Pirate Bomber

Tamina Rugatonn's page

21 posts. Alias of The Little King.


Full Name

Tamina Rugatonn

Race

Half-Elf

Classes/Levels

Alchemist (Chirurgeon)

Gender

Female

Size

5'5"; 115lbs

Age

31

Special Abilities

Precise Treatment, Self-Sufficient

Alignment

NG

Deity

Andoletta

Languages

Aklo, Common, Draconic, Elven, Goblin, Sylvan

Strength 14
Dexterity 11
Constitution 15
Intelligence 18
Wisdom 12
Charisma 10

About Tamina Rugatonn

Tamina:

Female half-elf alchemist (chirurgeon)/barbarian (armored hulk) 1 (Pathfinder RPG Advanced Player's Guide 26; Pathfinder RPG Ultimate Combat 28; Pathfinder RPG Ultimate Magic 18)
NG Medium humanoid (elf, human)
Init +0; Senses low-light vision; Perception +7
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Defense
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AC 16, touch 10, flat-footed 16 (+6 armor)
hp 12 (1d12+1d8+5)
Fort +4, Ref +2 (+1 bonus vs. trample attacks), Will +1; +2 vs. enchantments
Immune sleep
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Offense
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Speed 20 ft.
Melee cold iron longsword +3 (1d8+2/19-20)
Ranged bomb +2 (1d6+4 Fire)
Special Attacks bomb 5/day (1d6+4 fire, DC 14), rage (6 rounds/day)
Alchemist (Chirurgeon) Spells Prepared (CL 1st; concentration +5):
1st—crafter's fortune{super}APG{/super} (DC 15), linebreaker{super}ARG{/super}
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Statistics
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Str 14, Dex 11, Con 15, Int 18, Wis 12, Cha 10
Base Atk +1; CMB +4; CMD 13 (14 vs. overrun)
Feats Brew Potion, Self-sufficient, Skill Focus (Heal), Throw Anything
Traits friends and enemies, poverty-stricken, precise treatment
Skills Craft (alchemy) +8 (+9 to create alchemical items), Craft (armor) +6, Heal +11, Intimidate +4, Perception +7, Spellcraft +8, Survival +8, Use Magic Device +4; Racial Modifiers +2 Perception
Languages Aklo, Common, Draconic, Elven, Goblin, Sylvan
SQ human alchemist, alchemy, attached, elf blood, indomitable stance, mutagen
Other Gear four-mirror, cold iron longsword, heavy horse (combat trained), alchemy crafting kit, artisan's tools, barbarian's kit, bit and bridle, feed (per day), ink, black, inkpen, military saddle, saddlebags, 27 gp, 9 sp
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Special Abilities
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+1 Extracts in Formula Book. Add one extract formula from the alchemist formula list to the character's formula book. This formula must be at least one level below the highest formula level the alchemist can create.
Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Attached (Four-mirror armor) If your attachment is threatened, -1 Will & -2 save vs. fear
Bomb 1d6+4 (5/day, DC 14) (Su) Thrown Splash Weapon deals 1d6+4 fire damage.
Daviren Hosk A merchant owns or operates some sort of shop. As a contact, the merchant might impart tidbits of information about other customers and minimal town gossip. She might also give you a discount on goods or services, or extend you a line of credit.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Indomitable Stance (Ex) +1 to Reflex vs trample & to hit, dam, and AC vs charging foe.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mutagen (DC 14) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 10 min.
Rage (6 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
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Tamina was training to be her tribe's medicinewoman. Her education was stopped short when an army of raiders from cheliax were met in her tribe's forest by the Mercenary League outpost in Mecridi. The raiders wiped out her tribe, Tamina surviving only thanks to the armor of a fallen Mecridite.

Tamina escaped to Mecridi where she learned how to use such armor more effectively while simultaneously keeping to the teachings of her mentor to learn the art of healing by alchemy. She did much of her learning and training in the field as these skirmishes lasted a long while.

Once they had been brought to a decisive end, and Tamina's usefulness as an aid in battle had run its course, the people of Mecridi began to pay more attention to her other assets. Before long, the beautiful half-elf caught the eye of one of the captains in the League, and they began a relationship which they, "Kept quiet for the sake of the men," or so she was told.

As it happens the soldier was married, and when his wife learned of the affair she rallied the town against her, "the infidel," as she was not a member of their religion.

So she packed up what little she had and moved to Sandpoint where her late aunt once made a life for herself after leaving the tribe.

Aris:

Horse, heavy (Pathfinder RPG Bestiary, 177)
N Large animal
Init +4; Senses low-light vision, scent; Perception +8
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Defense
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AC 15, touch 13, flat-footed 11 (+4 Dex, -1 size, +2 natural)
hp 26 (2d8+10)
Fort +8, Ref +7, Will +3
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Offense
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Speed 50 ft.
Melee bite +5 (1d4+5) and
2 hooves +0 (1d6+2)
Space 10 ft.; Reach 5 ft.
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Statistics
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Str 20, Dex 18, Con 21, Int 2, Wis 17, Cha 11
Base Atk +1; CMB +7; CMD 21 (25 vs. trip)
Feats Endurance, Run
Tricks Attack, Combat Riding, Come, Defend, Down, Guard, Heel
Skills Acrobatics +4 (+8 to jump with a running start), Perception +8, Ride +4 (+6 to stay in the saddle)
SQ combat riding
Other Gear alchemy crafting kit, artisan's tools, barbarian's kit, bit and bridle, feed (per day) (30), ink, black, inkpen, military saddle, saddlebags
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Special Abilities
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Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

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