About Molly May Woodsonlife'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.
Loves: fire, wine, and crushing anyone who opposes her.
Molly May Woodson
Energy Resistance, Acid (5)
Energy Resistance, Cold (5)
Energy Resistance, Electricity (5)
Bomb 1d6+5 (6/day, DC 15) (Su)
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)
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
Manifest Halo
Mutagen (DC 15) (Su)
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
Bully (Social)
Calistrian Prostitute (Diplomacy) (Religion)
Fiend Blood (Bluff) (Bloodline)
Precise Treatment (Magic)
Ship's Surgeon (Skull & Shackles, Campaign)
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. --------------------
Additional Traits
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)
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)
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)
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)
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. |