Thuvian Alchemist

Louisiana Jane's page

734 posts. Alias of Amsheagar.


Full Name

Louisiana Jane

Race

Gnome

Classes/Levels

Attack:
[dice=Bomb]1d20+14[/dice] [dice=Dmg]6d4+3[/dice] 5 dmg splash, DC 14 Ref [dice=dazed]1d4[/dice]
CB:
[dice=Crossbow]1d20+12[/dice]Human +2[dice=Dmg]1d8+3[/dice][dice=Humans]2d6[/dice]

Gender

Female Gnome Alchemist 11|| HP -5/91 || AC:19 T:13 FF:17 || F:12 R:12 W:9 || Initiative +3 | Perception +20 | Stealth +27

Size

3'3

Age

50

Alignment

Neutral

About Louisiana Jane

Alchemist 11

Alchemist Bombs DC Reflex 15. Favorite Class + Gnome Racial + Alch. Level + Int [_][_][_][_][_] + [_][_][_][_][_] + [_][_][_][_][_][_][_][_][_][_][_] + [_][_][_]

Stat:

Strength: 10
Dexterity: 15
Constitution: 16
Intelligence: 19
Wisdom: 12
Charisma: 10
Movement 20 x4 running
Initiative +3

Defense:

Health Points 70
Armor Class: 19 Armor = 6, Shield =0, Dex = 2, Size = 1. NA = 0, Deflection = 0, Misc = 0
Resistance Poison 4
Resistance Electricity 2
Touch: 13
Flatfooted: 14
Fortitude Save: 13 7, Con =3, Misc = 3
Reflex Save: 12 7, Dex =2, Misc = 3
Will Save: 7 3, Wis =1, Misc = 3
Base Attack Bonus: 5
Spell Resistance: 10
Poison Resistance: +2
CMD: 19 BAB = 8/3, Str = 0, Dex = 2, Size = -1, Mic = 0
CMB: 7 BAB = 8, Str = 0, Size = -1, Mic = 0

Offensive:

Alchemisty Bomb
Attack = 1d20+14 Damage = 6d4+3 Critical X2
Effect= 1d4 Dazed
Type = Splash
Range = 20
Dagger
Attack = 1d20+6 Damage = 1d3 Critical 19/20 X2
Type = Pricing
Mithril Shortsword +1
Attack = 1d20+6 Damage = 1d4+1 Critical 19/20 X2
Heavy Crossbow +1 Human Bane
Attack = 1d20+11 Damage = 1d8 Critical 19/20 X2
Type = Pricing

Skills:

(Alchemist) 4+Int, (Background) +2
Acrobatics 2 Ranks = 0
Appraise 4 Ability Mod = 4, Ranks = 0,
Bluff 0 Ranks = 0
Climb 11 Ability Mod = 0, Ranks = 6, Misc = 4
Craft [Alchemy] 25 Ability Mod = 6, Ranks = 2, Misc = 7, Background = 10
Diplomacy 6 Ability Mod = 0, Ranks = 3, Misc = 3
Disable Device 19 Ability Mod = 2, Ranks = 3, Misc = 6
Disguise 2 Ability Mod = 0, Ranks = 2, Misc = 0
Escape Artist 2 Ability Mod = 2, Ranks = 0, Misc = 0
Fly 12 Ability Mod = 2, Ranks = 5, Misc = 5
Heal 1 Ability Mod = 1, Ranks = 0, Misc = 0
Intimidate 4 Ability Mod = 0, Ranks = 1, Misc = 3
Knowledge Arcana 11 Ability Mod = 4, Ranks = 4, Misc = 3
Knowledge Dungeoneering 11 Ability Mod = 4, Ranks = 2, Misc = 5
Knowledge Geography 19 Ability Mod = 4, Rank = 5, Misc = 3, Background = 7
Knowledge History 12 Ability Mod = 4, Ranks = 1, Misc = 7
Knowledge Nature 9 Ability Mod = 4, Ranks = 2, Misc = 3
Knowledge Planes 10 Ability Mod = 4, Ranks = 3, Misc = 3
Linguistics 6 Ability Mod = 4, Ranks = 2, Misc = 0
Perception 20 Ability Mod = 1, Ranks = 2, Misc = 9
Profession: Sailor 16 Ability Mod = 1, Ranks = 6, Misc = 4, Background = 5
Ride 2 Ability Mod = 2, Ranks = 0, Misc = 0
Sense Motive 1 Ability Mod = 1, Ranks = 0, Misc = 0
Spellcraft 13 Ability Mod = 4, Ranks = 6, Misc = 3
Stealth 27 Ability Mod = 3, Ranks = 8, Misc = 16
Survival 1 Ability Mod = 1, Ranks = 1, Misc = 0
Swim 11 Ability Mod = 0, Ranks = 2, Misc = +8
Use Magic Device 0 Ability Mod = 0

Languages:

Gnome, Sylvan, Common, Orc, Draconic, Elven, Dwarven, Osiriani

Traveler Gnome Traits:

Alternate Racial Traits: Explorer (dungeoneering)
Defensive Training: Gnomes get a +4 dodge bonus to AC against monsters of the giant type.
Hatred: Gnomes receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and goblinoid subtypes due to special training against these hated foes.
Keen Senses: Gnomes receive a +2 racial bonus on Perception skill checks.*
Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.* Craft Alchemy
Magical Linguist: You add +1 to the DC of spells you cast with the language-dependent descriptor or those that create glyphs, symbols, or other magical writings. You gain a +2 racial bonus on saving throws against such spells.
Explorer (dungeoneering): You gain a +2 bonus on Climb* skills and the selected Knowledge skill checks*.
Alchemist Gnomes gane 1/2 level to the number of bombs per day that the gnome can create.

Favorite Class Options:

Add ½ level to the number of bombs per day the alchemist can create.

Traits:

Rich Parents: Your starting cash is increased to 900gp.
Natural Born Sailor

Alchemist Class Features:

Archetype: Crypt Breaker
Armor Proficiency: Light Armor
Weapon Proficiency: All Simple weapons and bombs.
Alchemy (SU): When creating alchemical items, you gain a +1 competence bonus on the Craft Alchemy check. You may also use Craft Alchemy to identify potions as if using detect magic.
Throw Anything (EX): You gain, Throw Anything, as a bonus feat. You add +3 to damage with splash weapons.

Discoveries: You have made the following alchemical discoveries:
Fast Bombs: Ability to throw multiple bombs per round.
>> Crypt Breaker’s Draught: You can create a crypt breaker’s drought to enhance your senses. A draught takes one hour to brew and counts as a mutagen for limitations. You can only maintain one at once and brewing a second renders the first inert. When you imbibe the draught, you gain +4 bonus on perception checks and one of the following for 10 minutes: Darkvision 60ft, Low-Light vision or sense. You also suffer light blindness while under the effects of a drought.
Alkahest Bombs (Su): As a standard action you can make and throw a bomb. Thrown bombs have a range of 20 feet. Against constructs and corporeal undead, your bombs deal 1d8+3 points of acid damage. Against all other creatures, they deal 1d4 points of acid damage. Splash damage for your bombs is 4. (Reflex save DC 14 for half damage). You can make up to 4 (+1) per day.
Crypt Breaker’s Draught (Su): When you drink one of these draughts, you gain a +4 bonus on all Perception checks and one of the following special senses: dark vision 60 feet, low-light vision, or scent. While under the effects of a crypt breaker’s draught, you also gain light blindness.
Trapfinding: You add +1 on Perception checks made to locate traps and to Disable Device checks. You can use Disable Device to disarm magic traps.
Poison Immunity: Alchemist is immune to poison.
Chameleon: An alchemist with this discovery can shift the colors of his skin and equipment to blend in with the surrounding terrain. He gains a +4 enhancement bonus on Stealth checks. At 10th level, the bonus on Stealth checks increases to +8.
Swift Alchemy: At 3rd level, an alchemist can create alchemical items with astounding speed. It takes an alchemist half the normal amount of time to create alchemical items, and he can apply poison to a weapon as a move action.
Trap Sense: At 3rd level, a rogue (Crypt Breaker) gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level. Trap sense bonuses gained from multiple classes stack.
Infusion Others can drink my mixtures.
Shocking Bomb Daze effect for 1d4 rounds

Feats:

Point-Blank Shot: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Armor Proficiency, Light: You are proficient wearing light armor.
Throw Anything: You do not suffer any penalties for using an improvised ranged weapon. You receive a +1 circumstance bonus on attack rolls made with thrown splash weapons.
Precise Shot: You don't suffer the -4 penalty for shooting into combat.
Rapid Reload
Focused Shot Add Int to Bow/Crossbow damage.
Brew Potion
Rapid Shot

Equipment, Combat:

Ordinary
2 Small Daggers
1 Small Heavy Crossbow +1 Human Bane
Small Mithril shortsword +1
Ammo
20 Crossbow Bolts
4 Slow Burn Arrows
10 Black Adder Venom Bolts
Alchemist Fire x5
Armor
Studded Leather (Shadow) +1
Slippers of Cloud Walking
Headband of Vast Intelligence
Rings
Ring of Swimming
Slotless
Volating Vaporizer
Pearl of Power lvl 1
Preserving Flask x2
Dark Blue Rhomboid
Clear Spindle Noun Stone

Equipment, Backpack:

Masterwork Backpack, Crowbar, Hooded Lantern, Hammer, Alchemist’s Kit, 1 Piece of Chalk, Spelunking Kit, Oil 5-pints, Spell Component Pouch, Masterwork Thieves’ Tools, Traveler’s Outfit, Compass, Ink 4x1oz vials, 2 ink pens, 14 days of trail rations

Equipment, Spell Component Pouch:

Iron Spike, grounded.
Pully

Alchemy Info, Craft-ables, Ship Alchemist's Lab:

Crafting Skills
Alternative Crafting Rules
Alchemy

Arrows and Bolts
Slow Burn Crafting Cost: 33.3gp. Effect 1d6 of fire damage on next turn.
Bleeding Crafting Cost: 53.3gp. Effect: 1 bleed damage.
Loadstone Crafting Cost: 3.3gp. Effect: +4 circumstance bonus on attack rolls when a target is wearing metal armor or is made of marrow.
Raining: Holy Crafting Cost: 10gp. Effect: -2 on attack rolls. Contains holy water and deals splash damage to creatures around it.
Raining: Acid Crafting Cost: 13.3gp. Effect: -2 on attack rolls. Contains Acid and deals splash damage to creatures around it.
Raining: Fire Crafting Cost: 16.6gp. Effect: -2 on attack rolls. Contains Alchemists Fire and deals splash damage to creatures around it.
Splintercloud Crafting Cost: 8.3gp. Effect: Deals 1d3 extra to target and 1d3 to adjacent creatures. DC Reflex 18 Negates
Tangleshot Crafting Cost: 6.6gp. Effect. -1 on the attack roll. Acts like tanglefoot spell. Deals no damage when it hits. Reflex 10 negates, Strength 12 breaks. 10 points of slashing damage to cut. Concentration 10 to casts spells.
Anything you see here with Crafting DC of 25 or less. List Crafting Cost: 1/3 of the listed buy price.

Items On the Ship
Formula Alembic

Flying Squirrel, Data:

AC 15, Touch 15, Flat Foot 13
HP 9, Speed 20, Fly 40, Init 2, Senses: Low-Light Vision
Str: 3, Dex: 15, Con: 8, Int: 6, Wis: 12, Cha: 6
Fort: 6, Reflex: 1, Will: 5
BAB: 0, CMD: 6, CMB: 0
Natural Armor +1
Attack Bite +4 (1d3-4)
Skills
Acrobatics 16, Climb 10, Fly 4, Perception 1,
Witch’s Bonus +3 bonus on Fly checks

Alchemist’s Cookbook:

Wealth:
Gold: 451gp 7sp 4cp
New Gold: 5048gp 2sp 5cp
Headband of Vast Intelligence 4000gp
Pearl of Power lvl 1 1000gp
Remaining Gold 499gp 9sp 9cp
Accuired Gold 10,864.01
New Total 11,364gm.
Sold: Small eel hide leather +1 605gp
Cloak of Elvenkind1,250gp
Bought: http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/c-d/cloak -of-resistance/[/url] +3 [ooc]-9,000gp
New Total: 4,219gp
1/29/2018 New Gold 3940
New Total 8,159gp.
900gp Draconic Reservoir
400gp Tongues
Equipment
200gp Hybridization Funnel
New Total 6,659gp
New Gold 11,020 Total 17,679
Dark Blue Rhomboid -10,000gp
Clear Spindle Noun Stone -4,000
Remailing 3,679gp

The Story of Jane:

Louisiana Jane comes from a wealthy trading family located in Cassomir. They made most of their money generations ago and have been living off of the deals that their ancestors made. The family hasn’t fallen on hard times, but the coffers are almost empty.
Louisiana was tutored in the finer subjects during her youth. She struggled at mathematics and religion but she excelled on history and chemistry. Guess that’s what lead her to tinker with alchemy. As she grew her parents wanted her to focus more on the business of trading and selling widgets and gadgets. She was able to pawn off most of the responsibility on her younger siblings and retreat back into her lab with her pet flying squirrel, Data and that’s what she likes to do. Hang out in her lab mixing potions and dreaming about adventure.
That all changed when Louisiana’s family tried to get her to marry some rich merchant from Qadira to seal a trading contract. As soon as Louisiana found out, she snatched some money from her parents, grabbed Data and snuck out.
Since then, she has been gathering trinkets and stuff she needs for adventure. Though the world is not as gentle as she thought it would be, she had has to turn her chemical concoctions against more than one oversized jerk trying to have his way. She has grown a little tough, but she has also grown more adventurous.