Lini

Lilia Aconite's page

115 posts. Alias of Yokaiboy.


Race

Human(Amazonite)

Classes/Levels

Alchemist 1; HP 13/13 ; Init +3; Perception +4 ; AC 15; Spells: cure light wounds, 'open spellslot' Bombs:7/7

Gender

Female

Size

6'10

Age

19

Special Abilities

Bombs, Tangelfoot-bombs

Languages

Amatystish(Common), Amazonite, Cytrine, Peridotish and Emeraldish

Strength 11
Dexterity 16
Constitution 12
Intelligence 17
Wisdom 9
Charisma 11

About Lilia Aconite

crunch:

female human(Amazonite) alchemist (bramble brewer) 1
N Medium humanoid (human)
Init +3; Senses Perception +3
DEFENSE
AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 13 (2d8+1)
Fort +4, Ref +6, Will -1 +2(vs Poison)

OFFENSE

Speed 30 ft.
Ranged blowgun +4  (1d2)
Melee dagger +1  (1d4+1/19-20)
Ranged dagger (thrown) +4  (1d4+1/19-20)
Melee masterwork shortspear +2  (1d6)
Ranged masterwork shortspear (thrown) +5  (1d6)
Ranged bomb +5  (1d6+3)
Special Attacks bomb, tanglefoot bomb*, throw anything
Alchemist Spells Prepared (CL 2nd, concentration +5):
1st—cure light wounds, endure elements

STATISTICS
Str 11, Dex 16, Con 12, Int 17, Wis 9, Cha 11
Base Atk +1; CMB +1; CMD 14
Feats Brew Potion, Extra Bombs, Throw Anything
Skills Appraise +8 , Craft (Alchemy) +8 , Craft (Alchemy) (Create item) +10 , Craft (Armor) +7 , Disable Device +7 , Handle Animal +1 , Heal +3 , Knowledge (Arcana) +7 , Knowledge (Nature) +8 , Perception +4 , Profession (Herbalist) +3 , Spellcraft +7 , Survival +4 , Swim +1 , Use Magic Device +5
Languages Common
SQ alchemy, bonus feat, brew potion, dendrite mutagen, discoveries, mutagen, skilled
Combat Gear candles (10), rations (trail/per day) (5), torch (3), oil (1 pint flask) (5), acid (flask) (2); Other Gear leather, blowgun, dagger (2), acid (flask) (2), bomb, hat (common), outfit (hot weather), alchemist's kit, blowgun darts (10) (4), belt pouch (2), backpack, common, bedroll, coin (copper piece) (7), coin (gold piece) (33), coin (silver piece) (5), flint and steel, ink (1 oz. vial), inkpen (2), iron vial (2), journal, paper (sheet) (2), traveling formula book (blank), vial (10), waterskin (filled) (3), wrist sheath, pot (iron), formula book, bandolier, shieldbug(hibernating)

Formula Book
1st cure light wounds (DC 14) , endure elements (DC 14),Adhesive Spit, Crafters Fortune and Shield
Traveling Formula Book (Blank)
1st cure light wounds (DC 14) , endure elements (DC 14),Adhesive Spit, Crafters Fortune and Shield
SPECIAL ABILITIES
Alchemy (Su) When using Craft (Alchemy) to create an alchemical item, you gains a +1 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.
Bomb (Su) You can use 7 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 0d6 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 (4). Those caught in the splash damage can attempt a DC 14 Reflex save for half damage.
Bonus Feat Humans select one extra feat at 1st level.
Brew Potion (Ex) You receive Brew Potion as a bonus feat. You can brew potions of any formulae you know (up to 3rd level), using your alchemist level as caster level. The spell must be one that can be made into a potion. You do not need to meet the prerequisites for this feat.
Dangerously Curious You have always been intrigued by magic, possibly because you were the child of a magician or priest. You often snuck into your parent's laboratory or shrine to tinker with spell components and magic devices, and often caused quite a bit of damage and headaches for your parent as a result.
Dendrite Mutagen (Su) A bramble brewer's mutagen still contains transformative power, but grants a treelike sturdiness rather than the feral power of standard mutagens. When imbibed, a dendrite mutagen grants a +4 natural armor bonus, a +2 alchemical bonus to one physical ability score, and a -2 penalty to the corresponding mental ability score (as per the normal mutagen class feature; Advanced Player's Guide 28). In addition, the alchemist gains fast healing 1 as long as he is in an area of bright light (such as sunlight or inside the area of a daylight spell). This otherwise works like the standard mutagen class feature and replaces that ability. A bramble brewer who selects the greater mutagen discovery can create a dendrite mutagen that still grants a +4 natural armor bonus, and also grants a +4 alchemical bonus to one physical ability score and a +2 bonus to a second physical ability score. The bramble brewer takes a -2 penalty to both associated mental ability scores as long as the mutagen persists, but his fast healing increases to 3 as long as he is in an area of bright light. This otherwise works like the greater mutagen discovery and replaces that ability. A bramble brewer who selects the grand mutagen discovery can brew a dendrite mutagen that now grants a +6 natural armor bonus, a +6 alchemical bonus to one physical ability score, a +4 alchemical bonus to a second physical ability score, and a +2 alchemical bonus to a third physical ability score. The bramble brewer takes a -2 penalty to his Intelligence, Wisdom, and Charisma scores as long as the mutagen persists. The bramble brewer's fast healing increases to 5 as long as he is within an area of bright light. This otherwise works like the grand mutagen discovery and replaces that ability.
Discoveries The following discoveries complement the bramble brewer archetype: precise bombs (Advanced Player's Guide); defoliant bomb (Advanced Race Guide); lingering spirit, strafe bomb, sunlight bomb (Ultimate Magic).
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 10 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 13 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)
Mutagen (Second Stat Selection)
Mutagen (Third Stat Selection)
Hunter seed survival training You learned to swim right after you learned to walk. As a youth, you were taught how to survie in the Amazonite swamps and how important a survival tool a knife is. You gain a +1 trait bonus on damage dealt with a dagger and a +1 trait bonus on Swim checks. Swim is always a class skill for you.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
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.

At 2nd level, a bramble brewer gains the tanglefoot bomb discovery, but the entanglement's duration persists for a number of rounds equal to the bramble brewer's Intelligence modifier (minimum 1 round). Additionally, when a bramble brewer throws a tanglefoot bomb, it transforms all squares in its splash radius into difficult terrain that persists for as long as the bomb's entangling effect. Although these bombs deal no damage, for every 1d6 points of damage the bramble brewer's regular bombs deal, the briar bomb's splash radius increases by 5 feet.

Toxic: The amazonite's bodily fluids have become green, thick and toxic to animals. She can apply her blood or saliva to a weapon she wields a number of times per day equal to her Constitution modifier (minimum 1/day). This is a swift action. Amazonite Toxin: Injury; save Fort DC 10 + 1/2 amazonite's Hit Dice + amazonite's CON modifier; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save.


fluff:

Background:
Lilia was born in the Amazonite swamplands as a member of the seed of the Hunters. Like all Amazonite children she was taught from an early age how to survive in the dangerous swamps the call home. Lilia showed an sharp and quite curious mind while growing up, which lead to her apprenticeship under an Alchemist of her Seed.
About two years after she began her apprenticeship it was time for her Blossoming. After being taken about three days into the swamp she was left with nothing but an Amazonite pendant (of the totem, not the tribe) and a fang necklace her mother gave her. Lilia spend the first day finding a safeish place and improvising a primitive laboratory, being Toxic for most animals certainly helped, especially against the mosquitoes. Armed with everything useful she could improvise she started trekking home. After many close encounters with the different dangers the swamp has to offer, like crocodiles, carnivorous slimes and plants, goblins and worse. A few splashes of an extract from raflesia, resin and a few toxic bugs keep most animal predators away, slimes and plants can be evaded if you know what to look out for, killing a single goblin, if you surprise it is easy, even for a young girl (and their daggers are useable, even if crude and smelly) and as for the everything worse, being lucky and not encountering any works best. About a week after she was left she returned, tired, bruised but alive and not missing any major body-parts. Lilia slept for a whole day after receiving her Seedmarks ad the end of her Blossoming celebration.
During the following years, till the end of her apprenticeship and after, Lilia did many experiments with reagents collected form different Plants, Fungi and Animals native to the Swamplands (many of which she collected herself), she came to realize that most of these experiments have already been done by someone. further realizing that the by limiting themself to the Reagents found in thair homeland the advancement of alchemy and because of that the advancement of the tribe itself(especially the Plantborn) is limited.
Once she had completed her apprenticeship she packed for travel, said good bye to friends and family and started to travel to the citrine waste, an environment as different as possible from the Swamplands she called home. Lilia chose that destination after looking at old tomes and maps to find such a place.

After traveling trough the Citrine waste for a while she reached Shibbati, she partook in the lottery grading entrance to the walled of part of the city, curious what kind of reagents and secrets she could find there.

Looks: Lilia is a short girl with bronze skin, with a greenish tint, shoulder length green hair, with a few Wolfs-bane blossoms poking out in between. She has the seedmarks of the Seed of the Hunters, to thin green fangs that start beside her small nose, go under her curious emerald green eyes and end beside her mouth, framing her freckles nicely.

Personality: curios and inquisitive. holds grudges(usually settled by pranking). easily distracted by things that catch her curiosity. very focused when doing research or on things that have her curiosity.

ideals: people shouldn't be measured by their physical strength. keeping your mind open when doing research.

Goals: advance Amazonite alchemy by finding new reagents.

Hobbys: collecting rare poisons. experimenting