Amiri

Vincenza Santorini's page

101 posts. Organized Play character for Biochemcrazy.


Full Name

Vincenza Santorini

Race

female | human | alchemist 1 | Movement: 20 ft | HP 10/10 | AC 16, FF 14, T 12 | CMB +1, CMD 13 | Init +2 | F +4 R +4 W -1| Perception +3 | Bombs 6/7 | Demolition Bomb 1/1

About Vincenza Santorini

Vincenza Santorini

Favored Class Alchemist

Experience: 0

Age 35
Height 5' 6"
Weight 140 lbs

Female Human Alchemist (Alchemical Sapper 1)
CN Medium Humanoid (Human, Taldane)
Init+2 Senses; Perception +3
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AC 15, touch 12, flat-footed 13
Hp 10
Fort +4, Ref +4, Will -1
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Speed 30 ft
Melee
Special Attacks

Bomb:
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. 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.

Demolition Bomb:
At 1st level, an alchemical sapper can create a demolition bomb. This bomb deals double his normal bomb damage, half of which is bludgeoning and piercing damage, the other half of which is fire damage.

This bomb ignores a number of points of hardness up to 1/2 the alchemical sapper's level (minimum 1). This counts as an ability that modifies the alchemical sapper's bomb, so it doesn't stack with other discoveries that modify bombs. The alchemical sapper can't use his demolition bomb with the fast bombs discovery. An alchemical sapper can only expend one use of his bomb class feature to create a demolition bomb once per day. He can create one additional demolition bomb per day at 5th level and every 4 alchemist levels thereafter.

Alchemist Extracts Known
1st Level: Cure Light Wounds, Expeditious Retreat, Crafter's Fortune, Comprehend Languages, Endure Elements, Ant Haul

Alchemist Extracts Prepared
Cure Light Wounds

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Str 12, Dex 15Con 14, Int 18, Wis 8, Cha 8

BAB +0, CMB +1, CMD 13
Feats Extra Bombs, Throw Anything, Combat Expertise, Improved Feint
Skills [12 ranks; 6 Base + 4 Int + 1 Human + 1 Favored Class]
Acrobatics: +1 [+2 Dex, -1 ACP]
Appraise: +4 [ +4 Int]
Bluff: +4 [+1 rank, +3 class skill, +1 trait, -1 Cha]
Climb: +1 [+1 rank +1 Str, -1 ACP]
Craft: Alchemy: +9 [+1 rank, +3 class skill, +4 Int, +1 Alchemy]
Diplomacy: -1 [ -1 Cha]
Disable Device: +5 [+1 rank, +3 class skill, +2 Dex, -1 ACP]
Disguise: -1 [ -1 Cha]
Escape Artist: +1 [ +2 Dex, -1 ACP]
Fly: +1 [ +2 Dex, -1 ACP]
Heal: -1 [ -1 Wis]
Intimidate: -1 [ -1 Cha]
Knowledge: Engineering +8 [+1 rank, +3 Class Skill, +4 Int]
Knowledge: Nature: +8 [+1 rank, +4 Int, +3 class skill]
Perception: +3 [+1 rank, +3 Class Skill, -1 wis]
Profession: Florist +3 [+1 rank, +3 Class Skill, -1 Wis]
Ride: +1 [ +2 Dex, -1 ACP]
Sense Motive: +0 [+1 rank -1 wis]
Sleight of Hand: +5 [+1 rank, +2 Dex, +3 Class Skill, -1 ACP]
Stealth: +5 [+1 rank, +2 Dex, +3 Class Skill, -1 ACP]
Swim: +0 [+1 Str, -1 ACP]
Use Magic Device: +4 [+1 rank, +3 class skill, +1 Trait, -1 Cha]

Armor Check Penalty -1

Languages Common, Elvish, Dwarven, Kelish, Skald

Traits
Unpredicatable (+1 to Bluff Checks, Bluff is a class skill)
Dangerously Curious (+1 to Use Magic Device)

Racial
Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature. (Intelligence)
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Base Speed: Humans have a base speed of 30 feet.

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Boons:

Chronicle Sheet Links:

Carrying Capacity (Light Load: 0-43 lbs, Medium Load: 44-86 lbs, Heavy Load: 87-130 lbs)

Currently carrying a Medium load. See Inventory for gear.

Inventory Tracking Sheet

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Background:

Well, as far as me goes, I just like to blow things up.

...

Vincenza Santorini grew up an only child in the city of Taldor. She was well taken care of by her parents, who owned a flower shop. She attended primary school and helped out in the shop, learning the intricacies of flower arranging and bouquet making. Her heart was never really in it though, and one day, while Vincenza was working on a large order of corsages, the alchemist's shop next door suffered an...accident. The entire storefront exploded, and Vincenza was blown right through the front window. She found herself in that explosion, and after recovering her hearing, she enrolled in university to learn the fine science of alchemy.

These days, Vincenza hires herself out as a demolitions expert, choosing jobs that pay extremely well. She joined the Pathfinder Society for the prestige and for the lucrative treasure hunting and blowing-things-up opportunities it is likely to afford.

Personality & Physical Description:

Vincenza (Vinny) Santorini is a 35 year old woman, average height and reasonably fit. She has long dark hair that is always pulled back, and dark eyes that look just a bit...crazy. She has a dry and sarcastic sense of humor and enjoys pulling pranks. She has a serious love of coffee and orders it at every tavern she visits. She really does just like blowing things up, but if she can get paid to blow things up? That's the best!

Bot Me!:

Vinny will throw a bomb if there is an enemy not engaged in melee combat. Otherwise, she will throw a dagger, preferring to avoid enemies in melee.

[dice=Bomb, Throw Anything]1d20+2+1[/dice]
[dice=Direct Hit]1d6+4[/dice]
[dice=miss direction]1d8[/dice]
5 damage splash DC 14 for half.

[dice=Thrown Dagger]1d20+2[/dice]
[dice=Damage]1d4+1[/dice]