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Mirra


Basic Information[]

      Race: Aasimar
     Class: Alchemist (Mindchemist/Internal Alchemist)
     Level: 5
Experience: 10020
 Alignment: Chaotic Good
 Languages: Common, Old Landellian, Celestial,
            Sylvan, Draconic, Elven, Dwarven,
            Inner Sea, Aquan, Infernal, Southern,
            Northern Isle, Undercommon, Gnomish,
            Abyssal (2 base + 3 INT + 5x2 Ling.)
     Deity: None
First Seen: The Dunn Wright Inn
  Location: Lost Imperium


Abilities[]

STR: 12 +1 ( 2 pts)
DEX: 17 +3 (10 pts) +1 Level
CON: 10 +0 ( 0 pts)
INT: 18 +4 (10 pts) +2 Magic
WIS: 10 +0 (-2 pts) +2 Racial
CHA: 12 +1 ( 0 pts) +2 Racial


Combat Statistics[]

(Max -2)      HP:  35 = [ALC(5d8) + CON(0)x4 + FC(1)x3]
              AC:  16 = [10 + DEX(3) + Armor(3)]
        AC Touch:  13 = [10 + DEX(3)]
   AC Flatfooted:  13 = [10 + Armor(3)]
            INIT:  +3 = [DEX(3)]
             BAB:  +3 = [ALC(3)]
             CMB:  +4 = [BAB(3) + STR(1)]
             CMD:  17 = [10 + BAB(3) + STR(1) + DEX(3)]
       Fortitude:  +4*= [ALC(4) + CON(0)]
          Reflex:  +7 = [ALC(4) + DEX(3)]
            Will:  +2 = [ALC(1) + WIS(0) + Trait(1)]
           Speed:  30'

             * +4 vs. poison/disease


Weapon Statistics[]

MELEE

Longspear          Attack:  +4 = [BAB(3) + STR(1)]
                   Damage: 1d8+1, Crit: x2, Special: Reach, Pierce, Cold Iron
Dagger             Attack:  +4 = [BAB(3) + STR(1)]
                   Damage: 1d4+1, Crit: x2, Special: Pierce/Slash, Silver

RANGED

Bomb (11/day)      Attack:  +6 = [BAB(3) + DEX(3)]
                   Damage: 3d6+4, Crit: x2, Special: Fire, 20 ft.
Sling              Attack:  +6 = [BAB(3) + DEX(3)]
                   Damage: 1d4+1, Crit: x2, Special: Bludgeon, 50 ft.


Racial Features[]

Ability Adjustments: +2 Wisdom, +2 Charisma
               Size: Medium
              Speed: 30'
      Favored Class: Alchemist (2 skill points, 3 HP)
         Darkvision: 30'

Truespeaker: Receive a +2 bonus on Linguistics and Sense Motive checks, and learn two languages for each rank in Linguistics. Replaces Skilled.

Scion of Humanity: Counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.

Celestial Resistance: Acid resistance 5, cold resistance 5, and electricity resistance 5.

Incorruptible: Cast Corruption Resistance vs. evil 1/day as a spell-like ability. If cast on self, the duration increases to 1 hour per level. Replaces the spell-like ability racial trait.


Alchemist Class Features[]

Armor/Weapons: An alchemist is proficient with simple weapons, bombs, and light armor.

Bombs: An alchemist can use a number of bombs each day equal to her class level + her Intelligence modifier [ALC(5) + INT(4) + Feat(2) = 11]. On a direct hit, an alchemist’s bomb inflicts 3d6 points of fire damage + the alchemist’s Intelligence modifier. Splash damage from an alchemist bomb is always equal to the bomb’s minimum damage.

Extra Bombs: Receive Extra Bombs as a bonus feat. Replaces Brew Potion.

Cognatogen: A mindchemist learns how to create a cognatogen, as per the cognatogen discovery. Replaces Mutagen.

Breath Mastery: Without preparation, an internal alchemist can hold her breath for a number of minutes equal to her Constitution score; by spending a full-round action preparing herself, she can increase this duration to 1 hour per point of Constitution. The alchemist can survive twice as long as normal without food or water before she starts to take penalties. She can put himself into a state of suspended animation as a move action, and is then unconscious and appears completely dead; she awakens at a preset time or in response to a condition set by her when she enters this state. This ability replaces Throw Anything.

Alchemy: An alchemist can create extracts. An extract immediately becomes inert if it leaves the alchemist’s possession, reactivating as soon as it returns to his keeping. An extract, once created, remains potent for 1 day before becoming inert. Mixing an extract takes 1 minute of work. Also, when using Craft (alchemy) to create an alchemical item, an alchemist gains a competence bonus equal to his class level on the Craft (alchemy) check. In addition, an alchemist can use Craft (alchemy) to identify potions as if using detect magic.

Perfect Recall: When making a Knowledge check, a mindchemist may add his Intelligence bonus on the check a second time. This ability replaces poison use.

Poison Resistance: At 5th level, an alchemist gains a +4 bonus on all saving throws against poison.

Disease Resistance: At 3rd level, an internal alchemist gains a bonus on all saving throws against disease equal to his alchemist class bonus against poison. When he gains the poison immunity alchemist class ability, he becomes immune to disease as well. This ability replaces swift alchemy.

Discoveries: At 2nd level, and then again every 2 levels thereafter (up to 18th level), an alchemist makes an incredible alchemical discovery.

Smoke Bomb (2nd): When the alchemist creates a bomb, she can choose to have it create a cloud of thick smoke when it detonates, filling an area equal to twice the bomb’s splash radius for 1 round per level.  (5 rounds.)

Stink Bomb (4th): The effects of the smoke created by an alchemist’s bomb can duplicate the effects of stinking cloud instead of fog cloud, filling an area equal to twice the bomb’s splash radius for 1 round.  (DC16 Fortitude or nauseated for time in cloud plus 1d4+1 rounds.)

Tanglefoot Bomb (5th/Feat): A creature that takes a direct hit from a tanglefoot bomb must save against the bomb’s DC or be entangled and glued to the floor as if it had failed its save against a tanglefoot bag. (Unable to fly; DC 17 Strength check or 15 points of slashing damage to break free; half speed after breaking free).  Creatures in the splash area that fail their saves are entangled but not glued to the floor; those who make this save are not entangled at all.  (DC16 Reflex for 2d4 rounds).



Feats[]

Point Blank Shot (1st level): +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Extra Bombs (Bonus): Two additional bombs per day.

Far Shot (3rd level): Range increment penalty is -1.

Extra Discovery (5th level): Tanglefoot bomb discovery.


Traits[]

Knowledgeable (General): Mirra has spent years searching for rare ingredients, both above ground and below. (+1 K:Dungeoneering and K:Nature; K:Dungeoneering is a class skill)

Resilient (General): Mirra's divine heritage grants her exceptional willpower. (+1 Will)


Formula Book[]

-1st Level-                          -Second Level-
Cure Light Wounds                 Barkskin
Detect Secret Doors               Lesser Restoration
Enlarge Person       
Endure Elements
Expeditious Retreat
Polypurpose Panacea
Shield


Skills[]

Skill Points: 37 = [ALC(4)x5 + INT(3)x5 + FC(1)x2]

Skills                Total   Rank     CS   Ability  ACP  Misc
Acrobatics              +1     0       0       1          +0
Appraise                +7     1       3 C     3          +0
Bluff                   +1     0       0       1          +0
Climb                   +1     0       0       1          +0
Craft (Alchemy)        +11     5       3 C     3          +0
   when crafting       +16    [5]      3       3          +5 Class/MWK
Diplomacy               +1     0       0       1          +0
Disable Device          +9     3       3 C     3          +0
Disguise                +1     0       0       1          +0
Escape Artist           +3     0       0       3          +0
Fly                     +3     0       0 C     3          +0
Handle Animal           +1     0       0       1          +0
Heal                    +4     1       3 C     0          +0
Intimidate              +1     0       0       1          +0
Knowledge (Arcana)     +12*    1       3 C     8†         +0
Knowledge (Dngnrng)    +13*    1       3 T     8†         +1 Trait
Knowledge (Engnrng)     +9*    1       0       8†         +0
Knowledge (Geography)   +9*    1       0       8†         +0
Knowledge (History)     +9*    1       0       8†         +0
Knowledge (Local)       +9*    1       0       8†         +0
Knowledge (Nature)     +14*    2       3 C     8†         +1 Trait
Knowledge (Nobility)    +9*    1       0       8†         +0
Knowledge (Planes)      +9*    1       0       8†         +0
Knowledge (Religion)    +9*    1       0       8†         +0
Linguistics            +10     5       0       3          +2 Racial
Perception              +8     5       3 C     0          +0
Perform    (       )    +1     0       0       1          +0
Profession (       )           0       0 C     0          +0
Ride                    +3     0       0       3          +0
Sense Motive            +2     0       0       0          +2 Racial
Sleight of Hand         +7     1       3 C     3          +0
Spellcraft              +9     3       3 C     3          +0
Stealth                 +3     0       0       3          +0
Survival                +4     1       3 C     0          +0
Swim                    +1     0       0       1          +0
Use Magic Device        +5     1       3 C     1          +0


            * +2 when using an Adventurer’s Codex   
            † From Perfect Recall


Equipment[]

Equipment                           Cost    Weight
Explorer's Outfit                            0  lb
Basic lifestyle                   100 gp     -  lb
Darkleaf studded armor            525 gp    10  lb
Smoked goggles                     10 gp     -  lb
Headband of Intellect            4000 gp     1  lb
Dagger, Silvered                   22 gp     1  lb
Longspear, Cold Iron               10 gp     9  lb
Handy Haversack                  2000 gp     5  lb
  Formula book                      - gp    [3] lb
  Portable alchemist's lab         75 gp   [20] lb
  Thieves' tools, Masterwork      100 gp    [2] lb
  Tindertwig (10)                   - gp    [-] lb
  Adventurer’s Codex (x10)        500 gp   [20] lb
  Ink                               8 gp    [-] lb
  Paper and pens                    - gp    [-] lb
  Traveler’s Any-tool             250 gp    [2] lb
  Sling                             - gp    [-] lb
  Bullets (6)                       - gp    [3] lb     
Bandolier x2                        - gp     -  lb
  Acid flask                       10 gp     1  lb
  Liquid ice                       40 gp     1  lb
  Alkali flask                     15 go     1  lb
  Thunderstone                     30 gp     1  lb
  Smokestick                       20 gp     ½  lb
  Impact foam                      25 gp     1  lb
  Marker dye                       15 gp     1  lb
  Deodorizing agent                30 gp     1  lb
  Cognatogen (INT)                  - gp     -  lb
  CLW potion x2                   100 gp     -  lb
  Universal Solvent                50 gp     -  lb
  Barkskin extract                  - gp     -  lb


       
                             Total Cost:   7935 gp
                           Total Weight:   33.5 lb

                Light     Medium     Heavy    
Max Weight:    43 lbs     86 lbs    130 lbs


Finances[]

Starting gold:      150 gp
        4 DMC:      720 gp
  Barrow/King:     2272 gp
        9 DMC:     4890 gp
----------------------------
       EARNED:     8032 gp
    Equipment:     7935 gp
         Cash:       97 gp


Details[]

      Size: Medium
    Gender: Female
       Age: 64 (looks about 20 or 25)
    Height: 5' 9"
    Weight: 145 lb.
Hair Color: Blonde
 Eye Color: Green
Skin Color: Pale


Appearance[]

Mirra is a fair-haired young woman of average height. She dresses in leathers that have been stained by travel and any number of noxious reagents. A pair of smoked goggles dangles around her neck, and she carries an extradimensional satchel filled a bulky alchemical apparatus as well as a complete set of encyclopedias, which she consults regularly.


Demeanor[]

Mirra is a happy sort, although she often finds herself unable to comprehend normal human behavior, which she sees as highly irrational. She is incredibly interested in new knowledge of all sorts, but is especially drawn to alchemy, natural philosophy, and languages.

While Mirra is generally easygoing, her celestial heritage drives her to protect the innocent and fight that which she considers wrong.


Background[]

The Weathersmith clan is well-known for having produced some of Landadel's most exceptional artisans and artists. Moreover, the longevity and quiet wisdom that is common to most of the family has given rise to a rumor that there's a drop or three of the blood of a celestial muse in their veins.

Almost sixty-five years ago, Idri Weathersmith found herself with child at the tender age of forty nine. The following summer, she gave birth to Mirra who was clearly a different sort of child – one that apparently proved the rumor about the Weathersmith's celestial blood beyond doubt. From the beginning, Mirra was a precocious child, and although her early alchemical experiments were at times a trial for her aging parents, she was no less loved for it.

Fourteen years ago, Mirra's parents died within a few months of each other, each having lived long, full lives well into their nineties. After settling their affairs, Mirra packed her gear and went in search of ever more exotic reagents and more learned teachers in order to further her alchemical studies.

Although the Weathersmiths' celestial ancestor was indeed a muse, Mirra's mother Idri came from outside the clan. And what no one knew (including Idri herself) was that her family carried a drop of peri blood in their veins. So while Mirra assumes that she is simply a outlier on the bell curve of the Weathersmith family, the actual truth is that her celestial heritage runs deeper than that. Her legacy is not simply to be an artisan; it is to be both artisan and avenger.


Adventure Log[]

Spent 6 DMC for new character, 15 Oct 2013
Spent 1 DMC for 30 days' XP/GP, 15 Oct 2013
     30 days @  7 xp =   210 xp
     30 days @  6 gp =   180 gp
Spent 3 DMC for 90 days' XP/GP, 25 Nov 2013
     90 days @  7 xp =   630 xp
     90 days @  6 gp =   540 gp

Barrow of the Forgotten King

       XP Earned: =  2232 xp
 Treasure Earned: =  2272 gp
Spent 1 DMC for 30 days' XP/GP, 5 May 2014
     30 days @ 11 xp =   330 xp
     30 days @ 11 gp =   330 gp

Spent 6 DMC for 180 days' XP/GP, 5 May 2014
    180 days @ 15 xp =  2700 xp
    180 days @ 17 gp =  3060 gp

Spent 2 DMC for 60 days' XP/GP, 5 May 2014
     60 days @ 22 xp =  1320 xp
     60 days @ 25 gp =  1500 gp



Level Ups[]

     Level: 2
     Class: Alchemist
    Spells: Detect Secret Doors
    Skills: +8 (Disable Device, Perception, UMD, K:Engr., K:Planes, K:Religion, Appraise, Craft:Alch.)
     Feats: None
 Abilities: Perfect Recall, Poison Resistance, Discovery (Smoke bombs)
     Level: 3
     Class: Alchemist
    Spells: Expeditious Retreat
    Skills: +7 (K:Geography, K:History, K:Local, K:Nobility, Linguistics:Inner Sea/Aquan, Heal, Sleight of Hand)
     Feats: Far shot
 Abilities: Disease Resistance, Bomb Damage 2d6
     Level: 4
     Class: Alchemist
    Spells: Barkskin
    Skills: +7 (Perception x2, Craft:Alchemy x2, Disable Device x2, Linguistics:Northern Isle/Southern)
     Feats: None
 Abilities: Discovery (Stink bombs)
     Level: 5
     Class: Alchemist
    Spells: Lesser Restoration
    Skills: +7 (Perception, Craft:Alchemy, K: Nature, Spellcraft x2, Linguistics x2:Infernal/Abyssal/Undercommon/Gnomish)
     Feats: Extra Discovery (Tanglefoot bombs)
 Abilities: Improved Poison Resistance, Bomb Damage 3d6


Approvals[]

  • Approval (Oct 25th, 2013) (Satin Knights - judge) level 1
  • Approval (Oct 27th, 2013) (Aura - non-judge) level 1
  • Approval (Jan 7th, 2014) (Satin Knights) level 2
  • Approval (Aug 8th, 2014) (GlassEye) level 3-5

Notes[]

Discoveries
Smoke**
Stink**
Tanglefoot**
Fast A8***
Confusion A8**
Force A8*
Frost*
Dispel*
Infusion*
Feats
 PBS**
 Far Shot*
 TWF*/***
 RS*/***
 Distance Thrower ST13**
 WF*
Magic
Belt of Phys. Might 10000
Feather Step Boots 1000
Poisoner's Gloves 5000
Headband of Intelligence +4 16000
Amulet Natural Armor +1 2000
Cloak of Resistance +1 1000
Bracers of Falcon's Aim 4000
Light Hammer +1 Called/Limning/Seeking
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