Male goblin alchemist 1
NE Small humanoid (goblinoid)
Init +4; Senses darkvision 60 ft.; Perception +3

AC 17, touch 15, flat-footed 13 (+2 armor, +4 Dex, +1 size)
hp 10 (1d8+2)
Fort +5, Ref +6, Will –1

Speed 30 ft.
Melee club +0 (1d4–1)
Ranged bomb +6 (1d6+2 fire)
Special Attacks bomb 3/day (1d6+2 fire, DC 12)

Alchemist Extracts Prepared (CL 1st)
1st —cure light wounds, shield
Extracts Known detect undead, jump, reduce person, true strike

Str 8, Dex 18, Con 13, Int 15, Wis 8, Cha 10
Base Atk +0; CMB –2; CMD 12
Feats Brew Potion, Great Fortitude, Throw Anything
Trait Bouncy

  • Craft (alchemy) +6,
  • Heal +3,
  • Knowledge (nature) +6,
  • Perception +3,
  • Ride +8,
  • Sleight of Hand +8,
  • Stealth +12,
  • Survival +3

Languages Common, Goblin, Varisian

SQ alchemy (alchemy crafting +1, identify potions), mutagen
(+4/–2, +2 natural, 10 minutes)

Combat Gear potions of cure light wounds (2), acid (2), alchemist’s fire (3), smokestick, tanglefoot bag
Other Gear leather armor, club, lucky pet toad “Amfibier,” spectacles (for show), gourd of pickled leeches just about ready to eat (counts as 1 day’s field rations), juicy slug in a small pot (snack), skull face mask, metal codpiece, jester’s hat, pumpkin-head lantern, black eyepatch (with hole cut in it to see), hard leather boot (used as belt pouch), formula book (contains all extract formulae known)

Goblin Trait: Bouncy
Your bones, flesh, and skin are a bit more elastic than those of most goblins—when you fall, you tend to bounce a little better than them as a result. Whenever you take falling damage, the first 1d6 points of lethal damage suffered in the fall are automatically converted to nonlethal damage. You also gain a +2 bonus on all Reflex saves made to avoid unexpected falls.

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