Ezrek Filosten PFS# 65114-6
Male Human (Keleshite) Alchemist (Crypt Breaker) 4
NG Medium Humanoid (human)
Init +2; Senses Perception +8
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Defense
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AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex)
hp 28 (4d8+5)
Fort +5, Ref +6, Will +2; +2 bonus vs. poison
Resist poison resistance +2
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Offense
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Speed 30 ft.
Melee Masterwork Cold Iron Light mace +6 (1d6+2/x2) and
. . Masterwork silver dagger +6 (1d4+1/19-20/x2)
Ranged Alkahest Bomb +6 (2d8+3 Acid/x2) and
. . Darkwood Light crossbow +6 (1d8/19-20/x2)
Special Attacks alkahest bomb 2d8/2d4 (9/day) (dc 15)
Alchemist (Crypt Breaker) Spells Prepared (CL 4):
2 (2/day) Cat's Grace
1 (4/day) Shield, Enlarge Person (DC 14), Bomber's Eye
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Statistics
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Str 14, Dex 14, Con 13, Int 16, Wis 12, Cha 12
Base Atk +3; CMB +5; CMD 17
Feats Extra Bombs, Point Blank Shot, Precise Shot, Throw Anything
Traits Goldfinger (Sleight of Hand), Scholar of Ruins (Knowledge [dungeoneering])
Skills Appraise +7, Craft (alchemy) +11 (+15 to create alchemical items), Diplomacy +4, Disable Device +14, Heal +6, Knowledge (arcana) +7, Knowledge (dungeoneering) +8, Knowledge (engineering) +4, Knowledge (geography) +5, Knowledge (history) +4, Knowledge (local) +4, Knowledge (nature) +8, Knowledge (planes) +4, Knowledge (religion) +4, Perception +8 (+10 to locate traps), Sleight of Hand +7, Spellcraft +10, Survival +5, Use Magic Device +5; Racial Modifiers alchemy +4
Languages Common, Kelish, Osiriani, Thassilonian, Varisian
SQ crypt breaker's draught, discoveries (mutagen, precise bombs), fast poisoning (move action), mutagen (dc 15), poison use, swift alchemy, trapfinding +2
Combat Gear Oil of bless weapon, Oil of magic weapon, Wand of cure light wounds, Wand of cure light wounds, Acid (4), Air crystal (4), Alchemist's fire (8), Antiplague (2), Antitoxin (2), Bladeguard, Holy water (3), Liquid ice (6), Pellet grenade, iron (2), Sunrod, Thunderstone, Vermin repellent, Weapon blanch (ghost salt), Weapon blanch (silver) (2); Other Gear +1 Mithral Chain shirt, Cold Iron Crossbow bolts (30), Darkwood Light crossbow, Masterwork Cold Iron Light mace, Masterwork silver dagger, Handy haversack (51 @ 67.82 lbs), Hybridization funnel, Ioun torch, Wayfinder (empty), Alchemy crafting kit, Belt pouch (empty), Earplugs, Flint and steel, Formula book, Grappling bolt, Ink, black, Inkpen, Portable alchemist's lab, Smoked goggles, Thieves' tools, masterwork, Trail rations (3), Traveler's outfit, Waterproof bag (2 @ 3 lbs), Waterproof bag (empty), Wrist sheath, spring loaded (1 @ 0 lbs), Wrist sheath, spring loaded (1 @ 2 lbs), 33 PP, 1 GP, 5 SP, 2 CP
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Special Abilities
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Alchemy +4 (Su) +4 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Alkahest Bomb 2d8/2d4 (9/day) (DC 15) (Su) 2d8 acid damage to constructs and undead, 2d4 force damage to all other creatures.
Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.
Alchemical Power Component
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Crypt Breaker's Draught (Su) Rather than develop mutagens that increase their natural armor and physical abilities at the expense of their minds, crypt breakers focus on the creation of special draughts that can enhance their senses. When a crypt breaker drinks one of these drau
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Fast Poisoning (Move Action) (Ex) Apply poison to a weapon as a move action.
Foreign Contact (empty) (Absalom) +4 to Know (local) & Diplomacy to gather info in same city as contact.
Hybridization funnel DC 25 Craft (alchemy) to combine two alchemical splash weapons into one.
Mutagen This discovery gives the alchemist the mutagen class ability, as described in the Advanced Player's Guide. (This discovery exists so alchemist archetypes who have variant mutagens, such as the mindchemist, can learn how to make standard mutage
Mutagen (DC 15) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 40 min.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Poison Resistance +2 (Ex) +2 to save vs. Poison.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Precise Bombs (3 squares) (Su) Whenever the alchemist throws a bomb, he can select a number of squares equal to his Intelligence modifier that are not affected by the splash damage from his bombs.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Smoked goggles +8 save vs. visual effects, -4 sight-based Perception and you treat all opponents as having 20% concealment.
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.
Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.
Special Equipment:
20 Cold Iron Bolts w/ Alchemical Silver
10 Cold Iron Bolts w/ Ghost Salt
5 Mixed Liquid Ice/Alchemist's Fire
3 Mixed Acid/Alchemist's Fire