About Jenna WildeJENNA WILDE Female Aasimar (Peri-Blooded) alchemist 3, NG medium outsider (native) Init +3; Senses Darkvision (60 ft.), Perception +7, Languages Celestial, Common, Draconic, Polyglot AC 13, touch 13, flat-footed 10, hp 24 (3HD) Fort +4, Ref +6, Will +2, +2 vs. poison Resistances Acid 5, Cold 5, Electricity 5, Speed 30 ft. (6 squares), Face 5 ft. by 5 ft. Reach 5 ft. Ranged light crossbow +5 (1d8/19-20), within 30 ft. +6 (1d8+1)
Base Atk +2; CMB +3; CMD 16 Special Actions Alkahest Bombs, Throw Anything, Prepared Spells Prepared Spell List
Racial Spell-Like Abilities: pyrotechnics ( DC 13, 1/Day) Abilities Str 12, Dex 16, Con 12, Int 15, Wis 12, Cha 13 Special Qualities Alchemy, Celestial Resistance, Crypt Breaker's Draught, Formulae, Infusion, Poison Resistance, Poison Use, Skilled, Spell-Like Ability, Swift Alchemy, Trapfinding, Feats Point-Blank Shot, Precise Shot, Throw Anything Skills Acrobatics +3, Appraise +6, Bluff +1, Climb +1, Craft (Alchemy) +8, Craft (Alchemy) (Create item) +9, Craft (Untrained) +2, Diplomacy +1, Disable Device +10, Disguise +1, Escape Artist +3, Fly +3, Heal +5, Intimidate +1, Knowledge (Arcana) +6, Knowledge (Nature) +7, Knowledge (Religion) +3, Perception +7, Perception (Trapfinding) +8, Profession (Brewer) +5, Profession (Cook) +6,Ride +3, Sense Motive +1, Sleight of Hand +7, Spellcraft +9, Stealth +3, Survival +5, Swim +2, Possessions outfit (hot weather); leather armor; thieves' tools (masterwork); cold iron dagger; Light Crossbow ; Handy Haversack [ Traveler's Any-Tool; Alchemy Crafting Kit; Chronicler's Kit; Grooming Kit; Mess Kit; Survival Kit (Masterwork); Bedroll; Winter Blanket; Crowbar; Grappling Bolt; Silk Rope (50 ft.); Shovel, Folding; String (50 ft.); Waterproof Bag (x2); Oldlaw Whiskey (Bottle); Trail Ration (x6); ]; Waterproof Bag [ Honey (Jar); Powdered Milk; Coffee (Cup) (x4); Coffee Pot; ]; Canteen ; Belt Pouch [ Compass; Sewing Needle; Wire Saw (Common); Soap; ]; Hip Flask ; Wrist Sheath [ Silver Dagger; ]; Alchemy (Su) When using Craft (Alchemy) to create an alchemical item, you gains a +3 competence bonus on the Craft (alchemy) check. In addition, you 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. Alkahest Bombs (Su) A crypt breaker's bombs are specially designed to work best against constructs and corporeal undead-two foes commonly encountered in ancient tombs. Alkahest is an alchemical fluid that eats away unliving flesh and animated constructs, but it doesn't work as well against other targets. You can use 5 bombs each day. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. Against constructs and corporeal undead, on a direct hit, your bomb inflicts 1d8+2 points of acid damage plus an additional 1d8 points of acid damage that is not multiplied on a critical hit or by using feats such as Vital Strike. Against all other creatures, alkahest bombs deal 1d4+2 plus 1d4 points of acid damage. Splash damage from an your bomb is always equal to the bomb's minimum damage (4). Those caught in the splash damage can attempt a DC 13 Reflex save for half damage. Bountiful Herb-Lore Once per day after 10 minutes of foraging, you can sprinkle nutritious herbs into a magical consumable item (such as a potion of cure light wounds). If the item is consumed within 1 minute, it provides nourishment as if it were a normal meal to the creature that partakes of it. Celestial Resistance Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5. Crypt Breaker's Draught (Su) Rather than develop mutagens that increase their natural armor and physical abilities at the expense of their minds, crypt breakers focus on the creation of special draughts that can enhance their senses. When a crypt breaker drinks one of these draughts, he gains a +4 bonus on all Perception checks and gains one of the following special senses: darkvision 60 feet, low-light vision, or scent. While under the effects of a crypt breaker's draught, the alchemist also gains light blindness. Formulae 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, pages, 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. Infusion When the alchemist creates an extract, he can infuse it with an extra bit of his own magical power. The extract created now persists even after the alchemist sets it down. As long as the extract exists, it continues to occupy one of the alchemist's daily extract slots. An infused extract can be imbibed by a non-alchemist to gain its effects. Peri-Blooded (Emberkin) Masters of fire magic, emberkin feel the dual pull of their peri forebear as well as that of a fallen angel further down their ancestry, and wrestle with their urges to do both good and evil. Poison Resistance (Ex) You gain a +2 bonus on all saving throws against poison. Poison Use (Ex) You are trained in the use of poison and cannot accidentally poison yourself when applying poison to a weapon.
Resistance to Cold (Ex) You may ignore 5 points of Cold damage each time you take cold damage. Resistance to Electricity (Ex) You may ignore 5 points of Electricity damage each time you take electricity damage. Skilled Emberkin have a +2 racial bonus on Knowledge (planes) and Spellcraft checks. Spell-Like Ability Emberkin gain pyrotechnics as a spell-like ability. Swift Alchemy (Ex) You can create alchemical items with astounding speed. It takes you half the normal amount of time to create alchemical items, and you can apply poison to a weapon as a move action. Throw Anything (Ex) You gain the Throw Anything feat as a bonus feat. You add your 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. Trapfinding A crypt breaker adds 1 on Perception checks made to locate traps and to Disable Device checks. A crypt breaker can use Disable Device to disarm magic traps. When determining the ability of a crypt breaker to deal with locks or traps, treat his alchemist levels as rogue levels. Unintentional Linguist (Celestial) You can speak with outsiders. You gain a +1 trait bonus on all Linguistics checks, and you begin play knowing one of the following languages (in addition to those granted by your race and Intelligence modifier): Abyssal, Aquan, Celestial, Ignan, Infernal, Protean, or Terran. |