TIABRAR CR 3
Male Elf Alchemist (Chirurgeon) 4
CG Medium Humanoid (Elf)
Init +3; Senses Low-Light Vision; Perception +9
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DEFENSE
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AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 27 (4d8)
Fort +5, Ref +7, Will +1
Immune sleep; Resist Elven Immunities, Poison Resistance +2
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OFFENSE
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Spd 30 ft.
Melee Dagger +3 (1d4/19-20/x2) and
Unarmed Strike +3 (1d3/20/x2)
Ranged Bomb +7 (2d6+4 Fire) and
Darkwood Longbow +7 (1d8/20/x3)
Special Attacks Bomb 2d6+4 (8/day) (DC 16), Explosive Bomb
Alchemist (Chirurgeon) Spells Known (CL 4, 3 melee touch, 6 ranged touch):
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STATISTICS
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Str 10, Dex 16, Con 10, Int 19, Wis 10, Cha 9
Base Atk +3; CMB +3; CMD 16
Feats Brew Potion, Elven Weapon Proficiencies, Point Blank Shot, Precise Shot, Throw Anything
Traits Forlorn, Sacred Touch
Skills Acrobatics +6, Appraise +8, Craft (Alchemy) +10, Craft (Traps) +8, Disable Device +10, Heal +6, Knowledge (Arcana) +11, Knowledge (Nature) +8, Perception +9, Sleight of Hand +7, Spellcraft +11, Survival +4, Use Magic Device +6 Modifiers Alchemy +4
Languages Celestial, Common, Draconic, Dwarven, Elven, Sylvan
SQ Elven Magic, Fast Poisoning (Move Action) (Ex), Infused Curative, Mutagen (DC 16) (Su), Precise Bombs (4 squares) (Su), Swift Alchemy (Ex)
Combat Gear Arrows (20), Arrows, Blunt (20), Dagger, Darkwood Longbow, Mithral Chain Shirt; Other Gear Thieves' tools, masterwork
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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.
Bomb 2d6+4 (8/day) (DC 16) (Su) Thrown Splash Weapon deals 2d6+4 fire damage.
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 Bomb (Su) The alchemist’s bombs now have a splash radius of 10 feet rather than 5 feet. Creatures that take a direct hit from an explosive bomb catch fire, taking 1d6 points of fire damage each round until the fire is extinguished. Extinguishing the flames is
Fast Poisoning (Move Action) (Ex) Apply poison to a weapon as a move action.
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
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mutagen (DC 16) (Su) Mutagen adds +4 to a Physical attribute, -2 to a mental attribute, and +2 natural armor for 10 minutes/level.
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.
Precise Bombs (4 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 combat.
Sacred Touch You were exposed to a potent source of positive energy as a child, perhaps by being born under the right cosmic sign, or maybe because one of your parents was a gifted healer. As a standard action, you may automatically stabilize a dying creature mer
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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