)(INT)(C) + (1, Lore) = +6
Knowledge(Physical Sci.)(INT)(C) + (1, Lore) = +6
Knowledge(Streetwise)(INT)(C) + (1, Lore) = +6
Perform(CHAR)(C) = +3
Ride(DEX)(C)* = +3
Survival(WIS)(C) = +2

Trained Only
Fly(DEX)(C)*
Handle Animal(CHAR)
Linguistics(INT)(C)
Sleight of Hand(DEX)(C)

(r) = Ranks
(C) = Class Skill
Armor Check Penalty (*) =

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Equipment Details:

Equipped

Total Weight:
Total Cost:

Total Weight Carried lbs ( lbs w/o Adventurer’s Sash)
Light 33 lbs, Med 34 - 66 lbs, Heavy 67 - 100 lbs, Lift 200 lbs, Push/Pull 500 lbs

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Background, Physical Description & Personality:

***Quick Character Details***
Name Gwendolyn Margarette Stubins
Age 26
Age May 1st, 1987
Gender Female
Race/Ethnicity Human / Aryan
Height 5'5
Weight 105
Alignment Neutral Good
Token Deity

***Background***

***Physical Description***

***Personality***

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Combat Stuff:


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