Majik Khizus
Human (Chelaxian) alchemist 6
N Medium humanoid (human)
Init +2; Senses Perception +7, Sense Motive +1


Defense


AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 48 (6d8+12)
Fort +8, +4 vs poison Ref +8, Will +6


Offense


Speed 30 ft.
Melee

+1 dagger +6 (1d4+2/19-20)
silver light mace +5 (1d6+1)
Ranged
bomb +7 (3d6+5 fire/ice)
sling +6 (1d4+1)
Special Attacks bomb 11/day (3d6+5 fire, DC 20)
Alchemist Extracts Prepared (CL 6th; concentration +11)
:2nd—barkskin, cat's grace, darkvision, vomit swarm[APG]
:1st—bomber's eye[APG], disguise self, keen senses[APG] (DC 16), reduce person (DC 16), shield, targeted bomb admixture[UC]

Statistics


Str 12, Dex 14, Con 12, Int 21, Wis 12, Cha 9
Base Atk +4; CMB +5; CMD 17
Feats Ability Focus (bomb), Brew Potion, Extra Discovery[APG], Iron Will, Point-Blank Shot, Precise Shot, Throw Anything
Traits addicted friend, resilient
Skills +5, Appraise +9, Bluff +2, Craft (alchemy) +14 (+20 to create alchemical items), Disable Device +13, Fly +6, Heal +9, Knowledge (arcana) +14, Knowledge (local) +15, Knowledge (nature) +14, Knowledge (nobility) +7, Knowledge (planes) +7, Linguistics +6, Sleight of Hand +6, Spellcraft +14, Stealth +3, Swim +2
Languages Celestial, Common, Dwarven, Elven, Infernal, Shoanti, Varisian
SQ alchemy (alchemy crafting +6), discoveries (explosive bomb, frost bomb, precise bombs [5 squares], smoke bomb), mutagen (+4/-2, +2 natural armor, 60 minutes), poison use, swift alchemy
Combat +1 dagger, silver light mace, sling, sling bullets (10)
Belt pouch scroll of cat's grace, flint and steel, the brewery list, ink, inkpen, masterwork thieves' tools, soap
Worn +1 studded leather, headband of vast intelligence +2, cloak of resistance +1
In backback bedroll, mess kit[UE], pot, torch (10), trail rations (5), waterskin
Home
'Alchemical base materials, Alchemist lab, hybridization funnel[UE], 2x golden subtle leaf
4 400 gp


Special Abilities


Alchemy (Su) +6 to Craft (Alchemy) to create alchemical items, can identify potions by touch.
Bomb 3d6+5 (11/day, DC 20) (Su) Thrown Splash Weapon deals 3d6+5 fire damage.
Explosive Bomb (Su) Bombs have splash radius 10 ft. and those directly hit catch fire. Frost Bomb (Su) Bomb deals cold damage and staggers foe next round (Fort negates). Mutagen (DC 18) (Su) Mutagen adds +4/-2 to physical/mental attributes, and +2 nat. armor for 60 minutes.
Poison Use Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Precise Bombs (Su) Exclude up to 5 squares from splash damage of your bombs.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Smoke Bomb Thick smoke fills twice the splash radius, obscuring sight beyond 5 ft. as fog 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.

Sources:
Advanced Players Guide
Ultimate Combat

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