Unkabear Posted April 22 Clone Share Posted April 22 Madam Zaer Cardomancer Witch - Las Drujbas Brujitas AC: 19 | HP: 26/26 TEMP HP: 0 | | Move: 30' Init: +4 | SAVES: Fort +3 Ref +6 Will +6 "I will have everything I need by this evening, nothing that I will need to drop off before hand." and quite possibly everything I own in a burlap sack Zaer said and thought to herself. She enjoyed the banter of the group and has even been becoming accustomed to Dame Crow being their mouthpiece for good or ill. "When you are ready Xi we can get on the road. The sooner we leave the sooner we may return...if the Jymani do not keep us for a farewell feast." OOC Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Seardon Posted April 22 Clone Share Posted April 22 Moxi Rei'Wen Female, Neutral Good Gremlin, Alchemist (Construct Rider) 4 AC/TAC/FFAC: 18/15/14 | HP: 40/40 TEMP HP: 0 NON LETHAL: 05 | S/D/C/I/W/C: -2/+4/+2/+4/+1/-1 | F/R/W: +6/+8/+2 | Move: 30' Init: +4 | CMD: 14 | FCMD: 10 |Bombs 5/10 SKILLS: Appraise: +11, Craft (Alchemy) +15, Disable Device: +11, Knowledge (Arcana): 11, (Engineering): 11, (Nature): 11, Perception: +8, Ride: +15, Stealth: +12 Moxi just smiles at the enthusiasm, Dame shows after receiving the bullets from Xi. "I appreciate it. Though...some of the chemicals I work with can have a much greater...discharge then gun powder...so might need to go over some don'ts so we don't become wallpaper. Other then that an extra set of hands is lovely." While Moxi is certain Dame will be fine, she leaves nothing to chance having witnessed people more stable do unexpected renovations to their work areas. "I think for the most part I'll be making sure things are secure for the trip. Wonder if I'll have time to make a few acid vials. I'll have time in transit at least. Oooh I could look up at ways to create chemical bullets. Add some extra elements to the pew pew's. We'll see how things work out." AC: 17, HP: 40/40 SVS Fort: 4, Ref: 7, Wis: 2, Combat Free Action: Swift Action: Standard Action: Move Action: Extracts and Prep Level 1 Extracts Level 2 Extracts Level 3 Extracts Level 4 Extracts Level 5 Extracts Level 6 Extracts Adhesive Spittle School conjuration (creation); Level alchemist 1, Casting Casting Time 1 standard action Components V, S Effect Range 15 ft. Target one creature Duration 1 round/level or until discharged (see text) Saving Throw Reflex partial; Spell Resistance no Description Once during this spell’s duration, you can spit a viscous liquid as a standard action. This liquid functions as a tanglefoot bag, except you do not have to make a successful attack roll to hit your target. The DCs to counteract this adhesive (to avoid being stuck to the floor, to fly, to break the adhesive, or to cast a spell) use the spell’s DC rather than a tanglefoot bag’s normal DCs. The adhesive persists for 2d4 rounds after you spit it. A tanglefoot bag is a small sack filled with tar, resin, and other sticky substances. When you throw a tanglefoot bag at a creature (as a ranged touch attack with a range increment of 10 feet), the bag comes apart and goo bursts out, entangling the target and then becoming tough and resilient upon exposure to air. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty to Dexterity and must make a DC 15 Reflex save or be glued to the floor, unable to move. Even on a successful save, it can move only at half speed. Huge or larger creatures are unaffected by a tanglefoot bag. A flying creature is not stuck to the floor, but it must make a DC 15 Reflex save or be unable to fly (assuming it uses its wings to fly) and fall to the ground. A tanglefoot bag does not function underwater. A creature that is glued to the floor (or unable to fly) can break free by making a DC 17 Strength check or by dealing 15 points of damage to the goo with a slashing weapon. A creature trying to scrape goo off itself, or another creature assisting, does not need to make an attack roll; hitting the goo is automatic, after which the creature that hit makes a damage roll to see how much of the goo was scraped off. Once free, the creature can move (including flying) at half speed. If the entangled creature attempts to cast a spell, it must make concentration check with a DC of 15 + the spell’s level or be unable to cast the spell. The goo becomes brittle and fragile after 2d4 rounds, cracking apart and losing its effectiveness. An application of universal solvent to a stuck creature dissolves the alchemical goo immediately.Bombers EyeSchool transmutation; Level alchemist 1, investigator 1 Casting Casting Time 1 standard action Components S Effect Range personal Target you Duration 1 round/level Description This extract allows you to throw weapons farther and more accurately. While this extract is in effect, increase the range of any thrown weapon by 10 feet. In addition, you receive a +1 insight bonus on attack rolls made with thrown weapons. Crafters fortuneSchool transmutation; Level alchemist 1, Casting Casting Time 1 standard action Components V, S, F (a tool) Effect Range close (25 ft. + 5 ft./2 levels) Target one creature Duration 1 day/level or until discharged (D) Saving Throw Will negates (harmless); Spell Resistance yes (harmless) Description The target is struck by inspiration and gains a +5 luck bonus on its next Craft skill check. Comprehend LanguagesSchool divination; Level alchemist 1, Casting Casting Time 1 standard action Components V, S, M/DF (pinch of soot and salt) Effect Range personal Target you Duration 10 min./level Description You can understand the spoken words of creatures or read otherwise incomprehensible written messages. The ability to read does not necessarily impart insight into the material, merely its literal meaning. The spell enables you to understand or read an unknown language, not speak or write it. Written material can be read at the rate of one page (250 words) per minute. Magical writing cannot be read, though the spell reveals that it is magical. This spell can be foiled by certain warding magic (such as the secret page and illusory script spells). It does not decipher codes or reveal messages concealed in otherwise normal text. Comprehend languages can be made permanent with a permanency spell. Cure Light WoundsSchool conjuration (healing); Level alchemist Casting Casting Time 1 standard action Components V, S Effect Range touch Target creature touched Duration instantaneous Saving Throw Will half (harmless); Spell Resistance yes (harmless); see text Description When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage + 1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage. ShieldSchool abjuration [force]; Level alchemist 1 Casting Casting Time 1 standard action Components V, S Effect Range personal Target you Duration 1 min./level (D) Description Shield creates an invisible shield of force that hovers in front of you. It negates magic missile attacks directed at you. The disk also provides a +4 shield bonus to AC. This bonus applies against incorporeal touch attacks, since it is a force effect. The shield has no armor check penalty or arcane spell failure chance. SkimSchool divination; Level alchemist 1, Casting Casting Time 1 standard action Components V, S, M/DF (a dog-eared page) Effect Range personal Target you Duration 1 hour/level Description This spell allows you to read written material in a quarter of the time it would normally take to read it. If you use this spell in conjunction with comprehend languages, you can read otherwise incomprehensible text four times faster than the spell indicates. If the text is fragmented, is particularly difficult to understand, or otherwise requires an ability check or skill check (such as a Linguistics check) to read quickly or at all, this spell doesn’t directly increase your reading speed, but instead grants you a +8 bonus on the check. This bonus also applies to Research checks when you research a particular topic within a library (Pathfinder RPG Ultimate Intrigue 148). Monkey FishSchool transmutation; Level alchemist Casting Casting Time 1 standard action Components V, S Effect Range personal Target you Duration 1 minute/level (D) Description Your hands and feet alter to make you better at climbing and swimming. You gain a 10 foot climb speed and swim speed. This spell has no effect if you are wearing medium or heavy armor or carrying a medium or heavy load. Cure Moderate WoundsSchool conjuration (healing); Level alchemist 2, Casting Casting Time 1 standard action Components V, S Effect Range touch Target creature touched Duration instantaneous Saving Throw Will half (harmless); Spell Resistance yes (harmless); see text Description This spell functions like cure light wounds, except that it cures 2d8 points of damage + 1 point per caster level (maximum +10). Shield Adhesive Spittle Pending Cure Moderate Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
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