Tetisurah

Lucetta De Leon's page

219 posts. Alias of Fiendish Zen.


Race

Female Skinwalker Alchemist 5, hp 43/43, AC 20|T 14|FF 16, F +6|R +8|W +1, Init +4, Perception +10 low-light vision

Classes/Levels

Skills:
Acrobatics +15, Craft (alchemy) +10, Disable Device +12, Knowledge (nature) +10, Perception +10, Spellcraft +10

About Lucetta De Leon

On erudite matters of substance...:

Female Skinwalker (fanglord) alchemist (Beastmorph, Vivisectionist) 5
N medium humanoid (skinwalker, shapechanger)
Init +4; Senses Perception +10, low-light vision

DEFENCE
AC 20, touch 14, flat-footed 16 (+4 Dex +6 armor)
hp 43 (8 + 4*5 Class + 10 CON +5 fave class)
Fort +6, Ref +8, Will +1

OFFENCE
Speed 30 ft.
Melee dagger +7 (1d4/19-20) or claw +7/+7 (1d4/1d4) or bite +7 (1d6)
Ranged dagger +7 (1d4/19-20)
Spell-like ability (1/day): jump (CL 5)
Extracts (CL 5th)
2nd (3)- Alchemical Allocation, Animal Aspect, (open)
1st (5)- Shield,(open) x 4

STATISTICS
Str 10, Dex 18, Con 14, Int 14, Wis 10, Cha 11(13)
BAB +3 CMB +3; CMD 17
Feats (A1)Brew Potion, (A1)Throw Anything, (1)Extra Feature, (3)Extra Feature, (5)Weapon Finesse
Skills (20 class +10 INT)
Acrobatics +15 (5 ranks +3 class +4 attribute +3 misc)
Craft (alchemy) +10 (5 ranks +3 class +2 attribute + misc)
Disable Device +12 (5 ranks +3 class +4 attribute + misc)
Knowledge (nature) +10 (5 ranks +3 class +2 attribute + misc)
Perception +10 (5 ranks +3 class + attribute +2 misc)
Spellcraft +10 (5 ranks +3 class +2 attribute + misc)

Traits Reckless (+1 bonus on Acrobatics checks, and Acrobatics is always a class skill), armor expert (-1 to ACP of worn armor)
Languages common, elven, halfling
SQ
Change Shape (Su): A skinwalker can change shape into a bestial form as a standard action. In bestial form, a skinwalker gains a +2 racial bonus to Charisma. While in this form, a skinwalker also takes on an animalistic feature that provides a special effect. Each time a skinwalker assumes bestial form, she can choose to gain one of the following features: Bite attack that deals 1d6 points of damage, 2 claw attacks that each deal 1d4 points of damage, +10-foot racial bonus to base speed, See in darkness.

The racial ability score bonus and additional feature last as long as the skinwalker remains in that form, and a skinwalker can remain in bestial form for as long as she wants. A skinwalker can return to her humanoid form as a swift action. To change forms and gain a different benefit, a skinwalker must first return to her humanoid form then use her shapechange ability again.

Sneak Attack: 3d6

Beastform mutagen: Takes one hour to brew, maximum 1 at a time. +4 DEX, -2 WIS, +2 NA and pick 1 of (darkvision 60 ft, low-light vision, scent, swim 30 ft) lasts 50 minutes

Cruel Anatomist: a vivisectionist may use her Knowledge (nature) skill bonus in place of her Heal skill bonus.

Poison use: Alchemists are trained in the use of poison and cannot accidentally poison themselves when applying poison to a weapon.

Throw anything: An alchemist adds her Intelligence modifier to damage done with splash weapons, including the splash damage if any. 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.

Discoveries
Infusion: When the alchemist creates an extract, she can infuse it with an extra bit of her own magical power. The extract created now persists even after the alchemist sets it down. As long as the extract exists, it continues to occupy one of the alchemist’s daily extract slots. An infused extract can be imbibed by a non-alchemist to gain its effects.

Spontaneous Healing (Ex): The alchemist gains the ability to heal from wounds rapidly. As a free action once per round, she can heal 5 hit points as if she had the fast healing ability. She can heal 5 hit points per day in this manner for every 2 alchemist levels she possesses. If the alchemist falls unconscious because of hit point damage and she still has healing available from this ability, the ability activates automatically each round until she is conscious again or the ability is depleted for the day.
(10 hp/day)

Gear
(assumed WBL 10500 gp)

Formula Book
1st: Crafter's Fortune, Comprehend Languages, Cure Light Wounds, Disguise Self, Long Arm, Shield
2nd: Alchemical Allocation, Animal Aspect

Pickpocket's outfit
4 gp 2 * daggers
40 gp Alchemist's kit (alchemy crafting kit, a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), and a waterskin.)
4,200gp Mithril breastplate (light, +6 AC, +5 max. DEX, -1 ACP)
4,000 gp Amulet of mighty fists (+0, Agile)
750 gp Wand of Cure Light Wounds
375 gp Potion of greater magic fang (CL5, +1 all natural attacks, 5 hr duration)
20 gp Adventurer's sash
-190 gp Concealable Thieves' Tools
-20 gp 2 * Acid (1d6 acid, 10 ft)
-40 gp 2 * Alchemist's fire (1d6 fire, 10 ft)
-50 gp 2 * Holy Water (2d4 holy, 10 ft)
-100 gp 2 * Tanglefoot bag

711 gp

A laconic history...:

Lucetta was likely the sole survivor of a plague-ridden shantitown that had succumbed to that year's pestilence, her small and shivering body carried out of that decaying malaise in the arms of Madame Laveau, a local apothecary and priestess of Narrah.

Since she was but a few years old she has lived in Laveau's shop, 'The Bitter Vial', and under her watchful eye. Since then she has earned her keep and learned her trade well, assisting and apprenticing to the shop's mistress for nearly two decades. During that time she learned of generosity from an orphan's empty purse, vengeance from the frothing angry mouth of a betrayed spouse, patience from the quiet and ever unperturbed Madame Laveau. Each lesson hidden behind the work of tending to the flock of Cutter's Square, the tenement of houses built haphazardly upon and through each other that seemed to surround the Bitter Vial like a layer of bone and dust.

When Lucetta experienced her first transformation, Laveau was there to calm and counsel, and save the life of the young lady that was with her at the time. More lessons were learned, of fur and fang, and crimson eyes in the dark. Another protector for the Square was born, and those of the sharp trade who made their living cutting purses or throats learned quick to ply their trades elsewhere. Of those villains whose foulness reached the ears of the women of the Bitter Vial rather than the streets of their home, their names were whispered in shadowed secret to those of the watch that knew to keep their minds forgetful about where they'd heard the suggestion. On occasion the Watch retain Madame's services to identify odd alchemy or poisons, or to investigate a corpse where other avenues have failed to bear any fruit.

A few months ago, a year and a day since Lucetta's change, Laveau left her in charge of the Bitter Vial citing a matter of most import she needed to attend to, in collecting a debt of life she was owed. Her last words breathed in Lucetta's ear as she left were that Lucetta was not her true name, nor De Leon that of her family, but that all would be clear upon her return.

Lucetta waits now, still clinging to her name, and looking to embrace a distraction to tide her over until Madame's return.