About Badmucus
In-game items: 3 arrows, short bow, morning star
Male goblin alchemist 3
NE Small humanoid (goblinoid)
Init +4; Senses darkvision 60 ft.; Perception +5
DEFENSE
AC 20, touch 17, flat-footed 15 (+2 armor, +1 deflection, +4 Dex, +1 dodge, +1 shield, +1 size)
hp 23 (3d8+6)
Fort +6, Ref +7, Will +0; +2 vs. poison
OFFENSE
Speed 30 ft.
Morning Star +2 (1d6–1)
Ranged bomb +8 (2d6+2 fire)
Special Attacks bomb 5/day (2d6+2 fire, DC 13)
Alchemist Extracts Prepared (CL 3rd)
1st — true strike (2), reduce person, expeditious retreat
Additional Extracts Known detect undead, jump, reduce person, expeditious retreat, cure light wounds , true strike, shield
STATISTICS
Str 8, Dex 18, Con 13, Int 15, Wis 8, Cha 10
Base Atk +2; CMB +0; CMD 15
Feats:
Brew Potion
Dodge
Great Fortitude
Throw Anything
Skills:
Craft (alchemy) +8
Heal +3
Knowledge (nature) +8
Perception +5
Ride +9
Sleight of Hand +8
Stealth +15
Survival +5
Languages:
Common, Goblin, Varisian
SQ
alchemy (alchemy crafting +3, identify potions)
discoveries (precise bombs [2 squares])
mutagen (+4/–2, +2 natural, 30 minutes)
poison use
swift alchemy
Combat Gear:
potion of barkskin
potions of cure light wounds (3)
potions of identify (3)
potion of levitate
acid (4)
alchemist’s fire (4)
thunderstone
Other Gear:
leather armor
mwk buckler
club
short sword
arrows (3)
ring of protection +1
formula book
belt pouch
lantern
TRAIT
Bouncy: Your bones and flesh are more elastic than those of most goblins—when you fall, you tend to bounce a little better than them as a result. Whenever you take falling damage, the first 1d6 points of lethal damage taken in the fall are automatically converted to nonlethal damage. You also gain a +2 bonus on all Reflex saves made to avoid unexpected falls.