Tom Angel
Male human alchemist 7 (Pathfinder RPG Advanced Player's Guide 26)
CN Medium humanoid (human)
Init +2; Senses Perception +11


AC 18, touch 12, flat-footed 16 (+5 armor, +2 Dex, +1 natural)
hp 55 (7d8+14)
Fort +6, Ref +7, Will +4; +4 bonus vs. poison


Speed 30 ft.
Melee +1 dagger +8 (1d4+2/19-20) or
club +6 (1d6+1) or
dagger +7 (1d4+1/19-20)
Ranged +1 heavy crossbow +8 (1d10+1/19-20) or
bomb +8 (4d6+4 fire) or
frost bomb +8 (4d6+4 cold)
Special Attacks bomb 13/day (4d6+4 fire, DC 17)
Alchemist Extracts Prepared (CL 7th; concentration +11)
3rd—cure serious wounds (2)
2nd—barkskin, blood armor[ACG] (2), fire breath[APG] (DC 16)
1st—cure light wounds (3), endure elements, identify


Str 12, Dex 14, Con 12, Int 19, Wis 14, Cha 7
Base Atk +5; CMB +6; CMD 18
Feats Brew Potion, Extra Bombs[APG], Extra Discovery[APG], Point-Blank Shot, Precise Shot, Throw Anything, Weapon Finesse
Traits boarded in the mwangi expanse, mathematical prodigy
Skills Climb +3, Craft (alchemy) +14 (+21 to create alchemical items), Craft (bows) +7, Craft (mechanical) +8, Craft (poison) +12, Craft (rope) +7, Disable Device +5, Heal +6, Knowledge (arcana) +12, Knowledge (engineering) +8, Knowledge (nature) +14, Knowledge (religion) +6, Perception +11, Spellcraft +13, Survival +10, Swim +4
Languages Abyssal, Common, Dwarven, Elven, Infernal, Polyglot
SQ alchemy (alchemy crafting +7), discoveries (explosive missile[UC], frost bomb, infusion, precise bombs [4 squares]), mutagen (+4/-2, +2 natural armor, 70 minutes), poison use, swift alchemy Combat Gear mutagen[APG], potion of cure moderate wounds (6), potion of cure serious wounds (5); Other Gear +1 chain shirt, +1 dagger, +1 heavy crossbow, club, crossbow bolts (10), dagger, amulet of natural armor +1, handy haversack, ring of protection +1, alchemist starting formula book, alchemy crafting kit[APG], bedroll, belt pouch, flint and steel, ink, inkpen, mess kit[UE], pot, soap, torch (10), trail rations (5), waterskin, 4,852 gp

Special Abilities

Alchemy +7 (Su) +7 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 4d6+4 (13/day, DC 17) (Su) Thrown Splash Weapon deals 4d6+4 fire damage.
Explosive Missile Use bomb with ranged weapon.
Frost Bomb (DC 17) (Su) Bomb deals cold damage and staggers foe next round (Fort neg).
Infusion Create an extract can be used by anyone but takes up a slot until used.
Mutagen (DC 17) (Su) Mutagen adds +4/-2 to physical/mental attributes, and +2 nat. armor for 70 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 (Su) Exclude up to 4 squares from splash damage of your bombs.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Swift Alchemy (Ex) Construct alchemical items in half the normal time.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
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