Selaxasp

Ivy Solikha's page

136 posts. Alias of ginganinja.


Full Name

Ivy Solikha

Classes/Levels

Female NE Human Alchemist (toxicant) 3 // Veneficus Witch 3| HP: 33/33 | AC: 14 (13 Tch, 11 Fl) | CMB: +4, CMD: 13 | F: +4, R: +7, W: +3 | Init: +3 | Perc: +5 , SM: -1 | Speed 30ft | Bombs Uses 8/8 | Active conditions: none

About Ivy Solikha

Backstory:

Ivy was born to a law abiding couple in Talingarde – or so it appeared. What is without question was that her father – Godfrey - was an extremely devout follower of Miltra. The man had dedicated his life to Talingarde, defending her borders, fighting against the forces of evil, or the monsters that plagued the land. After years of service, he eventually fell in love with a woman, and hoped to start a family.
What the man did not know, was that the woman he had fell in love with was secretly a fully-fledged servant of darkness. The succubus hoped to humiliate and disgrace the man by having him father a half fiend child, while also hoping to indirectly sow further discord and doubt among other families and their own children should the nature of the relationship become public knowledge – just how widespread had the half fiend taint spread?
When Ivy was born the fiend vanished, her ‘work’ such as it was, had been completed, and she sat back to watch the developments. Conflicted, Godfrey was left with a child he no longer wanted, as well as the knowledge that if Ivy’s parentage was discovered, the resulting fallout could ruin him. Unable to muster the courage to directly harm his own child, the man nevertheless decided to abandon Ivy alone, in the hope that the infant child would starve and die on its own – thus ridding himself of the problem.

Fortunately for Ivy, she was discovered by an old woodsman couple that had an apothecary shop in the city. They made frequent trips into the forests in search of herbs and stumbled across the child on one such visit. Taking the appearance of child as a gift from Miltra, they took Ivy in, and nursed the child to full health.

As Ivy grew up, she was acutely aware that there was something different about her. She noticed her teeth becoming more pointed, nails longer, sharper. She discovered that she could change her shape briefly to hide such cosmetic changes to her body, but began to suspect that she had a different sort of heritage. She continued to work with her foster parents in the apothecary, but began to hunt for her real parents in secret, combing the archives for births and eventually closing in on her father. She tracked down Godfrey and learned the truth about her heritage, and the circumstances for why she had been abandoned as a child. Hurt, and angry that the man had placed his own reputation above her own life, Ivy lashed out with dark magic, hexing the man and forcing him to drink a poisonous concoction. As Ivy watched the lift drain from her father’s eyes she felt a surge of pride that justice had finally been done…

This feeling didn’t last particularly long. The famous witch hunter Sir Balin quickly tracked down Ivy - tracing the poison to the apothecary and from there to Ivy herself. Sentenced to Branderscar, Ivy was incensed by the injustice of it all, swearing to take her revenge Sir Balin, and bring about her own brand of justice to Talingarde.

Crunch:

Ivy Solikha Alchemist
Female human alchemist (toxicant) 3/gestalt 3/veneficus witch 3 (Pathfinder Campaign Setting: People of the River 8, Pathfinder Player Companion: Dirty Tactics Toolbox 7, Pathfinder RPG Advanced Player's Guide 26, 65)
NE Medium humanoid (human)
Init +3; Senses Perception +7
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Defense
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AC 14, touch 13, flat-footed 11 (+3 Dex, +1 natural)
hp 30 (3d8+6)
Fort +6, Ref +7, Will +3; +2 bonus vs. poison
Defensive Abilities poison use; Resist acid 2, cold 2, electricity 2, fire 2
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Offense
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Speed 30 ft.
Ranged bomb +6 (2d6+5 fire) or
frost bomb +6 (2d6+5 cold)
Special Attacks bomb 8/day (2d6+5 fire, DC 16), hexes (cackle[APG], misfortune[APG]), toxic words
Alchemist (Toxicant) Extracts Prepared (CL 3rd; concentration +8)
Veneficus Witch Spells Prepared (CL 3rd; concentration +8)
Patron Fate
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Statistics
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Str 8, Dex 17, Con 14, Int 20, Wis 9, Cha 11
Base Atk +2; CMB +5; CMD 14
Feats Accursed Hex[UM], Agile Maneuvers, Alertness, Brew Potion, Combat Expertise, Deadly Aim, Extra Discovery[APG], Extra Hex[APG], Power Attack, Precise Shot, Throw Anything
Traits influence, liar’s tongue
Skills Bluff +10, Craft (alchemy) +11 (+14 to create alchemical items), Diplomacy +7, Disable Device +9, Intimidate +6, Knowledge (arcana) +13, Knowledge (local) +11, Knowledge (nature) +12, Knowledge (planes) +13, Linguistics +8, Perception +7, Sense Motive +1, Spellcraft +11; Racial Modifiers +1 Knowledge (arcana), +1 Knowledge (nature), +1 Knowledge (planes)
Languages Abyssal, Celestial, Common, Draconic, Dwarven, Elven, Goblin, Infernal, Undercommon
SQ alchemy (alchemy crafting +3), comprehensive education, discoveries (frost bomb, precise bombs [5 squares]), finesse weapon attack attribute, poison use, secreted toxin condition (sickened), swift alchemy, toxic secretion (5 dmg, 1 round, DC 16), weapon secretion, witch's familiar (viper named Kaa)
Combat Gear giant wasp poison (3); Other Gear alchemist starting formula book, investigator starting formula book
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Special Abilities
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Accursed Hex Target a creature with a hex a second time that day if it made its save the first time
Agile Maneuvers Use DEX instead of STR for CMB
Alchemy +3 (Su) +3 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 2d6+5 (8/day, DC 16) (Su) Thrown Splash Weapon deals 2d6+5 fire damage.
Cackle (Su) As a move action, extend the duration of other hexes by 1 rd.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Comprehensive Education All knowledge skills are class skills, +1 racial bonus for knowledge skils from classes.
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Energy Resistance, Acid (2) You have the specified Energy Resistance against Acid under specific conditions.
Energy Resistance, Cold (2) You have the specified Energy Resistance against Cold under specific conditions.
Energy Resistance, Electricity (2) You have the specified Energy Resistance against Electricity under specific conditions.
Energy Resistance, Fire (2) You have the specified Energy Resistance against Fire under specific conditions.
Familiar Bonus: +3 to Bluff checks You gain the Alertness feat while your familiar is within arm's reach.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Frost Bomb (DC 16) (Su) Bomb deals cold damage and staggers foe next round (Fort neg).
Misfortune (1 round, DC 16) (Su) Foe in 30 ft must take the lower of 2d20 for rolls (Will neg).
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Poison Use (Ex) A veneficus witch cannot accidentally poison herself while applying poison to weapons.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Precise Bombs (Su) Exclude up to 5 squares from splash damage of your bombs.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Sickened Toxic Secretion sickens opponent.
Swift Alchemy (Ex) Construct alchemical items in half the normal time.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Toxic Secretion (1/day, DC 16) (Ex) Secrete a poisonous toxin that affects those striking you with natural or unarmed attacks.
Toxic Words (Ex) Single creature hex target: imbue hex with does of injury/contact poison. DC of hex/poison reduced by 2.
Weapon Secretion (8/day, DC 16) As a swift action, the toxicant can collect and concentrate this secretion into a poison she can deliver as a touch attack or apply to a weapon. Targets of such attacks must attempt saving throws as if they had touched the toxicant’s toxic secretio
Witch's Familiar (Ex) Gain the services of a special familiar that stores spells.
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Change Shape
Detect Thoughts 1/day

Kaa:

Kaa CR –
Viper (Pathfinder RPG Bestiary 133)
N Tiny magical beast (animal)
Init +3; Senses low-light vision, scent; Perception +11
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Defense
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AC 18, touch 15, flat-footed 15 (+3 Dex, +3 natural, +2 size)
hp 16 (1d8-1)
Fort +1, Ref +6, Will +4
Defensive Abilities improved evasion
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Offense
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Speed 20 ft., climb 20 ft., swim 20 ft.
Melee bite +7 (1d2-3 plus poison)
Space 2 ft.; Reach 0 ft.
Special Attacks deliver touch spells
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Statistics
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Str 4, Dex 17, Con 8, Int 7, Wis 13, Cha 2
Base Atk +2; CMB +3; CMD 10 (can't be tripped)
Feats Agile Maneuvers, Combat Expertise, Deadly Aim, Power Attack
Skills Acrobatics +3 (-1 to jump), Bluff -1, Climb +11, Diplomacy -1, Disable Device +4, Intimidate -1, Linguistics +1, Perception +11, Spellcraft +1, Stealth +15, Swim +11; Racial Modifiers +4 Perception, +4 Stealth
SQ empathic link, finesse weapon attack attribute, poison
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Special Abilities
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Agile Maneuvers Use DEX instead of STR for CMB
Climb (20 feet) You have a Climb speed.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deliver Touch Spells (Su) Deliever master's touch spells.
Empathic Link (Su) You have an empathic link with your master.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Poison (DC 10) Viper Poison: Bite—injury; save Fort DC 10; frequency 1/round for 6 rounds; effect 1d2 Con; cure 1 save. The save DC is Constitution-based.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch.
Swim (20 feet) You have a Swim speed.

Formula Book:

Level 1
Adhesive Spittle (DC 16)
Anticipate Peril (DC 16)
Crafter's Fortune (DC 16)
Cure Light Wounds
Disguise Self
Heightened Awareness
Shield
True Strike
True Skill

Synthetic Venom Extracts:
Level 1
Arsenic (DC 16)
Giant Wasp Poison (DC 16)
Medium Spider Venom (DC 16)

Familiar Spells:

Cantrips
Arcane Mark
Bleed (DC 15)
Dancing Lights
Daze (DC 15)
Detect Magic
Detect Poison
Grasp
Guidance
Light
Mending
Message
Read Magic
Resistance
Stabilize
Touch of Fatigue (DC 15)

Level 1

Beguiling Gift (DC 16)
Blood Money
Burning Hands (DC 16)
Charm Person (DC 16)
Ear-Piercing Scream (DC 16)
Fabricate Disguise
Hex Vulnerability (DC 16)
Ill Omen
Mage Armor
Mount

Level 2
Blindness / Deafness
Glitterdust

Fate Patron Spells
Doom (DC 16)