Pathfinder Society San Antonio
Male Human (Garundi) Alchemist 12
CG Medium humanoid (human)
Init +6; Senses Perception +18
AC 20, touch 13, flat-footed 18 (+7 armor, +2 Dex, +1 deflection)
hp 87 (12d8+24)
Fort +12, Ref +15, Will +8
Speed 30 ft.
Melee +1 keen silversheen greatsword +14/+9 (2d6+7/17-20)
Ranged bomb +12/+7 (6d6+7 Fire) and
frost bomb +12/+7 (6d6+7 Cold)
Special Attacks bomb, discoveries (combine extracts, explosive bomb, fast bombs, frost bomb, greater mutagen, precise bombs)
Alchemist Spells Prepared (CL 12nd; concentration +19):
4th-dragon’s breath (DC 21), greater false life, monstrous physique ii, stoneskin
3rd-combined enlarge person/shield, displacement, fly, haste, heroism, protection from energy
2nd-barkskin, cure moderate wounds, darkvision, resist energy (x2), see invisibility, spider climb
1st-anticipate peril (DC 18), comprehend languages, disguise self, enlarge person (DC 18), expeditious retreat, shield, shield
Str 18, Dex 14, Con 12, Int 24, Wis 12, Cha 10
Base Atk +9; CMB +13; CMD 26
Feats Extra Bombs, Improved Initiative, Martial Weapon Proficiency (greatsword), Point-Blank Shot, Power Attack, Precise Shot, Rapid Shot, Throw Anything, Toughness
Traits secrets of the sphinx, suspicious
Skills Appraise +22, Craft (alchemy) +23 (+35 to create alchemical items), Disable Device +17, Fly +17, Knowledge (arcana) +22, Knowledge (dungeoneering) +19, Knowledge (history) +22, Knowledge (local) +16, Knowledge (nature) +22, Knowledge (planes) +19, Perception +18, Sense Motive +8, Spellcraft +22, Use Magic Device +15; Racial Modifiers alchemy
Languages Aklo, Common, Elven, Hallit, Kelish, Osiriani, Osiriani, Ancient, Thassilonian, Vudrani
SQ fast poisoning, mutagen, poison use, swift alchemy
Combat Gear mutagen (greater), wand of cure light wounds (39 charges), wand of cure light wounds (50 charges), acid (2), air crystal (2), alchemical grease (2), alchemical solvent (2), alchemist’s fire (2), alchemist’s kindness (2), alkali flask (2), alkali salt (per packet) (2), antiplague (2), antitoxin (2), bladeguard (2), bloodblock (2), bodybalm (2), casting plaster (2), distilled terrap sap (2), flash powder (2), fuse grenade, giant wasp poison (3), glowing ink (2), hag spit (2), itching powder (2), large scorpion venom (3), light detector (2), liquid ice (2), nushadir (2), shadow essence (3), smelling salts (2), smoke pellet (2), smokestick (2), sneezing powder (2), soothe syrup (2), sunrod (2), tanglefoot bag (2), thunderstone (2), troll styptic (2), vermin repellent (2), water purification sponge (2), weapon blanch (adamantine) (2), weapon blanch (cold iron) (2), weapon blanch (ghost salt) (2), weapon blanch (silver) (2)
Other Gear +3 mithral chain shirt, +1 keen silversheen greatsword, belt of giant strength +4, cloak of resistance +3, handy haversack, headband of vast intelligence +4, ioun stone (pink rhomboid), ring of protection +1, vest of stable mutation, alchemy crafting kit, belt pouch, dungeoneering kit, deluxe, flint and steel, portable alchemist’s lab, sack, spell component pouch, spellbook, thieves’ tools, tindertwig (2), Diamond Dust, Granite and Diamond Dust, Quicksilver and Powdered Platinum, 158 PP, 7 GP, 9 SP, 8 CP, 3500 GP of Valuables
Alchemy +12 (Su) +12 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Alkali salt (per packet) These tiny granules can be dissolved in water, creating a slimy material used to coat metallic items such as weapons or armor. Such a coating neutralizes the metal eating acid of black puddings and gray oozes, protecting the item from 1d3 contacts with an ooze’s acidic touch.
Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.
Alchemical Power Component
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Artisan’s Shop (empty) +1 to Craft for Day Job rolls and 5% discount on items of same type.
Bomb 6d6+7 (21/day) (DC 23) (Su) Thrown Splash Weapon deals 6d6+7 fire damage.
Combine Extracts When the alchemist creates an extract, he can place two formulae into one extract. When the extract is consumed, both formulae take effect. This extract has a level two levels higher than the highest level formulae placed in the extract. An alchemist
Explosive Bomb (Su) The alchemist’s bombs now have a splash radius of 10 feet rather than 5 feet. Creatures that take a direct hit from an explosive bomb catch fire, taking 1d6 points of fire damage each round until the fire is extinguished. Extinguishing the flames is
Fast Bombs (Su) An alchemist with this discovery can quickly create enough bombs to throw more than one in a single round. The alchemist can prepare and throw additional bombs as a full-round action if his base attack bonus is high enough to grant him additional att
Fast Poisoning (Swift Action) (Ex) Apply poison to a weapon as a swift action.
Frost Bomb (Su) When the alchemist creates a bomb, he can choose to have it inflict cold damage. Creatures that take a direct hit from a frost bomb are staggered on their next turn unless they succeed on a Fortitude save.
Greater Mutagen (Su) The alchemist’s mutagen now grants a +4 natural armor bonus, a +6 alchemical bonus to one physical ability score (Strength, Dexterity, or Constitution), and a +4 alchemical bonus to a second physical ability score. The alchemist takes a -2 penalty on
Immunity to Poison You are immune to poison.
Mutagen (DC 23) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 120 min.
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.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Precise Bombs (7 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.
Precise Shot You don’t get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Secrets of the Sphinx (Knowledge [history]) (1/day) 1/day, Add +2 to a single Knowledge Check.
Swift Alchemy (Ex) You can construct alchemical items in half the normal time.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Vest of stable mutation No penalty to mental ability scores from mutagens.
Wand of cure light wounds (39 charges) Add this item to create a wand of a chosen spell.
Wand of cure light wounds (50 charges) Add this item to create a wand of a chosen spell.
Wayfinder, dayfinder (1 @ 0 lbs) (Wayfinder, Dayfinder) Similar to a normal wayfinder in all external ways, this rare form of wayfinder differs in the potency of its light-emitting abilities. Once per day, the light generated by an active dayfinder replicates a daylight spell for a duration of 1 minute. These powerful tools against darkness are granted to experienced Pathfinders by generous venture-captains, and may only be purchased on the black market within the Society itself, and even then only by exchanging favors-never for gold.