Laurel

Sarah 'Toxic Tramp' Mullin's page

65 posts. Organized Play character for IanH.


Full Name

Sarah 'Toxic Tramp' Mullin|

Race

|Alchemist 4 | hp 38/28 | AC 19 T 12 FF 14 | CMD 17 | F +6 R +7 W +3 | Spd 30' | Init +6 | | Perc: +8, SM: +1

Gender

Female

Size

medium

Age

24

Alignment

CN

Strength 18
Dexterity 14
Constitution 12
Intelligence 16
Wisdom 12
Charisma 8

About Sarah 'Toxic Tramp' Mullin

Sarah 'Toxic Tramp' Mullin
Female human (Chelaxian) alchemist 4 (Pathfinder RPG Advanced Player's Guide 26)
CN Medium humanoid (human)
Init +6; Senses Perception +8
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Defense
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AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex)
hp 28 (4d8+5)
Fort +6, Ref +7, Will +3; +2 bonus vs. poison
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Offense
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Speed 30 ft.
Melee dagger +5 (1d4+2/19-20) or
. . mwk cold iron morningstar +6 (1d8+2) or
. . mwk silver longspear +6 (1d8+2/×3)
Ranged bomb +7 (2d6+5 fire) or
. . light crossbow +6 (1d8+1/19-20) or
. . shock bomb +7 (2d6+5 electricity)
Space 5 ft.; Reach 5 ft. (10 ft. with masterwork silver longspear)
Special Attacks bomb 10/day (2d6+4 fire, DC 16)
Alchemist Extracts Prepared (CL 4th; concentration +8)
. . 2nd—false life, lesser restoration
. . 1st—cure light wounds, expeditious retreat, heightened awareness[ACG], monkey fish[ACG]
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Statistics
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Str 14, Dex 14, Con 12, Int 18, Wis 12, Cha 8
Base Atk +3; CMB +5; CMD 17
Feats Extra Bombs[APG], Extra Discovery[APG], Improved Initiative, Point-Blank Shot, Throw Anything
Traits devotee of the green, mathematical prodigy
Skills Appraise +8, Craft (alchemy) +11 (+15 to create alchemical items), Disable Device +9, Escape Artist +2, Fly +5, Heal +5, Knowledge (arcana) +10, Knowledge (engineering) +10, Knowledge (geography) +10, Knowledge (nature) +10, Linguistics +8, Perception +8, Profession (librarian) +5, Sleight of Hand +5, Spellcraft +11, Survival +6, Use Magic Device +6
Languages Abyssal, Celestial, Common, Draconic, Elven, Infernal, Sylvan, Thassilonian, Wayang
SQ alchemy (alchemy crafting +4), discoveries (precise bombs [4 squares], shock bomb, spontaneous healing[UM]), mutagen (+4/-2, +2 natural armor, 40 minutes), poison use, swift alchemy
Combat Gear boro bead (1st level)[UE], mutagen[APG], wand of cure light wounds, wand of endure elements (15 charges); Other Gear +1 lamellar (leather) armor[UC], crossbow bolts (10), dagger, light crossbow, mwk cold iron morningstar, mwk silver longspear, boots of the cat[UE], cloak of resistance +1, alchemy crafting kit[APG], backpack, bedroll, belt pouch, flint and steel, ink, inkpen, masterwork thieves' tools, mess kit[UE], soap, sunrod (2), trail rations (5), waterskin, 3,878 gp, 9 sp
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Tracked Resources
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Bomb 2d6+4 (10/day, DC 16) (Su) - 0/10
Boro bead (1st level, 1/day) - 0/1
Crossbow bolts - 0/10
Dagger - 0/1
Mutagen: +4 Str, -2 Int, +2 Nat AC - 0/1
Spontaneous Healing (10 HP/day) - 0/10
Sunrod - 0/2
Trail rations - 0/5
Wand of cure light wounds - 18/50
Wand of endure elements (15 charges) - 0/15
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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 (10/day, DC 16) (Su) Thrown Splash Weapon deals 2d6+4 fire damage.
Mutagen (DC 16) (Su) Mutagen adds +4/-2 to physical/mental attributes, and +2 nat. armor for 40 minutes.
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.
Shock Bomb (Su) Bomb deals electricity damage and dazzles those who take direct hit for 1d4 rds.
Spontaneous Healing (10 HP/day) The alchemist gains the ability to heal from wounds rapidly. As a free action once per round, he can heal 5 hit points as if he had the fast healing ability. He can heal 5 hit points per day in this manner for every 2 alchemist levels he possesses. I
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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As a child Sarah was noticed as being a prodigy she has an almost perfect recall of mathematics and engineering. She was quickly tutored in the science arts where her skills in chemistry came to the fore. Brought up in a community where nature was worshiped she became a devote to the green finding the forces of nature much more preferable to mixing with others.
Sarah became very scathing towards others with a lower intellects earning her the nickname of the Toxic Tramp from others in her community. It was only a matter of time before she was spotted by the authorities and taken to Absalon to work in the Dark Archives learning a number of ancient languages.
Her personality is such that even her co-archivists have recommended her for field work experience.

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