Parlee Male Elf Alchemist (Chirurgeon) 11 N Medium Humanoid (elf) Init +8; Senses low-light vision; Perception +15


AC 27, touch 18, flat-footed 22 (+4 shield, +3 Dex, +5 natural, +3 deflection, +2 dodge) hp 68 (11d8) Fort +9 (+2 trait bonus vs poison or drugs (+4 to avoid effects of alcohol)), Ref +15, Will +5; +2 vs. enchantments, +4 bonus vs. poison DR 10/adamantine; Immune magic sleep; Resist elven immunities, poison resistance +2


Speed 50 ft. Melee +2 Keen Rapier +12/+12/+7 (1d6+3/15-20/x2) Ranged +2 Longbow +16/+16/+11 (1d8+3/x3) and

   Bomb +15/+15/+10 (6d6+5 Fire/x2) and
   Dispelling Bomb (CL11) +15/+15/+10 (Dispel) and
   Force Bomb +15/+15/+10 (6d4+5 Force/x2)

Special Attacks bomb 6d6+5 (16/day) (dc 20), discoveries (dispelling bomb [cl11], explosive missile, force bomb, infusion, spontaneous healing [25 hp/day]) Alchemist (Chirurgeon) Spells Prepared (CL 11): 4 (3/day) Stoneskin, Breath of Life, Infused (DC 19), Neutralize Poison 3 (5/day) Haste, Cure Serious Wounds, Infused (x4) 2 (5/day) See Invisibility, Cure Moderate Wounds, Infused (x2), Fire Breath (DC 17), Fire Sneeze 1 (7/day) Shield (x2), Enlarge Person (DC 16), Cure Light Wounds, Infused (x3), Polypurpose Panacea, Infused


Str 12, Dex 19, Con 8, Int 20, Wis 8, Cha 10 Base Atk +8; CMB +10; CMD 27 Feats Breadth of Experience, Brew Potion, Dodge, Improved Initiative, Point Blank Shot, Precise Shot, Scholar (Knowledge [arcana], Knowledge [geography]), Skill Focus (Heal), Throw Anything Traits Accelerated Drinker, Iron Liver Skills Acrobatics +6 (+14 jump), Climb -2, Craft (alchemy) +19 (+30 to create alchemical items), Escape Artist +12, Fly +1, Heal +19, Knowledge (arcana) +25, Knowledge (geography) +22, Perception +15, Ride +12, Sense Motive +10, Spellcraft +19 (+21 to determine the properties of a magic item), Stealth +1, Survival +13 (+15 to avoid becoming lost when using a Mapmaker's Kit as you travel), Swim -2; Racial Modifiers +2 Perception, alchemy +11 Languages Celestial, Common, Draconic, Elven, Gnome, Orc, Sylvan SQ anaesthetic, elven magic, fast poisoning (swift action), infused curative, mutagen (dc 20), swift alchemy Combat Gear Mutagen: +4 DEX, -2 WIS, +2 Nat AC; Other Gear +2 Mithral Chain shirt, +2 Keen Rapier, +2 Longbow, Arrows (60), Amulet of natural armor +3, Boots of elvenkind, Cloak of resistance +3, Efficient quiver (64 @ 21 lbs), Ring of protection +3, Abacus, Alchemy crafting kit, Backpack, masterwork (10 @ 29 lbs), Bedroll, Mapmaker's kit, Portable alchemist's lab, Trail rations (7), Travelling formula book, Kristalli golemin kristalli palanen, 637 GP, 4 SP

Special Abilities

Accelerated Drinker You may drink a potion as a move action instead of a standard as long as you start your turn with the potion in your hand. Alchemy +11 (Su) +11 to Craft (Alchemy) to create alchemical items, can Id potions by touch. Anaesthetic At 5th level, a chirurgeon learns how to supplement uses of the Heal skill with pain-killing drugs.

He gains Skill Focus (Heal) as a bonus feat. Any use of the Heal skill that has a risk of harming the patient (such as extracting a barb) only Bomb 6d6+5 (16/day) (DC 20) (Su) Thrown Splash Weapon deals 6d6+5 fire damage. Damage Reduction (10/adamantine) You have Damage Reduction against all except Adamantine attacks. Dispelling Bomb (CL11) (Su) When the alchemist creates a bomb, he can choose to have it dispel magic effects instead of deal damage. Creatures that take a direct hit from a dispelling bomb are subject to a targeted dispel magic spell, using the alchemist's level as the caster l Elven Immunities +2 save bonus vs Enchantments. Elven Immunities - Sleep You are immune to magic sleep effects. Elven Magic +2 to spellcraft checks to determine the properties of a magic item. Explosive Missile Use bomb with ranged weapon. Fast Poisoning (Swift Action) (Ex) Apply poison to a weapon as a swift action. Force Bomb (Su) When the alchemist creates a bomb, he can choose to have it inflict force damage. Force bombs deal 1d4 points of force damage, plus 1d4 points of force damage for every odd-numbered level, instead of 1d6. Creatures that take a direct hit from a force Infused Curative At 2nd level, a chirurgeon's extracts of cure spells automatically act as infusions, and can be used by non-alchemists. When a chirurgeon prepares his extracts, he may choose to render any or all of his infused curatives inert and prepare othe Infusion When created an extract can be used by anyone, but takes up a slot until used. Iron Liver +2 to Fort saves vs. poison and drugs, or +4 vs. alcohol. Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. Mapmaker's kit +2 Circumstance for Survival to avoid becoming lost. Mutagen (DC 20) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 110 min. Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet. Poison Resistance +2 (Ex) +4 to save vs. Poison. Precise Shot You don't get -4 to hit when shooting or throwing into melee. Scholar (Knowledge [arcana], Knowledge [geography]) +2 bonus on two Knowledge skills Spontaneous Healing (25 HP/day) The alchemist gains the ability to heal from wounds rapidly. As a free action once per round, he can heal 5 hit points as if he had the fast healing ability. He can heal 5 hit points per day in this manner for every 2 alchemist levels he possesses. I 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.

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