ValBaine

Jominda __'s page

95 posts. Alias of Foxy Quickpaw.


Full Name

Jominda

Race

Human

Classes/Levels

Alchemist (5) - AC17/12/15 F+7/R+7/W+2 Init+4 Perc+8

Gender

Female

Size

5'4"

Age

21

Languages

Common, Dwarven, Thassilonian

Occupation

Apothecary

Strength 14
Dexterity 14
Constitution 14
Intelligence 16
Wisdom 11
Charisma 9

About Jominda __

Jominda
Female Human alchemist 5 Archetypes Grenadier,
None Medium humanoid (human)
Init +4, Senses Perception +8
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DEFENSE
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AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex, )
hp 43 ((5d8)+15)
Fort +7, Ref +7, Will +2

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OFFENSE
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Speed 30 ft.
Ranged acid +7 (1d6+5), within 30 ft. +8 (1d6+5)
Ranged masterwork composite longbow (+2) +6 (1d8+2/x3), within 30 ft. +7 (1d8+3)
Ranged bomb +7 (3d6+5), within 30 ft. +8 (3d6+5)
Special Attacks Bomb, Explosive Bomb*, Feral Mutagen, Precise Bombs, Throw Anything,

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TACTICS
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STATISTICS
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Str 14, Dex 14, Con 14, Int 16, Wis 11, Cha 9,
Base Atk +3; CMB +5; CMD 17
Feats Additional Traits, Extra Bombs, Martial Weapon Proficiency (Longbow), Point-Blank Shot, Precise Shot, Throw Anything
Skills Acrobatics +5, Appraise +7, Craft (Alchemy) +11, Craft (Alchemy) (Create item) +16, Disable Device +10, Fly +6, Heal +8, Knowledge (Arcana) +11, Knowledge (Nature) +9, Perception +8, Sleight of Hand +10, Spellcraft +11, Survival +5, Use Magic Device +7,
Traits Focused Burn, Reactionary, Sacred Touch, Firebug
Languages Common, Dwarven, Thassilonian
SQ alchemical weapon, alchemy, bonus feat, formulae, martial weapon proficiency, mutagen, precise bombs, skilled, swift alchemy,
Combat Gear Wand of Cure Light Wounds (50 charges), smelling salts, alchemist's kindness (10), acid (10), sunrod (5), scroll of lesser restoration, scroll of cure moderate wounds, scroll of cat's grace (arcane), scroll of bull's strength (arcane), scroll of fox's cunning (arcane), scroll of darkvision, dwarven stout (mug) (10), dwarven trail rations (10), scroll of see invisibility,
Other Gear +1 mithral shirt, scarf (common), cloak of resistance +1, boots of the cat, arrows (20), handy haversack, alchemist's lab, portable, formula book, grooming kit, masterwork composite longbow (+2), bomb, 1742.5 gp
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SPECIAL ABILITIES
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Alchemical Weapon (Su) At 2nd level, a grenadier can infuse a weapon or piece of ammunition with a single harmful alchemical liquid or powder, such as alchemist's fire or sneezing powder, as a move action. This action consumes the alchemical item, but transfers its effect to the weapon in question. The alchemical item takes full effect on the next creature struck by the weapon, but does not splash, spread, or otherwise affect additional targets. Any extra damage added is treated like bonus dice of damage, and is not doubled on a critical hit. The alchemical treatment causes no harm to the weapon treated, and wears off 1 minute after application if no blow is struck. At 6th level, a grenadier can use her alchemical weapon ability as a swift action. At 15th level, this ability becomes a free action. This ability replaces poison resistance.

Alchemy (Su) When using Craft (Alchemy) to create an alchemical item, you gains a +5 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.

Background Skill (Craft (Alchemy), Craft (Alchemy), Craft (Alchemy), Craft (Alchemy), Craft (Alchemy), Sleight of Hand, Sleight of Hand, Sleight of Hand, Sleight of Hand, Sleight of Hand)

Bomb (Su) You can use 10 bombs each day. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, your bomb inflicts 1d6+3 points of fire damage. Your bombs also inflict an additional 2d6 points of fire damage that is not multiplied on a critical hit or by using feats such as Vital Strike. Splash damage from an your bomb is always equal to the bomb's minimum damage (6). Those caught in the splash damage can attempt a DC 15 Reflex save for half damage.

Bonus Feat Humans select one extra feat at 1st level.

Explosive Bomb* The alchemist's bombs now have a splash radius of 10 feet rather than 5 feet. Creatures that take a direct hit from an explosive bomb catch fire, taking 1d6 points of fire damage each round until the fire is extinguished. Extinguishing the flames is a full-round action that requires a Reflex save. Rolling on the ground provides the target with a +2 to the save. Dousing the target with at least 2 gallons of water automatically extinguishes the flames.

Feral Mutagen Whenever the alchemist imbibes a mutagen, he gains two claw attacks and a bite attack. These are primary attacks and are made using the alchemist's full base attack bonus. The claw attacks deal 1d6 points of damage (1d4 if the alchemist is Small) and the bite attack deals 1d8 points of damage (1d6 if the alchemist is Small). While the mutagen is in effect, the alchemist gains a +2 competence bonus on Intimidate skill checks.

Focused Burn You know the secret of making punishing fire bombs. Any bombs you have that deal fire damage deal 1 additional point of fire damage on a direct hit per 2d6 of fire damage normally dealt (minimum 1 point). This additional damage does not apply to the bomb's splash damage.

Firebug You were the child of a gunsmith or alchemist and always enjoyed experimenting with fiery alchemical items and minor explosives.
Benefit(s): You gain a +1 trait bonus on attack rolls made with thrown splash weapons and alchemist bombs.

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.

Martial Weapon Proficiency At 1st level, a grenadier picks one martial weapon to become proficient in the use of. This ability replaces Brew Potion.

Mutagen (Su) You know how to create a mutagen that you can imbibe in order to heighten your physical prowess at the cost of your personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. You can only maintain one dose of mutagen at a time - if you brews a second dose, any existing mutagen becomes inert. A mutagen that is not in your possession becomes inert until an alchemist picks it up again. When you brew a mutagen, you select one physical ability score - either Strength, Dexterity, or Constitution. It's a standard action to drink a mutagen. Upon being imbibed, the mutagen causes you to grow bulkier and more bestial, granting you a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 50 minutes. In addition, while the mutagen is in effect, you take a -2 penalty to one of your mental ability scores. If the mutagen enhances your Strength, it applies a penalty to your Intelligence. If it enhances your Dexterity, it applies a penalty to your Wisdom. If it enhances your Constitution, it applies a penalty to your Charisma. A non-alchemist who drinks a mutagen must make a DC 15 Fortitude save or become nauseated for 1 hour - a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist's mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the "stolen" mutagen immediately cease.) The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end.

Mutagen (Prime Stat Selection) Str/Int

Mutagen (Second Stat Selection)

Mutagen (Third Stat Selection)

Precise Bombs Whenever the alchemist throws a bomb, he can select a number of squares equal to his Intelligence modifier that are not affected by the splash damage from his bombs. If the bomb misses, this discovery has no effect.

Precise Bombs (Ex) At 2nd level, a grenadier gains the precise bombs alchemist discovery as a bonus discovery. This ability replaces poison use.

Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.

Sacred Touch You were exposed to a potent source of positive energy as a child, perhaps by being born under the right cosmic sign, or maybe because one of your parents was a gifted healer. As a standard action, you may automatically stabilize a dying creature merely by touching it.

Skilled Humans gain an additional skill rank at 1st level and one additional rank whenever they gain a level.

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.

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Formula Book
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Alchemist Spells
2nd -bull's strength, cat's grace, cure moderate wounds, fox's cunning, invisibility, restoration (lesser), spider climb
1st -comprehend languages, enlarge person, identify, shield, touch of the sea