Sylph

Linka Wind's page

236 posts. Organized Play character for Thralleon.


Full Name

Linka Skyseeker

Race

| HP 51/51| AC 16 T 13 FF 13 | CMB +6, CMD 17 | F: +10, R: +11, W: +6 | Init: +3 | Perc: +10, Darkvision

Classes/Levels

| Speed 35ft | Bombs DC 18: 9/13 | Breezekissed: 1/1 | Active conditions: None

Gender

Female CG Sylph Alchemist(Mindchemist) 6

About Linka Wind

Linka Skyseeker

Female sylph alchemist (mindchemist) 6
CG Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +10

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Defense
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AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 51 (6d8+18) (currently 22)
Fort +10, Ref +11, Will +6; +2 morale bonus vs. charm and fear, +1 vs. fear and charm effects, +4 bonus vs. poison

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Offense
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Speed 35 ft.
Ranged bomb +13 (3d6+7 fire) or
. . thorny bomb +13 (3d6+7 piercing)
Special Attacks bomb 13/day (3d6+5 fire, DC 18)
Spell-Like Abilities (CL 6th; concentration +4)
. . 1/day—feather fall
Alchemist (Mindchemist) Extracts Prepared (CL 6th; concentration +11)
. . 2nd—blur (2), lesser restoration, see invisibility
. . 1st—comprehend languages, shield, targeted bomb admixture, touch of the sea (DC 16), true strike (2)

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Statistics
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Str 10, Dex 16, Con 14, Int 20, Wis 12, Cha 7
Base Atk +4; CMB +6; CMD 17
Feats Extra Bombs, Extra Discovery, Point-Blank Shot, Precise Shot, Throw Anything
Traits firebug, pragmatic activator
Skills Acrobatics +9, Craft (alchemy) +16 (+22 to create alchemical items), Disable Device +14, Knowledge (arcana) +15, Knowledge (dungeoneering) +12, Knowledge (engineering) +12, Knowledge (geography) +12, Knowledge (history) +14, Knowledge (local) +12, Knowledge (nature) +15, Knowledge (nobility) +12, Knowledge (planes) +12, Knowledge (religion) +13, Perception +10, Spellcraft +9, Survival +1 (+3 to avoid becoming lost), Use Magic Device +14
Languages Aquan, Auran, Celestial, Common, Elven, Ignan, Terran
SQ alchemy (alchemy crafting +6), breeze-kissed, cognatogen (+4/-2, +2 natural armor, 60 minutes), discoveries (precise bombs [5 squares], spontaneous healing, thorny bomb, wings), perfect recall, swift alchemy
Combat Gear cognatogen, potion of remove blindness/deafness, wand of cure light wounds, acid (5), alchemist's fire (5), alkali flask (5), liquid ice (3), vermin repellent (3); Other Gear leaf armor, cloak of resistance +3, handy haversack, headband of vast intelligence +2, wayfinder, alchemist's lab, kaboom, masterwork backpack, masterwork thieves' tools, trail rations (6), 1,243 gp, 2 cp

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Special Abilities
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Alchemy +6 (Su) +6 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 3d6+5 (13/day, DC 18) (Su) Thrown Splash Weapon deals 3d6+5 fire damage.
Breeze-Kissed (1/day) +2 AC versus nonmagical ranged attacks. Bull rush/trip with air 1/day within 30 ft.
Cognatogen (DC 18) (Su) Mutagen adds +4 to a mental & -2 to a physical attribute, and +2 nat. armor for 60 minutes.
Darkvision (60 feet) You can see in the dark (black and white only).
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.
Precise Bombs (Su) Exclude up to 5 squares from splash damage of your bombs.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Spontaneous Healing (15 HP/day) The alchemist gains the ability to heal from wounds rapidly. As a free action once per round, he can heal 5 hit points as if he had the fast healing ability. He can heal 5 hit points per day in this manner for every 2 alchemist levels he possesses. I
Swift Alchemy (Ex) Construct alchemical items in half the normal time.
Thorny Bomb (Su) Bomb deals piercing damage and counts as magic for purposes of overcoming DR.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Wings (6 minutes/day) The alchemist gains batlike, birdlike, or insectlike functional wings, allowing him to fly as the fly spell for a number of minutes per day equal to his caster level. These minutes do not need to be consecutive, but they must be spent in 1-minute intervals.