About Lady Martella Lotheed
Tiefling alchemist (mindchemist) 2 (Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Bestiary 264, Pathfinder RPG Ultimate Magic 19)
LN Medium outsider (native)
Init +6; Senses darkvision 60 ft.; Perception +3
AC 19, touch 14, flat-footed 15 (+3 armor, +4 Dex, +2 shield)
hp 15 (2d8+2)
Fort +4, Ref +7, Will -1; +2 bonus vs. poison
Resist cold 5, electricity 5, fire 5
Speed 30 ft.
Ranged bomb +6 (1d6+5 fire)
Special Attacks bomb 6/day (1d6+5 fire, DC 15)
Spell-Like Abilities (CL 2nd; concentration -1)
. . 1/day—darkness
Alchemist (Mindchemist) Extracts Prepared (CL 2nd; concentration +6)
. . 1st—adhesive spittle[ACG] (DC 15), cure light wounds, expeditious retreat
Str 9, Dex 18, Con 12, Int 18, Wis 8, Cha 5
Base Atk +1; CMB +0; CMD 14
Feats Brew Potion, Point-Blank Shot, Throw Anything
Traits extremely fashionable, fast-talker, reactionary
Skills Appraise +9, Bluff +3 (+7 to tell a lie), Craft (alchemy) +9 (+11 to create alchemical items), Craft (clothing) +6, Diplomacy +1, Heal +3, Knowledge (arcana) +12, Knowledge (dungeoneering) +9, Knowledge (engineering) +9, Knowledge (geography) +9, Knowledge (local) +9, Knowledge (nature) +12, Knowledge (planes) +9, Knowledge (religion) +9, Perception +3, Sleight of Hand +8, Spellcraft +8
Languages Abyssal, Common, Draconic, Goblin, Infernal, Orc
SQ alchemy (alchemy crafting +2), beguiling liar[ARG], cognatogen (+4/-2, +2 natural armor, 20 minutes), discovery (explosive bomb), perfect recall, prehensile tail[ARG]
Combat Gear potion of cure light wounds (4); Other Gear mwk studded leather, darkwood shield, alchemist starting formula book, chalk, jewelry[UE], waterproof bag[UE], mule, acid, alchemical grease, alchemist's kindness, alchemist's lab, alkali flask, bachelor snuff, bedroll, feed (per day), flayleaf, masterwork tool, noble's outfit, pack saddle, pavilion tent, poison ward salve, reagent paper, smelling salts, wandermeal, waterskin, winter blanket, 7 sp, 1 cp
Alchemy +2 (Su) +2 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Beguiling Liar +4 to Bluff to tell a lie.
Bomb 1d6+5 (6/day, DC 15) (Su) Thrown Splash Weapon deals 1d6+5 fire damage.
Cognatogen (DC 15) (Su) Mutagen adds +4 to a mental & -2 to a physical attribute, and +2 nat. armor for 20 minutes.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Explosive Bomb (Su) Bombs have splash radius 10 ft. and those directly hit catch fire.
Perfect Recall At 2nd level, a mindchemist has honed his memory. When making a Knowledge check, he may add his Intelligence bonus on the check a second time. Thus, a mindchemist with 5 ranks in Knowledge (history) and a +2 Intelligence bonus has a total skill bonus
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Letter to Viscount Aristides:
Dear Viscount Aristides,
Please forgive my timerity in recommending myself, Marxian Grallm, for your consideration. I am an alchemist of outstanding talent looking to establish myself in an upcoming locale and apply my intellect, and talents towards making it great.
Though I may appear to lack the physical capacities that the early stages of such a venture would require, I am more than capable of rendering assistance should danger strike the settlement. I am not strong, but I am swift and agile, and my alchemical concoctions pack a fearsome punch - which can also act as a force multiplier if distributed to other settlers.
Most of all I am an extremely well read individual, with a broad array of knowledge in an astounding array of subjects. Knowledge is, as the cliché would have it, power, and I would endeavour to harness that power towards the furtherance of your goals in an advisory capacity should you wish it.
My own plans would be the construction of a small, but readily expansible, alchemical workshop able to provide antidotes, curatives, and perhaps even appropriately useful poisons - pending approval by the authorities - such as those to subdue dangerous beasts. Perhaps operating a small storefront with the opportunity to exchange goods.
I should forewarn your Lordship that I am a tiefling, figuratively cursed with a somewhat unsightly appearance, which I generally conceal so as to avoid unsettling others. A part of the reason I desire to start a new is because of prejudice, and the unjust attentions of a small thieves guild - far too small for their reach to or ability to trouble your endeavours I assure, but enough to be problematic for a lone alchemist. These unfortunate experiences have filled me with the desire to become an integral part of a community by rendering valuable service and council.
Yours Sincerely, Marxian J. Grallm.
Marcian glowered at the notice, to think he, a man of such vaunted brilliance and ambition should be reduced to skulking in the shadows and fleeing to an as yet undug midden in the savage wilderlands. Disgusting. But needs must, and he did rather prefer his intestines inside his body.
There was, he mused, a definite advantage in being able to steer the development of a settlement from its birth; And surely in such dull hinterlands he could produce many sought after legitimate concoctions, as well as a few more misunderstood solutions, without the scrutiny of the feckless busybodies that were so prevalent in civilization.
Yes, perhaps it was for the best, with a face like his - once compared to that of a week dead baboon by some barroom wit - who shortly thereafter found himself unable to leave the privy for three days - it would be more practical to rule from the shadows. Here he would delve further into the mysteries of alchemy and fashion a web of influence that would show them all!
Taking a deep calming breath he prodded Isabelle, his long suffering mule, fed the beast half a carrot, and set off to embrace his long overdue destiny.
The son of Hebran Grallm, an ambitious Chelaxian Wizard living in Egorian, Marcian was one of eleven babes, mostly mixed breeds of demonic origin, born within days of one another. Hebran intended to educate his sons together creating his own unit of dedicated Wizard soldiers, but to Hebran's frustration none of his offspring had the talent for wizardry. Showing the most promise Marcian was kept as an alchemy assistant until fed up of being belittled and insulted, and even tortured for mistakes, his anger finally overcame his fear freed his brothers from the cages, or experiments Hebran had them trapped in instigating them to kill the old man - while Marxian took then prudent path and fled.
After several weeks of travel Marcian reached Kintargo joined a large City gang who provided him with alchemical equipment, and even taught him a few tricks. But when the Guild Leader's Mistress mocked his hideous appearance his ascerbic tongue shot back telling the powder faced whore a few home truths and earning him a merciless beating. In response Marcian laced every bottle of the Guild master's prized wine collection with Klum flower syrup, and then quietly filed leaving the thief to enjoy, impotence, hair loss, and several deeply unfortunate varieties of bodily leakage.
Marcian believes himself to be smarter than just about anyone, but generally attempts to act humbly and ingratiate himself. His hideous appearance has lead to countless petty humiliations which he has avenged wherever possible, generally with strong laxatives, or by crafting particularly vicious, but compelling, rumours. Of course creative measures were only for worthy enemies, mouth breathing rabble were generally exempt with only a small contents of purse fee extracted.
Despite a somewhat megalomaniacal inner monologue, Marxian is rarely cruel, and his little revenges are fairly proportional as a rule. He values loyalty, but barely believes in it, having been hurt too many times.
Isabelle the Mule:
Isabelle the Mule CR –
N Medium animal
Init +1; Senses low-light vision, scent; Perception +5
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 13 (2d8+4)
Fort +5, Ref +4, Will +0
Speed 40 ft. (30 ft. in armor)
Melee 2 hooves +2 (1d3+1)
Str 13, Dex 13, Con 14, Int 2, Wis 11, Cha 4
Base Atk +1; CMB +2; CMD 13 (17 vs. trip)
Feats Endurance, Run
[b]Skills Acrobatics -5 (-1 to jump with a running start), Perception +5
Combat Gear acid (3), alchemical grease[APG], alchemist's kindness[APG], alkali flask[APG], bachelor snuff, poison ward salve[ACG], reagent paper[ACG] (10), smelling salts[APG]; Other Gear alchemist's lab, bedroll, feed (per day) (4), flayleaf, masterwork tool, noble's outfit, pack saddle, pavilion tent[APG], wandermeal[UE] (20), waterskin, winter blanket, 41 gp, 11 sp, 6 cp
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.