Master Chymist

Lymwin Shinebug's page

255 posts. Organized Play character for Baerlie.

Full Name

Lymwin Shinebug




Alchemist 8 HP 15/59; AC 23; TCH 16; FF 19; F +9; R +11; W +6; CMB+6; CMD 21; Speed 15FT; Init +2; Bombs 13/13; Alch. F. 10/10; Perception +12






Chaotic Good

Strength 12
Dexterity 12
Constitution 12
Intelligence 16
Wisdom 14
Charisma 10

About Lymwin Shinebug

Lymwin Shinebug
Female gnome alchemist 8 (Pathfinder RPG Advanced Player's Guide 26)
CG Small humanoid (gnome)
Init +3; Senses low-light vision; Perception +12
AC 23, touch 16, flat-footed 19 (+5 armor, +1 deflection, +3 Dex, +1 dodge, +2 natural, +1 size)
hp 59 (8d8+16)
Fort +9 (+2 trait bonus vs. poison or drugs (+4 to avoid effects of alcohol)), Ref +11, Will +6; +2 vs. illusions, +6 bonus vs. poison
Defensive Abilities defensive training
Speed 20 ft. (15 ft. in armor)
Melee light mace +8/+3 (1d4+1) or
. . sickle +8/+3 (1d4+1)
Ranged bomb +11 (4d6+3 Fire) or
. . light crossbow +10 (1d6/19-20) or
. . shock bomb +11 (4d6+3 Elec.)
Special Attacks bomb 13/day (4d6+3 fire, DC 17), hatred
Alchemist Extracts Prepared (CL 8th; concentration +11)
. . 3rd—elemental aura[APG] (DC 16), protection from energy, resinous skin[UC]
. . 2nd—bull's strength (2), fire breath[APG] (2, DC 15), vomit swarm[APG]
. . 1st—cure light wounds, reduce person (2, DC 14), shield, stone fist[APG]
Str 12, Dex 16, Con 12, Int 16, Wis 14, Cha 10
Base Atk +6; CMB +6; CMD 21
Feats Arcane Talent[APG], Deft Hands, Dodge, Extra Bombs[APG], Extra Discovery[APG], Throw Anything
Traits anatomist, iron liver
Skills Acrobatics +2 (-6 to jump), Appraise +7, Climb -1, Craft (alchemy) +10 (+18 to create alchemical items), Disable Device +12, Handle Animal +1, Heal +7, Knowledge (arcana) +10, Knowledge (dungeoneering) +5, Knowledge (engineering) +4, Knowledge (geography) +4, Knowledge (history) +4, Knowledge (local) +4, Knowledge (nature) +9, Knowledge (planes) +4, Knowledge (religion) +4, Linguistics +4, Perception +12, Profession (engineer) +8, Ride +1, Sleight of Hand +6, Spellcraft +12, Stealth +7, Survival +6 (+8 to avoid becoming lost), Swim -1, Use Magic Device +8; Racial Modifiers +2 Perception, +2 Profession (engineer)
Languages Common, Draconic, Dwarven, Elven, Gnome, Osiriani, Sylvan
SQ alchemy (alchemy crafting +8), discoveries (breath weapon bomb[UC], explosive bomb, infusion, precise bombs [3 squares], shock bomb), gnome magic, mutagen (+4/-2, +2 natural armor, 80 minutes), poison use, swift alchemy
Combat Gear oil of bless weapon (2), oil of magic weapon (2), wand of cure light wounds, acid (3), alchemist's fire (10), holy water (5), holy weapon balm[ACG] (3), liquid ice[APG], oil (3), tanglefoot bag (2); Other Gear mistmail[APG], crossbow bolts (10), light crossbow, light mace, sickle, amulet of natural armor +2, bag of holding i, belt of incredible dexterity +2, cloak of resistance +2, ioun torch ioun stone[APG], ring of protection +1, wayfinder[ISWG], hemp rope (100 ft.), lamp, masterwork backpack[APG], masterwork thieves' tools, scroll box[UE], tindertwig (5), travelling formula book[UE], 10,911 gp, 1 sp
Special Abilities
Alchemy +8 (Su) +8 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Arcane Talent (Disrupt Undead, 3/day) You gain a chosen spell as a spell-like ability, 3/day.
Bomb 4d6+3 (13/day, DC 17) (Su) Thrown Splash Weapon deals 4d6+3 fire damage.
Breath Weapon Bomb Breath weapon: 15-foot cone, bomb damage to all creatures (Ref save for half).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Explosive Bomb (Su) The alchemist’s bombs now have a splash radius of 10 feet rather than 5 feet. Creatures that take a direct hit from an explosive bomb catch fire, taking 1d6 points of fire damage each round until the fire is extinguished. Extinguishing the flames i
Gnome Magic Add 1 to the DCs of any saving throws to resist illusion spells cast.
Hatred +1 Gain a bonus to attack vs. goblinoid/reptilian humanoids.
Infusion When created an extract can be used by anyone, but takes up a slot until used.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mutagen (DC 17) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 80 minutes.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Precise Bombs (3 squares) (Su) Whenever the alchemist throws a bomb, he can select a number of squares equal to his Intelligence modifier that are not affected by the splash damage from his bombs.
Shock Bomb (Su) When the alchemist creates a bomb, he can choose to have it inflict electricity damage. Creatures that take a direct hit from a shock bomb are dazzled for 1d4 rounds.
Swift Alchemy (Ex) You can construct alchemical items in half the normal time.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.