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1,088 posts. Alias of Laclale.


Race

Sophia Salinista de Surtova | Human Alchemist 1 | Speed 30ft | Active conditions: None | HP: 11/11 | AC: 16 (12 T, 14 FF) | CMB: +0, CMD: 12 | F: +4 R: +4 W: +2 | Init: +2 | Perc: +6 | Bombs: 4/5 | Mutagen Prepared: Dexterity

About Sophia Salinista

Race: Human
Class: Alchemist (Grenadier, PFSFG) 1
Sex: Female
Alignment: Neutral Good
Initiative +2 Perception +6
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Defense
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AC 16 TAC 12 FF 14
HP 11/11 Fort +4 Ref +4 Will +2
Special Defenses:
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Offense
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Melee
Dagger +0 (1d4/19-20 x2)
Ranged
Bomb (5/day) +2 vs Touch (1d6+4/x2, Range 20, Splash 5 damage), +3 vs Touch (1d6+5/x2, Range 20, Splash 5 damage, if within 30 feet)
Longbow +2 (1d8/x3, Range 100), +3 (1d8+1, Range 100 feet, if within 30 feet)
Dagger +2 (1d4/19-20 x2, Range 10), +3 (1d4+1/19-20 x2, Range 10, if within 30 feet)
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Statistics
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STR 10 (+0) DEX 14 (+2) CON 14 (+2) INT 18 (+4) WIS 14 (+2) CHA 10 (+0)
BAB +0 CMB +0 CMD 12
Move 30 feet
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Feats
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Point-Blank Shot (Level 1): +1 to hit and damage for ranged attacks within 30 feet
Precise Shot (Bonus, Human): No penalty for shooting into melee.
Throw Anything (Bonus, Alchemist 1): No penalties for improvised ranged weapons
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Traits
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Civilized (Social): +1 trait bonus on Knowledge (Nobility) and Knowledge (Local). Knowledge (Local) is a class skill.

Family Ties: Surtova (Drawback): When a family member makes a request of you, you must fulfill that request or take a –2 penalty on all Wisdom– and Charisma-based ability checks and skill checks until you either do what was requested or succeed at a DC 20 Will saving throw, which you can attempt once per day at the start of each day. If you ever lose your family or lose contact with your family, exchange this drawback for the Doubt drawback.

Noble Born: Surtova (Campaign): +2 damage when attacking a flat-footed opponent while wielding a light or one-handed weapon.

Pragmatic Activator (Magic): You may use your Intelligence modifier when making Use Magic Device checks instead of your Charisma modifier.
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Skills
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Craft (Alchemy) +8 (1)
Handle Animal +1 (1)
Knowledge (Arcane) +8 (1)
Knowledge (Local) +9 (1)
Knowledge (Nature) +8 (1)
Knowledge (Nobility) +6 (1)
Knowledge (Planes) +5 (1)
Perception +6 (1)
Sense Motive +3 (1)
Spellcraft +8 (1)
Use Magic Device +8 (1)
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Languages
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Alko, Common, Goblin, Infernal, Sylvan
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Racial Traits
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Bonus Feat: Humans select one extra feat at 1st level.

Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
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Class Features
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Alchemy: When using Craft (alchemy) to create an alchemical item, an alchemist gains a competence bonus equal to her class level on the Craft (alchemy) check. In addition, an alchemist can use Craft (alchemy) to identify potions as if using detect magic. She must hold the potion for 1 round to make such a check.

Bombs: 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 her class level + his Intelligence modifier. 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.

Extracts: Extracts 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. The Difficulty Class for a saving throw against an alchemist’s extract is 10 + the extract level + the alchemist’s Intelligence modifier.

Mutagen: When an alchemist brews a mutagen, she selects one physical ability score—either Strength, Dexterity, or Constitution. It’s a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting her a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of her mental ability scores. If the mutagen enhances her Strength, it applies a penalty to her Intelligence. If it enhances her Dexterity, it applies a penalty to her Wisdom. If it enhances her Constitution, it applies a penalty to her Charisma.

Favored Class Bonus: +1 HP (1)
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Formulae
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Level 1 (1+1=2/day): Adhesive Spittle, Cure Light Wounds, Heightened Awareness, Identify, Reduce Person, Targeted Bomb Admixture
Today: Adhesive Spittle, 1 unprepared
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Equipment
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Combat Equipment: Studded Leather (+3 AC, +5 Max Dex, -1 ACP), Buckler (+1 AC, 0 ACP), Dagger, Longbow, 20 arrows
Alchemical Equipment: Alchemy Crafting Kit, Formula Book
Mundane Equipment: Backpack, Bedroll, Flint and Steel, Mirror (Small, Steel), Silk Rope (50 ft), Signal Whistle, Torches x4, Trail Rations (5 days), Waterskin x2, Whetstone
Pack Animal: Donkey, Saddle Bags
Treasure: 6 gold, 4 silver, 2 copper

Background:
Born to a minor branch of the Surtova family, Sophia has always felt her family's shadow loom large in her life. Raised in the small township of Westford as the middle child of three, she and her brothers were kept at a cold distance by their main family cousins the few times they interacted. Her parents clearly knew this, and obviously received the same treatment themselves, but instilled a fierce Surtova family loyalty in all their children nonetheless.

Life as a child was easy, compared to the commoners around her, and Sophia never wanted for food or other necessities, but she always felt herself alone. Her parents were seldom around as they were apparently useful and often sent on family errands to ensure that various Surtova schemes came to fruition. Her brothers, seeing the way their cousins treated them, treated the townsfolk in kind and grew callous and unpleasant young. Sophia kept away from them as much as she could and spent her time in their manor’s library, learning all she could about the Surtova and other nobility, or in the stables with the few horses her family kept, her closest companions.

When she was 14 a wandering herald by the name of Korlick came to call on Westford, and was offered lodging in Sophia’s family Manor as was fitting a visitor of his station. In the two weeks he stayed Sophia found a him charming, erudite, knowledgeable about the Political intrigue of Brevoy, and open to meaningful conversation about topics she had never had the chance to discuss with others. He opened her eyes to the grittier and grander side of life that her books had somehow left out. He in turn found an intelligent young woman languishing in a life that seemed to offer no outlet for her potential, so when it was time to leave, he invited her to seek him out should she ever decide to set out on her own. He provided a list of places she might enquire about him that should lead her to him were she diligent in the search.

Three years later her parents failed to return from one of their errands. Sophia’s elder brother, Trevan, referred to as “the Hooligan” when he wasn’t around inherited the manor, and the Salinista de Surtova’s standings in the Surtova family fell almost immediately. Trevan took this out on everyone around him, apparently certain that it was anyone’s fault but his own. Sophia lasted by two months in this new state of affairs before heading out in the middle night with one of her families few fit horses and the supplies she naively assumed would be required to survive on her own in search of one of the contacts Korlick had provided.

Her journey outside the Township was harsh, but she learned quickly, and her ability to read a situation and quick wit were of great assistance. Eventually, her contacts did lead her to the last place that Korlick had been, but Rolloq the Stout, the Dwarven warrior who had been Korlick’s traveling companion, had dire news to share. Sadly it was too late to meet him, as he had been killed in an attempt to warn the local militia of a rampaging fey threat. His message got through, but he did not.

Fortunately, Korlick had spread the word of Sophia among his colleagues, and despite her disappointment at learning that her quest to find the closest thing to a friend she had known for the last decade, however fleetingly, had been in vain, there was a silver lining. Rolloq was able to induct Sophia into the network of spies, scouts, warriors and sages of the Order of the Furled Sail, a secret society committed to keeping the realm safe from supernatural threats where ever they might arise, that Korlick had been a member off.

Sophia trained with Rolloq and others for the next year in the martial, social, and skills that she would need to be an agent of the Order. She learned to concoct alchemical agents, bombs and even mutagens which would allow her the flexibility to give her a fighting chance.

She is now being sent out to join the Explorers, using her Surtova name as a way to gain entrance. Her task, outside of that of the Explorers in general, will be to scout for any general threats, and Fey threats in particular, which might be a danger to the lands beyond what the Expedition would be able to contain on their own. If she can deal with it herself that’s all well and good, but if not she is to send a message back to Order of the Furled Sail so that they can use the advanced information to set up the appropriate containment or defensive measures.

Sophia also feels her ties to her family, both her brothers and the Surtova family in general, hanging heavily on her of late. She has chosen not to return to, or seek out news of Westford. She is not ready to confront that part of her past just yet.

Forgoing her prized horses for a simple pack donkey for the trip, Sophia sets out with grim determination to make some difference in a largely unforgiving and uncaring world.


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