Race |
Gnome Alchemist 3 | HP 27/27 | AC18/t14/f15 | F+5 R+6 W+4 | Per +9 (-2 if sight based) |
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 3 (Pathfinder RPG Advanced Player's Guide 26)
N Small humanoid (gnome)
Init +3; Senses low-light vision; Perception +9 (+7 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 27 (3d8+9)
Fort +5, Ref +6, 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 +3 (1d3/19-20)
Ranged bomb +7 (2d6+3 fire)
Special Attacks bomb 6/day (2d6+3 fire, DC 14)
Spell-Like Abilities (CL 3rd; concentration +4)
. . 1/day—dancing lights, ghost sound (DC 12), prestidigitation, speak with animals
Alchemist Extracts Prepared (CL 3rd; concentration +6)
. . 1st—cure light wounds, expeditious retreat, reduce person (DC 14), shield
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Full formulae known: bombers eye, comprehend languages, crafter's fortune, cure light wounds, disguise self, enlarge person, expeditious retreat, monkey fish, reduce person, shield
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Statistics
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Str 10, Dex 16, Con 14, Int 17, Wis 16, Cha 12
Base Atk +2; CMB +0; CMD 13
Feats Brew Potion, Point-Blank Shot, Precise Shot, Throw Anything
Traits darklands delver, monster scholar, scholar of the great beyond
Skills Acrobatics +2 (-2 to jump), Appraise +7, Craft (alchemy) +11 (+14 to create alchemical items), Disable Device +8, Fly +8, Heal +5, Knowledge (arcana) +9, Knowledge (dungeoneering) +10, Knowledge (engineering) +5, Knowledge (geography) +4, Knowledge (local) +4, Knowledge (nature) +9, Knowledge (planes) +8, Knowledge (religion) +4, Perception +7 (+5 to sight-based checks), Sense Motive -1, Sleight of Hand +6, Spellcraft +7, Stealth +7, Survival +5, Use Magic Device +6; Racial Modifiers +2 Craft (alchemy), +2 Perception
Languages Common, Draconic, Elven, Gnome, Goblin, Sylvan
SQ alchemy (alchemy crafting +3), discovery (infusion), gnome magic, master tinker, mutagen (+4/-2, +2 natural armor, 30 minutes), oblivious, poison use, swift alchemy
Combat Gear mutagen, oil of daylight, potion of endure elements, potion of spider climb, potion of touch of the sea, universal solvent, acid (1 on Majara, one on pony), alchemist's fire x2*, antiplague, antitoxin, defoliant, holy water, smoke pellet, vermin repellent, weapon blanch (silver);
Other Gear mwk chain shirt, cold iron dagger, caltrop bead, cracked pale ruby trillian ioun stone, hex nail, alchemist starting formula book, alchemist's lab$, chalk, charcoal, earplugs, impossible papyrus, masterwork backpack, signal whistle, wrist sheath-spring loaded, pony (combat trained), acid, alchemist's fire, alchemy crafting kit*, bedroll*, blanket*, Book: From the Rivers to the Mountains (+2 on Geo or Survival in Isger)*, bottled lightning*, canteen*, feed (per day- seven days)*, magnet*, masterwork thieves' tools*, obsession log*, saddlebags*, scavenger beetle colony*, sunrod*, tanglefoot bag x3* (one left in Saringallow), teapot*, thunderstone*, trail rations*, twine (50')*, waterproof bag*, 127 gp, 1 sp
Gear noted with a * is being carried by her pony, probably; Gear noted with a $ is being left back in Saringallow. Encumbrance should be at light for both Majara and the pony.
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Special Abilities
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Alchemy +3 (Su) +3 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 2d6+3 (6/day, DC 14) (Su) Thrown Splash Weapon deals 2d6+3 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 14) (Su) Mutagen adds +4/-2 to physical/mental attributes, and +2 nat. armor for 30 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 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.