Captain Jemma Redclaw

Molly May Woodson's page

15 posts. Alias of John Gs.


About Molly May Woodson

life's little adventure:

"You're mother was an angel, lass"
Literally. well half literally.

Da wasn't bright, but had a good soul. Crappy life but at least he banged an Aasimar once and got me as an “at-ta-boy”

Lemey Woodson was a carpenter, very skilled with his hands, and took his daughter as soon as she could walk to all sorts places a pretty little girl shouldn't go.

He was also oblivious. Probably had it in his head of all those stories of wicked crews having a soft heart for kids, thinking they'd make me a mascot of sorts.

Like I said, he was stupid. I was too pretty and they... they were just men.

When he died, whoring came naturally for me, but I hated it. The sex part was second nature by then, but the never being in control burned me up bad. So I learned, saved, stabbed a few, blackmailed even more, then managed to drag my way out of the mire and became a sawbones. Things went well enough, coin, bodies, enough blood and screaming to fill a day.

But then I got careless. Stupid bleeping woman crying in an alley way, like some scared little victim. Was going to give her a piece of my mind, and see if they had left anything of value on her, but I had been drinking, so I didn't notice the thugs. One whack on the back of the head and now.... now I'm on another ship.

Molly is beyond brilliant, otherworldly pretty, and rotten to the core. While she will sell anyone, including herself to get what she wants, she does understand keeping a tight group around her is a good idea. No one can keep an eye out all the time.
Ma was an Aasimar but it turns out she had a little bit of the devil in her too, a client pointed that out once, that the little stub of a tail meant the blood of fiends is in her as well as the blood of angels. Made me a little unique he said. Charged him double after that.

Loves: fire, wine, and crushing anyone who opposes her.
Hates: losing control, people not dying when they should, and cabbage.

Molly May Woodson
Female peri-blooded aasimar (emberkin) alchemist (chirurgeon) 1 (Pathfinder Player Companion: Blood of Angels 23, Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Bestiary 7, Pathfinder RPG Ultimate Magic 18)
CE Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +4
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Defense
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AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
hp 8 (1d8)
Fort +2, Ref +4, Will +0
Resist acid 5, cold 5, electricity 5
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Offense
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Speed 30 ft.
Melee dagger +0 (1d4/19-20) or
. . dagger +0 (1d4/19-20)
Ranged bomb +3 (1d6+5 Fire) or
. . light crossbow +2 (1d8/19-20)
Special Attacks bomb 6/day (1d6+5 fire, DC 15)
Alchemist (Chirurgeon) Extracts Prepared (CL 1st; concentration +6)
. . 1st—cure light wounds, disguise self, true strike
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Statistics
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Str 11, Dex 15, Con 11, Int 20, Wis 10, Cha 17
Base Atk +0.75; CMB +0; CMD 12
Feats Additional Traits, Brew Potion, Throw Anything
Traits bully, calistrian prostitute, fiend blood, precise treatment, ship's surgeon
Drawbacks hedonistic
Skills Appraise +9, Bluff +8, Craft (alchemy) +9 (+10 to create alchemical items), Craft (carpentry) +8, Diplomacy +7 (+8 to gather information), Heal +10, Intimidate +8, Knowledge (local) +6, Knowledge (nature) +9, Linguistics +8, Perception +4, Sense Motive +3, Spellcraft +9
Languages Celestial, Common, Draconic, Dwarven, Elven, Goblin, Halfling, Polyglot, Sylvan
Known Formulas crafter's fortune, cure light wounds, disguise self, endure elements, identify, monkey fish, true strike
SQ alchemy (alchemy crafting +1), mutagen (+4/-2, +2 natural armor, 10 minutes), truespeaker[ARG]
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Gear
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Weapons and Armor lamellar cuirass[UC], crossbow bolts (10), dagger, dagger, light crossbow
Doctoring and Alchemy healer's kit, smelling salts, her little black book(alchemist starting formula book), alchemy crafting kit, surgeon's tools, leeching kit, wire saw
Other courtesan's kit
Money 10 gp
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Special Abilities
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Darkvision (60 feet)
A creature with darkvision can see in total darkness, usually to a range of 60 feet. Within this range the creature can see as clearly as a sighted creature could see in an area of bright light. Darkvision is black and white only but otherwise like normal sight.

Energy Resistance, Acid (5)
You have the specified Energy Resistance against Acid attacks.

Energy Resistance, Cold (5)
You have the specified Energy Resistance against Cold attacks.

Energy Resistance, Electricity (5)
You have the specified Energy Resistance against Electricity attacks.

Bomb 1d6+5 (6/day, DC 15) (Su)
In addition to magical extracts, alchemists are adept at swiftly mixing various volatile chemicals and infusing them with their magical reserves to create powerful bombs that they can hurl at their enemies. An alchemist can use a number of bombs each day equal to his class level + his Intelligence modifier. Bombs are unstable, and if not used in the round they are created, they degrade and become inert - their method of creation prevents large volumes of explosive material from being created and stored. In order to create a bomb, the alchemist must use a small vial containing an ounce of liquid catalyst - the alchemist can create this liquid catalyst from small amounts of chemicals from an alchemy lab, and these supplies can be readily refilled in the same manner as a spellcaster's component pouch. Most alchemists create a number of catalyst vials at the start of the day equal to the total number of bombs they can create in that day - once created, a catalyst vial remains usable by the alchemist for years.

Drawing the components of, creating, and throwing a bomb requires a standard action that provokes an attack of opportunity. Thrown bombs have a range of 20 feet and use the Throw Splash Weapon special attack (see page 202 of the Pathfinder RPG Core Rulebook). Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, an alchemist's bomb inflicts 1d6 points of fire damage + additional damage equal to the alchemist's Intelligence modifier. The damage of an alchemist's bomb increases by 1d6 points at every odd-numbered alchemist level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). Splash damage from an alchemist bomb is always equal to the bomb's minimum damage (so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire damage). Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the alchemist's level + the alchemist's Intelligence modifier.

Alchemists can learn new types of bombs as discoveries (see the Discovery ability) as they level up. An alchemist's bomb, like an extract, becomes inert if used or carried by anyone else.

Alchemy +1 (Su)
Alchemists are not only masters of creating mundane alchemical substances such as alchemist’s fire and smokesticks, but also of fashioning magical potion-like extracts in which they can store spell effects. In effect, an alchemist prepares his spells by mixing ingredients into a number of extracts, and then “casts” his spells by drinking the extract. When an alchemist creates an extract or bomb, he infuses the concoction with a tiny fraction of his own magical power—this enables the creation of powerful effects, but also binds the effects to the creator.

When using Craft (alchemy) to create an alchemical item, an alchemist gains a competence bonus equal to his class level to the Craft (alchemy) check. In addition, an alchemist can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for one round to make such a check.

Hedonistic
You are a creature of pleasure and comfort. Whenever you spend a day without gaining reward or treasure (at least 10 or more gold pieces) or spending an hour on entertainment or pleasure, attempt a DC 20 Fortitude save at the end of that day. If you fail, you begin the next day fatigued. This fatigue lasts 4 hours, or until you receive a reward or sufficient entertainment or pleasure.

Manifest Halo
As a move action, you can manifest or dismiss a halo around your head that sheds colored light as a torch.

Mutagen (DC 15) (Su)
At 1st level, an alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist’s possession becomes inert until an alchemist picks it up again.

When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It’s a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enchances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enchances his Constitution, it applies a penalty to his Charisma.

A non-alchemist who drinks a mutagen must make a Fortitude save (DC 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier) or become nauseated for 1 hour—a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist’s mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the “stolen” mutagen immediately cease.) The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end.

At 14th level, the effects of a mutagen last for 1 hour per level.

Note: When you make a mutagen, you should add it to your character on the Magic tab. There, you can select the attribute you have chosen this time, and then drink it on the In-Play tab.

Truespeaker
There are some aasimars whose language transcends all boundaries. They gain a +2 bonus on Linguistics and Sense Motive checks, and they learn two languages each time they gain a rank in Linguistics. This racial trait replaces skilled.
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Trait Descriptions
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Bully (Social)
You grew up in an environment where the meek were ignored and you often had to resort to threats or violence to be heard.
Benefit: You gain a +1 trait bonus on Intimidate checks, and Intimidate is always a class skill for you.

Calistrian Prostitute (Diplomacy) (Religion)
You worked in one of Calistria’s temples as a sacred prostitute, and you know how to flatter, please, and (most of all) listen. You gain a +1 trait bonus on Sense Motive checks and Diplomacy checks to gather information, and one of these skills (your choice) is always a class skill for you.

Fiend Blood (Bluff) (Bloodline)
The blood of fiends taints your line, manifesting physically, though it may be barely noticeable.
Choose one of the following skills: Bluff, Intimidate, or Knowledge (planes). You gain a +1 trait bonus on checks with that skill, and it is always a class skill for you.

Precise Treatment (Magic)
You treat others with a clear and calculating intellect. You gain a +1 trait bonus on all Heal checks, and you may use your Intelligence modifier when making Heal checks instead of your Wisdom modifier.

Ship's Surgeon (Skull & Shackles, Campaign)
On a ship, a sailor often has to learn multiple skills, and this rule certainly applies to you. Your father was a woodworker, and you learned your first trade from him. But on your first voyage at sea you quickly found out that a carpenter is often a ship’s doctor as well—after all, who knows more about sawing off limbs than someone who saws wood for a living? People are a lot bloodier than wood, that’s for sure, but you haven’t had many complaints—those sailors who have enjoyed your services are either happy to be alive or dead, and there’s old salts who swear the peg legs you for made them are better than the real legs they used to have. You gain a +1 trait bonus on Craft (carpentry) and Heal checks, and Heal is a class skill for you.

You were between ships in Port Peril, and after stopping for a drink at a tavern called the Formidably Maid, you happened upon a damsel in distress in the alleyway outside. Thinking you could help, you didn’t notice the thugs hiding nearby, and they caught you unawares. You’ve been on enough ships to know a press gang by the blow of the sap on the back of your neck—you just hope whatever ship you end up on needs a surgeon. Although the majority of your equipment was taken away when you were press-ganged, you managed to hang on to a fully stocked healer’s kit, and you begin the campaign with it, regardless of your starting circumstances.

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Feat Descriptions
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Additional Traits
You have more traits than normal.

Benefit: You gain two character traits of your choice. These traits must be chosen from different lists, and cannot be chosen from lists from which you have already selected a character trait. You must meet any additional qualifications for the character traits you choose.

Armor Proficiency (Light) (Combat)
You are skilled at wearing light armor.

Benefit: When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.

Brew Potion (Item Creation)
You can create magic potions.

Prerequisite: Caster level 3rd.

Benefit: You can create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures or objects. Brewing a potion takes 2 hours if its base price is 250 gp or less, otherwise brewing a potion takes 1 day for each 1,000 gp in its base price. When you create a potion, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level. To brew a potion, you must use up raw materials costing one half this base price. See the magic item creation rules in Magic Items for more information.

When you create a potion, you make any choices that you would normally make when casting the spell. Whoever drinks the potion is the target of the spell.

Simple Weapon Proficiency - All (Combat)
You are trained in the use of basic weapons.

Benefit: You make attack rolls with simple weapons without penalty.

Normal: When using a weapon with which you are not proficient, you take a –4 penalty on attack rolls.

Throw Anything (Combat)
You are used to throwing things you have on hand.

Benefit: 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.

Normal: You take a –4 penalty on attack rolls made with an improvised weapon.

Addition from Alchemist: An alchemist adds his Intelligence modifier to damage done with splash weapons, including the splash damage if any.