Sarah 'Toxic Tramp' Mullin
Ian Hopkins
United Kingdom
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Sarah 'Toxic Tramp' Mullin
Female human (Chelaxian) alchemist 2 (Pathfinder RPG Advanced Player's Guide 26)
CN Medium humanoid (human)
Init +6; Senses Perception +5

Pfs: 135557-8 Dark Archives : PP 4 FP 6 XP 4

--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 15 (2d8+2)
Fort +4, Ref +5, Will +1; +2 bonus vs. poison
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +3 (1d4+2/19-20) or
. . mwk cold iron morningstar +4 (1d8+2)
Ranged bomb +5 (1d6+5 Fire) or
. . light crossbow +4 (1d8+1/19-20)
Special Attacks bomb 8/day (1d6+4 fire, DC 15)
Alchemist Extracts Prepared (CL 2nd; concentration +6)
. . 1st—bomber's eye[APG], long arm[ACG], long arm[ACG]
--------------------
Statistics
--------------------
Str 14, Dex 14, Con 12, Int 18, Wis 12, Cha 7
Base Atk +1; CMB +3; CMD 15
Feats Extra Bombs[APG], Improved Initiative, Point-Blank Shot, Throw Anything
Traits devotee of the green, mathematical prodigy
Skills Appraise +8, Craft (alchemy) +9 (+11 to create alchemical items), Disable Device +7, Heal +5, Knowledge (arcana) +10, Knowledge (engineering) +10, Knowledge (geography) +9, Knowledge (nature) +10, Linguistics +5, Perception +5, Sleight of Hand +5, Spellcraft +9, Survival +5, Use Magic Device +3
Languages Abyssal, Common, Draconic, Elven, Sylvan, Thassilonian
SQ alchemy (alchemy crafting +2), discovery (precise bombs [4 squares]), mutagen (+4/-2, +2 natural armor, 20 minutes), poison use
Combat Gear wand of cure light wounds; Other Gear mwk lamellar (leather) armor[UC], crossbow bolts (10), dagger, light crossbow, mwk cold iron morningstar, 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 (3), trail rations (2), waterskin, 350 gp, 9 sp
--------------------
Tracked Resources
--------------------
Bomb 1d6+4 (8/day, DC 15) (Su) - 0/8
Crossbow bolts - 0/10
Dagger - 0/1
Sunrod - 0/2
Trail rations - 0/3
Trail rations - 0/2
Wand of cure light wounds - 18/50
--------------------
Special Abilities
--------------------
Alchemy +2 (Su) +2 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 1d6+4 (8/day, DC 15) (Su) Thrown Splash Weapon deals 1d6+4 fire damage.
Mutagen (DC 15) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 20 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 (4 squares) (Su) Whenever the alchemist throws a bomb, he can select a number of squares equal to his Intelligence modifier that are not affected by the splash damage from his bombs.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
--------------------
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 on;y 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.







Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.


Sarah 'Toxic Tramp' Mullin
Female human (Chelaxian) alchemist 1 (Pathfinder RPG Advanced Player's Guide 26)
CN Medium humanoid (human)
Init +6; Senses Perception +5

Pfs: 135557-8 Dark Archives : PP 0 FP 2 XP 1
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 9 (1d8+1)
Fort +3, Ref +4, Will +1
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +2 (1d4+2/19-20) or
. . mwk cold iron morningstar +3 (1d8+2)
Ranged bomb +4 (1d6+5 Fire) or
. . light crossbow +3 (1d8+1/19-20)
Special Attacks bomb 7/day (1d6+4 fire, DC 14)
Alchemist Extracts Prepared (CL 1st; concentration +5)
. . 1st—long arm[ACG]
--------------------
Statistics
--------------------
Str 14, Dex 14, Con 12, Int 18, Wis 12, Cha 7
Base Atk +0; CMB +2; CMD 14
Feats Extra Bombs[APG], Improved Initiative, Point-Blank Shot, Throw Anything
Traits devotee of the green, mathematical prodigy
Skills Appraise +8, Craft (alchemy) +8 (+9 to create alchemical items), Heal +5, Knowledge (arcana) +9, Knowledge (engineering) +9, Knowledge (geography) +9, Knowledge (nature) +9, Perception +5, Spellcraft +8, Use Magic Device +2
Languages Abyssal, Common, Draconic, Elven, Sylvan
SQ alchemy (alchemy crafting +1), mutagen (+4/-2, +2 natural armor, 10 minutes)
Combat Gear wand of cure light wounds; Other Gear mwk lamellar (leather) armor[UC], crossbow bolts (10), dagger, light crossbow, mwk cold iron morningstar, alchemy crafting kit[APG], backpack, bedroll, belt pouch, flint and steel, ink, inkpen, mess kit[UE], soap, sunrod (2), trail rations (3), trail rations (2), waterskin, 72 gp, 9 sp
--------------------
Tracked Resources
--------------------
Bomb 1d6+4 (7/day, DC 14) (Su) - 0/7
Crossbow bolts - 0/10
Dagger - 0/1
Sunrod - 0/2
Trail rations - 0/3
Trail rations - 0/2
Wand of cure light wounds - 0/50
--------------------
Special Abilities
--------------------
Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 1d6+4 (7/day, DC 14) (Su) Thrown Splash Weapon deals 1d6+4 fire damage.
Mutagen (DC 14) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 10 minutes.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.

----------------------------
Sarah 'Toxic Tramp' Mullin, Alchemist 1 – Spells in Spellbook
----------------------------

Bomber's Eye Alchemist 1
School: Transmutation
Components: S
Casting Time : 1 action
Range: Personal
Target: you
Duration: 1 round/level
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.
Appears In : Advanced Player's Guide

Comprehend Languages Alchemist 1
School: Divination
Components: V, S, M/DF (pinch of soot and salt)
Casting Time : 1 action
Range: Personal
Target: You
Duration: 10 min./level
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 Wounds Alchemist 1
School: Conjuration (Healing)
Components: V, S
Casting Time : 1 action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Save: Will half (harmless); see text
Resistance: Yes (harmless); see text
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.

Identify Alchemist 1
School: Divination
Components: V, S, M (wine stirred with an owl's feather)
Casting Time : 1 action
Range: 60 ft.
Area: Cone-shaped emanation
Duration: 3 rounds/level (D)
Save: None
Resistance: No
This spell functions as detect magic , except that it gives you a +10
enhancement bonus on Spellcraft checks made to identify the
properties and command words of magic items in your possession.
This spell does not allow you to identify artefacts.

Detect Magic
You detect magical auras. The amount of information revealed
depends on how long you study a particular area or subject.
1st Round : Presence or absence of magical auras.
2nd Round : Number of different magical auras and the power of
the most potent aura.
3rd Round : The strength and location of each aura. If the items or
creatures bearing the auras are in line of sight, you can make
Knowledge (arcana) skill checks to determine the school of magic
involved in each. (Make one check per aura: DC 15 + spell level, or
15 + 1/2 caster level for a nonspell effect.) If the aura emanates from
a magic item, you can attempt to identify its properties (see Spellcraft).
Magical areas, multiple types of magic, or strong local magical
emanations may distort or conceal weaker auras.
Aura Strength : An aura's power depends on a spell's functioning
spell level or an item's caster level; see the accompanying table. If an
aura falls into more than one category, detect magic indicates the
stronger of the two.
Lingering Aura : A magical aura lingers after its original source
dissipates (in the case of a spell) or is destroyed (in the case of a
magic item). If detect magic is cast and directed at such a location,
the spell indicates an aura strength of dim (even weaker than a faint
aura). How long the aura lingers at this dim level depends on its
original power:
Original Strength - Duration of Lingering Aura
Faint - 1d6 rounds
Moderate - 1d6 minutes
Strong - 1d6 x 10 minutes
Overwhelming - 1d6 days
Outsiders and elementals are not magical in themselves, but if they
are summoned, the conjuration spell registers. Each round, you can
turn to detect magic in a new area. The spell can penetrate barriers,
but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3
feet of wood or dirt blocks it.
Detect magic can be made permanent with a permanency spell.

Long Arm Alchemist 1
School: Transmutation
Components: V, S
Casting Time : 1 action
Range: Personal
Target: You
Duration: 1 minute/level (D)
Your arms temporarily grow in length, increasing your reach with
those limbs by 5 feet.
Appears In : Advanced Class Guide

Monkey Fish Alchemist 1
School: Transmutation
Components: V, S
Casting Time : 1 action
Range: Personal
Target: You
Duration: 1 minute/level (D)
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 armour or
carrying a medium or heavy load.
Appears In : Advanced Class Guide

--------------------
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.









Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
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