Majik Khizus
Male human alchemist 12
N Medium humanoid (human)
Init +3; Senses Perception +11


Defense


AC 20, touch 14, flat-footed 17 (+6 armor, +1 deflection, +3 Dex)
hp 90 (12d8+24)
Fort +13, Ref +14, Will +10
Defensive Abilities evasion; Immune poison


Offense


Speed 30 ft.
Melee +1 returning dagger +11/+6 (1d4+2/19-20) or
:silver light mace +10/+5 (1d6+1)
Ranged bomb +13 (6d6+7 fire) or
:confusion bomb +13 (4d6+7 fire plus confusion) or
:force bomb +13 (6d4+7 force) or
:frost bomb +13 (6d6+7 cold) or
:sling +12 (1d4+1) or
:smoke bomb +13 (smoke) or
:stink bomb +13 (stench)
Special Attacks bomb 19/day (6d6+7 fire, DC 25)
Alchemist Extracts Prepared (CL 12th; concentration +19)
:4th—dragon's breath[APG] (DC 21), fluid form[APG], freedom of movement, greater invisibility
:3rd—fly (2), heroism (2), protection from energy, remove blindness/deafness
:2nd—alchemical allocation[APG], barkskin, darkvision, invisibility, resist energy, see invisibility, vomit swarm[APG]
:1st—crafter's fortune[APG] (DC 18), cure light wounds, disguise self, enlarge person (DC 18), reduce person (DC 18), shield, touch of the sea[APG] (DC 18)


Statistics


Str 12, Dex 16, Con 12, Int 25, Wis 12, Cha 9
Base Atk +9; CMB +10; CMD 24
Feats Ability Focus (bomb), Brew Potion, Extra Discovery<sup>APG</sup>, Extra Discovery<sup>APG</sup>, Extra Discovery<sup>APG</sup>, Extra Discovery<sup>APG</sup>, Iron Will, Point-Blank Shot, Precise Shot, Throw Anything
Traits addicted friend, resilient
Skills Acrobatics +15, Appraise +11, Bluff +8, Craft (alchemy) +22 (+34 to create alchemical items), Disable Device +20, Fly +15, Heal +16, Knowledge (arcana) +22, Knowledge (engineering) +11, Knowledge (local) +23, Knowledge (nature) +22, Knowledge (nobility) +11, Knowledge (planes) +14, Linguistics +8, Perception +11, Sleight of Hand +7, Spellcraft +22, Stealth +4, Swim +2
Languages Abyssal, Celestial, Common, Dwarven, Elven, Infernal, Shoanti, Varisian, Vudrani
SQ alchemy (alchemy crafting +12), discoveries (confusion bomb[UM], explosive bomb, force bomb, frost bomb, greater mutagen, precise bombs [7 squares], smoke bomb, sticky bomb, stink bomb, wings[UM]), mutagen (+6/+4/-2, +4 natural armor, 120 minutes), poison use, swift alchemy
Combat Gear hand of the mage, potion of barkskin (CL 7th), potion of barkskin +4, potion of cat's grace (CL 7th), potion of resist energy (????) (CL 7th); Other Gear +1 mithral chain shirt, +2 mithral chain shirt, +1 returning dagger, silver light mace, sling, sling bullets (10), belt of incredible dexterity +2, cloak of resistance +3, headband of vast intelligence +4, hybridization funnel<sup>UE</sup>, ring of evasion, ring of protection +1, alchemical base materials (worth 387 gp, 20 lb), alchemist's lab, alchemy crafting kit<sup>APG</sup>, backpack, bedroll, belt pouch, flint and steel, ink, inkpen, juomalista, masterwork thieves' tools, mess kit<sup>UE</sup>, pot, soap, torch (10), trail rations (5), waterskin, 966 gp, 4 sp


Special Abilities


Alchemy +12 (Su) +12 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 6d6+7 (19/day, DC 25) (Su) Thrown Splash Weapon deals 6d6+7 fire damage.
Confusion Bomb (12 rds) (Su) The alchemist's bombs twist the target's perception of friend and foe. A creature that takes a direct hit from a confusion bomb takes damage from the bomb and is under the effect of a confusion spell for 1 round per caster level of the alchemi
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Explosive Bomb (Su) Bombs have splash radius 10 ft. and those directly hit catch fire.
Force Bomb (DC 23) (Su) Bombs deal 1d4 damage per die and knock foes prone (Ref neg.)
Frost Bomb (DC 23) (Su) Bomb deals cold damage and staggers foe next round (Fort neg).
Greater Mutagen (Su) +4 nat AC, +6/+4 on two physical attributes, -2 on two mental attributes.
Immunity to Poison You are immune to poison.
Mutagen (DC 23) (Su) Mutagen adds +6/+4/-2 to physical/mental attributes, and +4 nat. armor for 120 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 7 squares from splash damage of your bombs.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Smoke Bomb (12 rds) (Su) Thick smoke fills twice the splash radius, obscuring sight beyond 5 ft. as fog cloud.
Sticky Bomb (Su) Bombs continue to damage creature for one additional round.
Stink Bomb (1 rd) (Su) Smoke bombs also nauseate living in area for 1d4+1 rds after leaving, as stinking cloud.
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.
Wings (12 minutes/day) The alchemist gains batlike, birdlike, or insectlike functional wings, allowing him to fly as the fly spell for a number of minutes per day equal to his caster level. These minutes do not need to be consecutive, but they must be spent in 1-min

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