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PFComm: Alanna Of Arthfell (Palomagouthier)

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Another Pathfinder character commission done for me by the amazingly talented PalomaGouthier! Please make sure to visit her gallery, and if you wish, commission her incredible skills for yourself!

I commissioned Paloma to visualize Alanna for me because I find myself constantly revisiting this character sheet. Alanna is a sort of MK. II in terms that I've made a character similar in build before, a straight Half-Elf Alchemist named Eldred Bellomi. The idea with both of them was to essentially build a Witcher, going off of the classics of Witcher gear: potions, bombs, mutagens, blade oils, and the iconic silver sword. Eldred didn't really work out as well as I'd hoped, mostly because a silver longsword costs a whopping 105gp (Eesh) and that didn't leave him with much room for anything besides the basics. It wasn't until I discovered the Grenadier archetype that I found my Holy Grail in regards to bringing a Witcher to Golarion. That being said, I can just as easily see Alanna in the Witcher universe, using alchemy to play at being a Witcher in a sort of sidequest. I sincerely hope I get to bring Alanna into a campaign someday, as she'll be really fun to play!

Alanna of Arthfell

"A sharp mind accompanied by a sharp blade is a lethal admixture."

Alanna is a studied alchemist of the Andoran Alchemical Society in the town of Alvis, located in the dark and ominous Arthfell region. As calls the need for deterrents against undead, werewolves, and other unsavory creatures, Alanna chose to specialize her studies in oils and balms that serve as aids in slaying such monsters. Her martial applications to the alchemical arts demands not only that she train her mind, but hone her body so that she might live to test such mixtures and live if they should fail.

Aside from her three blades of steel, iron, and silver, her arsenal also contains potent explosives of various effects, in addition to powerful mutagens she has developed through diluting monstrous extracts and modifying them into *mostly* safe mutagens that give her the physical edge over her quarries. Versatility is the name of the game, and Alanna strives to stay on top of it. With nimble moves and effective alchemy-assisted strikes, she has become more than a mere experimenting chemist: she has become a warrior, the likes of which has never been seen before.

But most recently, a series of kidnappings have been reported in Alvis. Supposedly the abductions have been attributed to a mysterious cult, one that could be tied to any number of otherworldly beings. Whether the source be devils, demons, or something far worse, Alanna seeks to put an end to them, not only to further prove her alchemical admixtures true, but for the sake of her neighbors who have always been her support group.

Alanna is swift and clever, always thinking twenty moves ahead before embarking upon any expedition or outing. She adores the pastimes of the educated, chess being one such exercise, and keeps her mind as sharp as her martial prowess. She is in great favor of collaboration and cooperation, moreso on a platonic and equal benefit to all parties involved, but will offer her friendship readily for any who share her love of the higher educations. Studious wizards and cunning crafters will find her always by their side, whereas brutes who strike first and ask questions later will induce a good degree of exasperation from the planning-oriented alchemist.

Stat Roll
STR 14 (+2)
CON 12 (+1)
DEX 14 (+2)
INT 14 (+2 Racial) = 16 (+3)
WIS 13 (+1)
CHA 10

Industrious: Humans are known for their drive and work ethic. Humans with this racial trait gain a +2 racial bonus on concentration checks and checks with their choice of one Craft or Profession skill. This racial trait replaces skilled. (Craft:Alchemy)

4 bombs/day - 1d6+3 fire damage, 20ft. range

Traits:
Alchemical Adept - You gain a +2 trait bonus on all Craft (alchemy) checks made to craft alchemical items. Furthermore, when you fail a Craft (alchemy) check by 5 or more but don't roll a natural 1, you don't ruin any raw materials or have to pay that cost again.

Meticulous Concoction - Once per day, you can either add a +2 trait bonus to the save DC for one bomb you throw or extend the duration of one extract you imbibe by 2 rounds. Extracts with an instantaneous duration are not affected by this trait.

Feats:
Toughness
Martial Weapon Proficiency (Shortsword)
Throw Anything (Alchemist)

Skills:
7/level
Craft (Alchemy) (+3 Class Skill) (+2 racial) (+2 trait) (+level) (+3 Int Bonus) = +12
Heal (+3 Class Skill) (+1 Wis Bonus) = +5
Knowledge (Arcana) (+3 Class Skill) (+3 Int Bonus) = +7
Knowledge (Nature) (+3 Class Skill) (+3 Int Bonus) = +7
Perception (+3 Class Skill) (+1 Wis Bonus) = +5
Spellcraft (+3 Class Skill) (+3 Int Bonus) = +7
Survival (+3 Class Skill) (+1 Wis Bonus) = +5

Extracts:
Bomber's Eye
Crafter's Fortune
Cure Light Wounds
Polypurpose Panacea
Shield

Equipment:
180 max gp
Longsword (Grenadier Proficiency) - 15gp, 1d8 damage, 19-20/x2 crit, 4lbs.
Cold Iron Longsword - 30gp, 1d8 damage, 19-20/x2 crit, 4lbs.
Alchemical Silver Shortsword - 30gp, 1d6 damage, 19-20/x2 crit, 2lbs.
Light Crossbow - 35 gp, 1d8 damage, 19-20/x2 crit, 80ft. range, 4lbs.
Crossbow Bolts (50) - 5gp, 5lbs.
Brass Knife - 1gp, 1d4 damage, 19-20/x2 crit, 10ft. range, 1lb.
Sling - no cost, 1d4 (1d3 with normal stones, -1 on rolls) damage, x2 crit, 50ft. range
Hide Shirt - 20gp, +3 AC, +4 max dex, -1 armor check, 18lbs.
Alchemy Crafting Kit - 25gp, 5lbs
Waterproof Bag - 5sp, 1/2 lb.

Grenadier Archetype

Martial Weapon Proficiency

At 1st level, a grenadier picks one martial weapon and becomes proficient in its use.

This ability replaces Brew Potion.

Alchemical Weapon (Su)

At 2nd level, a grenadier can infuse a weapon or piece of ammunition with a single harmful alchemical liquid or powder, such as alchemist's fire or sneezing powder, as a move action.

This action consumes the alchemical item, but transfers its effect to the weapon in question. The alchemical item takes full effect on the next creature struck by the weapon, but does not splash, spread, affect additional targets, or benefit from any other effects that specifically affect splash weapons. Any extra damage added is not doubled on a critical hit. The alchemical treatment causes no harm to the weapon treated, and wears off 1 minute after being applied if no blow is struck. Infusing a new alchemical item also removes the effect of any alchemical liquid or powder previously applied with this ability. At 6th level, a grenadier can use her alchemical weapon ability as a swift action. At 15th level, this ability becomes a free action.

This ability replaces poison resistance.

Precise Bombs (Ex)

At 2nd level, a grenadier gains the precise bombs alchemist discovery as a bonus discovery.

This ability replaces poison use.

Directed Blast (Su)

At 6th level, a grenadier can detonate a bomb so that it splashes in a 20-foot cone rather than affecting a radius. The cone starts at the alchemist and extends away from her in the direction she chooses. The alchemist designates one creature in the squares affected by the cone to be the target of the bomb and makes her attack roll against that creature; all other squares in the cone take splash damage. If the alchemist has the explosive bomb discovery and throws an explosive directed blast, the cone of splash damage is 30 feet long instead of 20 feet.

This ability replaces swift poisoning.

Staggering Blast (Su)

At 10th level, a grenadier's bombs become particularly overwhelming when they explode.

Whenever a grenadier confirms a critical hit with a bomb, the creature directly struck by that bomb is staggered for 1d4+1 rounds. A successful Fortitude saving throw (DC equals the bomb's Reflex save DC to avoid splash damage) reduces the duration to 1 round. The effects of this ability stack with a frost bomb's staggering effect, but not with the effects of the Staggering Critical feat. Additional critical hits with bombs add to any duration remaining from previous ones.

This ability replaces poison immunity.

Discovery Layout
2nd Frost Bomb
4th Shock Bomb
6th Dispelling Bomb
8th Holy Bombs
10th Defoliant Bomb
12th Greater Mutagen
14th Blinding Bomb
16th Grand Mutagen
18th Sunlight Bomb
20th True Mutagen/Cytillesh Bomb/Elixir of Life

Feat Projection
1st Toughness/Martial Weapon Proficiency (Shortsword)
3rd Point-Blank Shot
5th Master Alchemist
7th Alchemical Strike
9th Concentrated Splash
11th Vital Strike
13th Improved Vital Strike
15th Soulblade
17th Greater Vital Strike
19th Devastating Strike

Commissioned Artwork by :iconpalomagouthier:
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Comments1
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PalomaGouthier's avatar
Nicely done! Thank you RoguishBard :heart: