Gnome

Majara Pricknettle's page

207 posts. Alias of dien (RPG Superstar 2015 Top 16).


Race

Gnome Alchemist 4 | HP 33/34 | AC 21 18/t14/f15 | F+6 R+7 W+4 | Per +11 (-2 if sight based)

Classes/Levels

** Mutagen mods: +3 AC, -1 to Will, Per, +2 to Reflex, Dex ** Bombs: 7/8

About Majara Pricknettle

Standing only waist-high to most humans, this wiry gnome has bright blue hair that is usually pulled back from her sharp-featured, purple-eyed face. Her pointed ears have multiple piercings. She is dressed in a snug-fitting, dark brown tunic that seems to have little pockets sewn into every inch of it. A bandolier of small bottles is slung across her chest. Various unusual odors-- some pleasant, some not-- constantly trail in her wake.

In person, Majara tends to talk in a swift staccato and smiles rarely unless she's regarding someone as a potential customer. She often mutters to herself, and can be utterly absorbed in her work (or a tangential interest to her work) to the point of not noticing her name called or someone standing right before her.

Majara
Female gnome alchemist 4
N Small humanoid (gnome)
Init +3; Senses low-light vision; Perception +11 (+9 to sight-based checks)
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Defense
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AC 18, touch 14, flat-footed 15 (+4 armor, +3 Dex, +1 size)
hp 34 (4d8+11)
Fort +6, Ref +7, Will +4; +2 vs. illusions, +2 bonus vs. poison
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Offense
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Speed 20 ft.
Melee cold iron dagger +4 (1d3/19-20)
Ranged bomb +8 (2d6+4 fire) or
. . light crossbow +7 (1d6/19-20)
Special Attacks bomb 8/day (2d6+4 fire, DC 16)
Spell-Like Abilities (CL 4th; concentration +5)
. . 1/day—dancing lights, ghost sound (DC 12), prestidigitation, speak with animals
Alchemist Extracts Prepared (CL 4th; concentration +8)
. . 2nd—aldori alacrity (held by Emma), barkskin
. . 1st—ant haul (DC 15), cure light wounds, shield (held by Roger), [one open slot]
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Statistics
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Str 10, Dex 16, Con 14, Int 18, Wis 16, Cha 12
Base Atk +3; CMB +2; CMD 15
Feats Brew Potion, Point-Blank Shot, Precise Shot, Throw Anything
Traits accelerated drinker, darklands delver, monster scholar, scholar of the great beyond
Skills Acrobatics +2 (-2 to jump), Appraise +9, Craft (alchemy) +13 (+17 to create alchemical items), Disable Device +10, Fly +8, Heal +7, Knowledge (arcana) +11, Knowledge (dungeoneering) +12, Knowledge (engineering) +6, Knowledge (geography) +5, Knowledge (local) +5, Knowledge (nature) +11, Knowledge (planes) +12, Knowledge (religion) +5, Perception +11 (+9 to sight-based checks), Sense Motive +1, Sleight of Hand +6, Spellcraft +9, Stealth +7, Survival +7, Use Magic Device +5; Racial Modifiers +2 Craft (alchemy), +2 Perception
Languages Common, Draconic, Dwarven, Elven, Gnome, Goblin, Sylvan
SQ alchemy (alchemy crafting +4), discoveries (infusion, precise bombs [4 squares]), gnome magic, master tinker, mutagen (+4/-2, +2 natural armor, 40 minutes), oblivious, poison use, swift alchemy
Combat Gear hand of glory, mutagen, potion of cure light wounds (5), potion of darkvision (CL 3rd), potion of darkvision (CL 4th), potion of endure elements, potion of enlarge person (3), potion of reduce person, potion of spider climb, potion of touch of the sea, potion of touch of the sea (5), universal solvent, acid (2), alchemist's fire (3), antiplague, antitoxin (2), blue whinnis (2), bottled lightning (2), defoliant, holy water, smoke pellet, soothe syrup, tanglefoot bag (3), tanglefoot bag, thunderstone, vermin repellent, weapon blanch (silver);

Other Gear mwk chain shirt, cold iron dagger, light crossbow, caltrop bead, cracked pale ruby trillian ioun stone, hex nail, alchemist starting formula book, alchemy crafting kit, bandolier, bedroll, blanket, book: from the rivers to the mountains (+2 on geo or survival in isger) (worth 50 gp, 1 lb), box of fishing tackle (2 lb), canteen, chalk, charcoal, earplugs, fishing pole, simple (1 lb), honey, impossible papyrus, magnet, masterwork backpack, masterwork thieves' tools, obsession log, scavenger beetle colony, signal whistle, sunrod, teapot, tick antennae, tick chitin, wolf's severed paw, twine (50'), waterproof bag, wrist sheath, spring loaded, pony (combat trained), alchemist's lab [On Blue], saddlebags [On Blue], 281 gp, 7 sp

Blue the Pony is currently only needed to carry Majara's full Alchemist's lab
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Special Abilities
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Alchemy +4 (Su) +4 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 2d6+4 (8/day, DC 16) (Su) Thrown Splash Weapon deals 2d6+4 fire damage.
Gnome Magic Add 1 to the DCs of any saving throws to resist illusion spells cast.
Infusion Create 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.
Master Tinker You are proficient with any weapon you have personally crafted.
Mutagen (DC 16) (Su) Mutagen adds +4/-2 to physical/mental attributes, and +2 nat. armor for 40 minutes.
Oblivious -2 to sight-based Perception checks.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Precise Bombs (Su) Exclude up to 4 squares from splash damage of your bombs.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Swift Alchemy (Ex) Construct alchemical items in half the normal time.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
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Full formulae known: aldori alacrity, aram zey's focus, barkskin, bombers eye, comprehend languages, crafter's fortune, cure light wounds, darkvision, disguise self, enlarge person, expeditious retreat, false life, identify, monkey fish, reduce person, touch of the sea, shield