Mogmurch

Boom!'s page

138 posts. Alias of GrinningJest3r.


Full Name

Boom!

Race

Longbow (100'): +13 // 1d6+1 (×3) | Arrows: 32/40 | Longbow flurry (100'): +11,+11, +6 // 1d6+1 (×3) | Bombs (20') 13/day: +13 // 4d6+6 piercing OR fire (x2) [Immolation/Explosive Missile/Neutralizing] | Horsechopper (melee/reach 10'): +7 // 1d8 (x3)

Classes/Levels

Skills:
Acro +16, Climb +11, Cr(alchemy) +19 (+26 to create alchemical items), EscArt +16, Fly +7, Kn(Loc) +14, Kn(Nat) +17, Kn(Pla) +14, Perc +10, Ride +9, Stealth +29, UMD +8

Gender

Goblin Zen Archer Monk 1/ Grenadier Alch 7 - HP: 62/62 | AC: 18; T: 17; FF: 12 | Fort: +6; Ref: +11; Will: +3 | CMB: +5; CMD: 21 (25vs Bull Rush, Trip) | Init: +7 | Perc: +10 | Speed: 30ft | Darkvision: 60ft | Perfect Strike 2/day

About Boom!

Current Formulae for Level 8:

1- Bomber's Eye
1- Cure Light Wounds
1- Expeditious Retreat
1- Heightened Awareness
1- Illusion of Calm
1- Shield
1- Targeted Bomb Admixture
1- True Strike

2- Alchemical Allocation
2- Cat's Grace
2- Fox's Cunning
2- Invigorating Poison
2- Invisibility
2- See Invisibility
2- Touch Injection

3- Fly
3- Haste

Expended during level 8:

Activated before fight level 8:

Third party spell of Mage Armor
Touch Injection with Thornapple
Touch Injection with Cloudthorn Venom
Deodorizing Agent (1 use)

Prepared items for level 8:

Wrist Sheath, Spring-Loaded - Alchemist's Fire flask
Wrist Sheath, Spring-Loaded - Alchemist's Fire flask
Mutagen

Level 1 extracts
- Expeditious Retreat x1
- Shield x1
- Targeted Bomb Admixture x2
- True Strike x2

Level 2 extracts
- Invigorating Poison x2
- Touch Injection x2
- Invisibility OR See Invisibility

Level 3 extracts
- Fly
- Haste

Purchase log for level 8:

Standard wealth by level: 33000gp
Plus bet winnings total: 32900gp
Current Consumable limit: 3290gp

Starting wealth: 676gp 2sp 3cp
Bonus gold due to level 6: 9500gp
Bet winnings: N/A
Current wealth: 10176gp 2sp 3cp

Transactions:
[Sell] [Consumable] +1 Seeking Arrow (166gp 5cp per arrow) x3 (498gp 1sp 5cp)
[Consumable] Third party Spell of Mage Armor x1 (10gp)
[Consumable] Thornapple (Crafted for 30gp)
[Consumable] Cloudthorn Venom (Crafted for 133gp 3sp 3cp)
[Consumable] Deodorizing Agent (2 uses) x1 (10gp)

Total gold remaining: 10491gp 5cp

Class changes at level 8:

Alchemist level 7
Bomb damage increase: 4d6
Additional WBL: +9500gp
Ability bonus: Intelligence - base intelligence to 20 (+5)
Free Formula: Fly, Haste
New language: Dwarven

Boom! level 8:

Boom!
Male goblin alchemist (grenadier) 7/monk (zen archer) 1 (Pathfinder RPG Advanced Player's Guide 26, 115, Pathfinder RPG Bestiary 156, Pathfinder RPG Monster Codex)
LN Small humanoid (goblinoid)
Init +7; Senses darkvision 60 ft.; Perception +10
--------------------
Defense
--------------------
AC 18, touch 17, flat-footed 12 (+1 armor, +5 Dex, +1 dodge, +1 size)
hp 62 (8d8+7)
Fort +6, Ref +11, Will +3
--------------------
Offense
--------------------
Speed 30 ft.
Melee horsechopper +7/+2 (1d8/×3) or
. . unarmed strike +7/+2 (1d4)
Ranged or
. . +1 conductive longbow flurry of blows +11/+11/+6 (1d6+1/×3) or
. . +1 conductive longbow +13/+8 (1d6+1/×3) or
. . bomb +13 (4d6+6 fire) or
. . thorny bomb +13 (4d6+6 piercing)
Space 5 ft.; Reach 5 ft. (10 ft. with horsechopper)
Special Attacks bomb 13/day (4d6+6 fire, DC 19), flurry of blows, perfect strike 2/day
Alchemist (Grenadier) Extracts Prepared (CL 7th; concentration +13)
. . 3rd—fly, haste
. . 2nd—invigorating poison (2), touch injection[UC] (2)
. . 1st—expeditious retreat, shield, targeted bomb admixture[UC] (2), true strike (2)
--------------------
Statistics
--------------------
Str 11, Dex 20, Con 10, Int 22, Wis 9, Cha 5
Base Atk +6; CMB +5; CMD 21 (25 vs. bull rush, 25 vs. trip)
Feats Dodge, Extra Discovery[APG], Hellcat Stealth, Improved Unarmed Strike, Martial Weapon Proficiency (horsechopper), Perfect Strike[APG], Roll With It, Skill Focus (Stealth), Throw Anything
Traits color thief, reactionary
Skills Acrobatics +16, Climb +11, Craft (alchemy) +19, Escape Artist +16, Fly +7, Knowledge (local) +14, Knowledge (nature) +17, Knowledge (planes) +14, Perception +10, Ride +9, Stealth +29, Use Magic Device +8; Racial Modifiers +4 Ride, +4 Stealth
Languages Common, Draconic, Dwarven, Gnoll, Gnome, Goblin, Orc
SQ alchemical weapon, alchemy (alchemy crafting +7), directed blast, discoveries (explosive missile[UC], immolation bomb[UC], neutralizing bomb, precise bombs [6 squares], thorny bomb[UW]), mutagen (+4/-2, +2 natural armor, 70 minutes), swift alchemy
Combat Gear mutagen[APG], potion of jump, ring of counterspells (Dispel Magic), wand of spider climb (10 charges), alchemist's fire, alchemist's fire, ghast retch flask[UE] (4), ghast retch flask[UE]; Other Gear mwk haramaki[UC], +1 conductive longbow, arrows (35), horsechopper[ARG], headband of vast intelligence +2, stagger-proof boots, alchemist starting formula book, alchemist's lab, alchemy crafting kit[APG], bandolier[UE], bandolier[UE], wrist sheath, spring loaded, wrist sheath, spring loaded, 10,624 gp, 3 sp, 8 cp
--------------------
Special Abilities
--------------------
Alchemical Weapon (Swift Action) (Su) Add the effects of an alchemical liquid or powder to weapon.
Alchemy +7 (Su) +7 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 4d6+6 (13/day, DC 19) (Su) Thrown Splash Weapon deals 4d6+6 fire damage.
Darkvision (60 feet) You can see in the dark (black and white only).
Directed Blast (Su) Bomb does damage in 20 ft cone, attack vs. one foe and rest take splash dam.
Explosive Missile Use bomb with ranged weapon.
Flurry of Blows +4.25/+4.25/-0.75 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
Hellcat Stealth You may make Stealth checks in normal or bright light even when observed, but at a -10 penalty.
Immolation Bomb When the alchemist creates a bomb, he can choose to have its substance coat the direct target's body, causing the bomb to deal its damage over time instead of all at once. The bomb's effect lasts for a number of rounds equal to the number of damage d
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Mutagen (DC 19) (Su) Mutagen adds +4/-2 to physical/mental attributes, and +2 nat. armor for 70 minutes.
Neutralizing Bomb (DC 19) (Su) Bomb splash grants resave vs. ongoing dam effect and supress poison ability for 1d4 rds (Fort neg).
Perfect Strike (2d20, 2/day) With certain weapons, roll twice, higher is attack, lower is confirmation roll.
Perfect Strike Helper This is a dummy ability to add an extra entry for the perfect strike feat in another section of the statblock (since it is shown with a different name in the two places, we can't use sbName).
Precise Bombs (Su) Exclude up to 6 squares from splash damage of your bombs.
Roll With It You know how to take a hit, even if your reaction sends you bouncing and flying out of battle while shrieking at the top of your lungs.

Prerequisite: Goblin, Acrobatics 1 rank.

Benefit: If you are struck by a melee weapon you can
Swift Alchemy (Ex) Construct alchemical items in half the normal time.
Thorny Bomb (Su) Bomb deals piercing damage and counts as magic for purposes of overcoming DR.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.

----------For historical purposes----------

Current Formulae for Level 7:

1- Bomber's Eye
1- Cure Light Wounds
1- Expeditious Retreat
1- Heightened Awareness
1- Illusion of Calm
1- Shield
1- Targeted Bomb Admixture
1- True Strike

2- Alchemical Allocation
2- Cat's Grace
2- Fox's Cunning
2- Invigorating Poison
2- Invisibility
2- See Invisibility
2- Touch Injection

Expended during level 7:

Third party spell of Mage Armor x1
Deodorizing Agent (1 use)
Thornapple x1
Cloudthorn Venom x1
Arrow x3

Activated before fight level 7:

Third party spell of Mage Armor
Touch Injection with Thornapple
Touch Injection with Cloudthorn Venom
Deodorizing Agent (1 use)

Prepared items for level 7:

Wrist Sheath, Spring-Loaded - Alchemist's Fire flask
Wrist Sheath, Spring-Loaded - Alchemist's Fire flask
Mutagen

Level 1 extracts
-Expeditious Retreat x1
-Shield x1
-Targeted Bomb Admixture x3
-True Strike x1

Level 2 extracts
- Invigorating Poison x2
- Touch Injection x2

Purchase log for level 7:

Standard wealth by level: 23500gp
Plus bet winnings total: 23400gp
Current Consumable limit: 2340gp

Starting wealth: 187gp 7sp 1cp
Bonus gold due to level 6: 7500gp
Bet winnings: N/A
Current wealth: 7687gp 7sp 1cp

Transactions:
Retraining - Feat "Improved Initiative" to "Skill Focus(Stealth)" (10 x 5 days x level 6 = 300gp)
[Consumable] Third party Spell of Mage Armor x1 (10gp)
[Consumable] Thornapple (Crafted for 30gp)
[Consumable] Cloudthorn Venom (Crafted for 133gp 3sp 3cp)
[Consumable] +1 Seeking Arrow (166gp 5cp per arrow) x3 (498gp 1sp 5cp)
[Formula] Touch Injection (40gp)
[Weapon Enchantment]Conductive (6000gp)

Total gold remaining: 676gp 2sp 3cp

Class changes at level 7:

Alchemist level 6:
Bomb damage increase: 3d6+Int
Free Formula: Invigorating Potion
Discovery: Neutralizing Bomb
Alchemical Weapon (Swift Action)
Retrained Feat: Skill Focus (Stealth)
Feat: Hellcat Stealth

Boom! level 7:

Boom!
Goblin alchemist (grenadier) 6/monk (zen archer) 1 (Pathfinder RPG Advanced Player's Guide 26, 115, Pathfinder RPG Bestiary 156, Pathfinder RPG Monster Codex)
LN Small humanoid (goblinoid)
Init +7; Senses darkvision 60 ft.; Perception +9
--------------------
Defense
--------------------
AC 21, touch 17, flat-footed 15 (+4 armor, +5 Dex, +1 dodge, +1 size)
hp 56 (7d8+6)
Fort +5, Ref +10, Will +3
--------------------
Offense
--------------------
Speed 30 ft.
Melee horsechopper +6 (1d8/×3) or
. . unarmed strike +6 (1d4)
Ranged or
. . +1 conductive longbow flurry of blows +10/+10/+5 (1d6+1/×3) or
. . +1 conductive longbow +12 (1d6+1/×3) or
. . bomb +12 (3d6+5 fire) or
. . thorny bomb +12 (3d6+5 piercing)
Space 5 ft.; Reach 5 ft. (10 ft. with horsechopper)
Special Attacks bomb 11/day (3d6+5 fire, DC 18), flurry of blows, perfect strike 2/day
Alchemist (Grenadier) Extracts Prepared (CL 6th; concentration +11)
. . 2nd—cat's grace, invigorating poison (2), touch injection[UC] (2)
. . 1st—expeditious retreat, shield, targeted bomb admixture[UC] (3), true strike
--------------------
Statistics
--------------------
Str 11, Dex 20, Con 10, Int 21, Wis 9, Cha 5
Base Atk +5.25; CMB +4; CMD 20 (24 vs. bull rush, 24 vs. trip)
Feats Dodge, Extra Discovery[APG], Hellcat Stealth, Improved Unarmed Strike, Martial Weapon Proficiency (horsechopper), Perfect Strike[APG], Roll With It, Skill Focus (Stealth), Throw Anything
Traits color thief, reactionary
Skills
Acrobatics +14
Climb +5
Craft (alchemy) +17 (+23 to create alchemical items)
Escape Artist +15
Knowledge (arcana) +13
Knowledge (engineering) +11
Knowledge (local) +10
Knowledge (nature) +13
Knowledge (planes) +10
Knowledge (religion) +13
Perception +9
Ride +14
Sleight of Hand +9
Spellcraft +9
Stealth +28
Use Magic Device +6
-- Racial Modifiers +4 Ride, +4 Stealth
Languages Common, Dwarven, Gnoll, Gnome, Goblin, Orc
SQ alchemical weapon, alchemy (alchemy crafting +6), directed blast, discoveries (explosive missile[UC], immolation bomb[UC], neutralizing bomb, precise bombs [5 squares], thorny bomb[UW]), mutagen (+4/-2, +2 natural armor, 60 minutes), swift alchemy
Combat Gear +1 seeking arrows (3), mutagen[APG], potion of jump, potion of mage armor, ring of counterspells (Dispel Magic), wand of spider climb (10 charges), alchemist's fire, alchemist's fire, alchemist's fire, cloudthorn venom[UW], ghast retch flask[UE] (4), ghast retch flask[UE], thornapple; Other Gear mwk haramaki[UC], +1 conductive longbow, arrows (38), horsechopper[ARG], headband of vast intelligence +2, stagger-proof boots, alchemist starting formula book, alchemist's lab, alchemy crafting kit[APG], bandolier[UE], bandolier[UE], wrist sheath, spring loaded, wrist sheath, spring loaded, 676 gp, 2 sp, 3 cp
--------------------
Special Abilities
--------------------
Alchemical Weapon (Swift Action) (Su) Add the effects of an alchemical liquid or powder to weapon.
Alchemy +6 (Su) +6 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 3d6+5 (11/day, DC 18) (Su) Thrown Splash Weapon deals 3d6+5 fire damage.
Darkvision (60 feet) You can see in the dark (black and white only).
Directed Blast (Su) Bomb does damage in 20 ft cone, attack vs. one foe and rest take splash dam.
Explosive Missile Use bomb with ranged weapon.
Flurry of Blows +3.5/+3.5/-1.5 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
Hellcat Stealth You may make Stealth checks in normal or bright light even when observed, but at a -10 penalty.
Immolation Bomb When the alchemist creates a bomb, he can choose to have its substance coat the direct target's body, causing the bomb to deal its damage over time instead of all at once. The bomb's effect lasts for a number of rounds equal to the number of damage d
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Mutagen (DC 18) (Su) Mutagen adds +4/-2 to physical/mental attributes, and +2 nat. armor for 60 minutes.
Neutralizing Bomb (DC 18) (Su) Bomb splash grants resave vs. ongoing dam effect and supress poison ability for 1d4 rds (Fort neg).
Perfect Strike (2d20, 2/day) With certain weapons, roll twice, higher is attack, lower is confirmation roll.
Perfect Strike Helper This is a dummy ability to add an extra entry for the perfect strike feat in another section of the statblock (since it is shown with a different name in the two places, we can't use sbName).
Precise Bombs (Su) Exclude up to 5 squares from splash damage of your bombs.
Roll With It You know how to take a hit, even if your reaction sends you bouncing and flying out of battle while shrieking at the top of your lungs.
Prerequisite: Goblin, Acrobatics 1 rank.
Benefit: If you are struck by a melee weapon you can
Swift Alchemy (Ex) Construct alchemical items in half the normal time.
Thorny Bomb (Su) Bomb deals piercing damage and counts as magic for purposes of overcoming DR.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.

Expended during level 6:

Alchemist's Fire x1
Mage Armor spell x1
Deodorizing Agent x1
Arrow x2

Activated before fight 6:

Potion of Mage Armor x1
Deodorizing Agent x1 use

Prepared items:

Wrist Sheath, Spring-Loaded - Ghast Retch flask
Wrist Sheath, Spring-Loaded - Alchemist's Fire flask
Mutagen
Level 1 extracts
-Expeditious Retreat x1
-Shield x1
-Targeted Admixture x3
-True Strike x1
Level 2 extracts
-Cat's Grace x1
-Fox's Cunning x1
-See Invisibility x1

Purchase log for level 6:

Standard wealth by level: 16000gp
Plus bet winnings total: 15900gp
Current Consumable limit: 1590gp

Starting wealth: 1047gp 7sp 1cp
Bonus gold due to level 6: 5500gp
Bet winnings: N/A
Current wealth: 6547gp 7sp 1cp

Transactions:
Sell: Slippers of Scampering +600gp

(Retroactive change: Potion of mage armor at 50gp changed to 10gp to have a Wizard level 1 cast it upon me for 10gp.
Levels purchased: 2.5, 3, 4, 5, 5.5
Total change: 5*40= +200gp)

[Consumable]Third party Spell of Mage Armor x1 (10gp)
[Consumable]Deodorizing Agent (2 uses) x1 (10gp)
[Consumable]Wand of Spider Climb (10 charges) (900gp)
Ring of Counterspells [Dispel Magic] (4000gp + 150gp)
Stagger-Proof Boots (2000gp)
Formula, Fox's Cunning (40gp)
Formula, Cat's Grace (40gp)
Wrist Sheath, Spring-Loaded (5gp)
Wrist Sheath, Spring-Loaded (5gp)

Total gold remaining: 187gp 7sp 1cp

Boom! level 6:

Boom!
Goblin alchemist (grenadier) 5/monk (zen archer) 1 (Pathfinder RPG Advanced Player's Guide 26, 115, Pathfinder RPG Bestiary 156, Pathfinder RPG Monster Codex)
LN Small humanoid (goblinoid)
Init +11; Senses darkvision 60 ft.; Perception +7
--------------------
Defense
--------------------
AC 21, touch 17, flat-footed 15 (+4 armor, +5 Dex, +1 dodge, +1 size)
hp 50 (6d8+5)
Fort +5, Ref +10, Will +3
--------------------
Offense
--------------------
Speed 30 ft.
Melee horsechopper +5 (1d8/×3) or
. . unarmed strike +5 (1d4)
Ranged or
. . +1 longbow flurry of blows +9/+9 (1d6+1/×3) or
. . +1 longbow +11 (1d6+1/×3) or
. . bomb +11 (3d6+5 fire) or
. . thorny bomb +11 (3d6+5 piercing)
Space 5 ft.; Reach 5 ft. (10 ft. with horsechopper)
Special Attacks bomb 10/day (3d6+5 fire, DC 17), flurry of blows, perfect strike 2/day
Alchemist (Grenadier) Extracts Prepared (CL 5th; concentration +10)
. . 2nd—cat's grace, fox's cunning, see invisibility
. . 1st—expeditious retreat, shield, targeted bomb admixture[UC] (3), true strike
--------------------
Statistics
--------------------
Str 11, Dex 20, Con 10, Int 21, Wis 9, Cha 5
Base Atk +4.5; CMB +3; CMD 19 (23 vs. bull rush, 23 vs. trip)
Feats Dodge, Extra Discovery[APG], Improved Initiative, Improved Unarmed Strike, Martial Weapon Proficiency (horsechopper), Perfect Strike[APG], Roll With It, Throw Anything
Traits color thief, reactionary
Skills
Acrobatics +13
Climb +5
Craft (alchemy) +16 (+21 to create alchemical items)
Escape Artist +14
Knowledge (arcana) +13
Knowledge (engineering) +11
Knowledge (local) +7
Knowledge (nature) +13
Knowledge (planes) +10
Knowledge (religion) +13
Perception +7
Ride +14
Stealth +24
Use Magic Device +6
Racial Modifiers +4 Ride, +4 Stealth
Languages Common, Dwarven, Gnoll, Gnome, Goblin, Orc
SQ alchemical weapon, alchemy (alchemy crafting +5), discoveries (explosive missile[UC], immolation bomb[UC], precise bombs [5 squares], thorny bomb[UW]), mutagen (+4/-2, +2 natural armor, 50 minutes), swift alchemy
Combat Gear mutagen[APG], potion of jump, ring of counterspells, wand of spider climb (10 charges), alchemist's fire (4), deodorizing agent, ghast retch flask[UE] (5); Other Gear mwk haramaki[UC], +1 longbow, arrows (38), horsechopper[ARG], headband of vast intelligence +2, stagger-proof boots, alchemist starting formula book, alchemist's lab, alchemy crafting kit[APG], bandolier[UE], bandolier[UE], 107 gp, 7 sp, 1 cp
--------------------
Special Abilities
--------------------
Alchemical Weapon (Move Action) (Su) Add the effects of an alchemical liquid or powder to weapon.
Alchemy +5 (Su) +5 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 3d6+5 (10/day, DC 17) (Su) Thrown Splash Weapon deals 3d6+5 fire damage.
Darkvision (60 feet) You can see in the dark (black and white only).
Explosive Missile Use bomb with ranged weapon.
Flurry of Blows +2.75/+2.75 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
Immolation Bomb When the alchemist creates a bomb, he can choose to have its substance coat the direct target's body, causing the bomb to deal its damage over time instead of all at once. The bomb's effect lasts for a number of rounds equal to the number of damage d
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Mutagen (DC 17) (Su) Mutagen adds +4/-2 to physical/mental attributes, and +2 nat. armor for 50 minutes.
Perfect Strike (2d20, 2/day) With certain weapons, roll twice, higher is attack, lower is confirmation roll.
Perfect Strike Helper This is a dummy ability to add an extra entry for the perfect strike feat in another section of the statblock (since it is shown with a different name in the two places, we can't use sbName).
Precise Bombs (Su) Exclude up to 5 squares from splash damage of your bombs.
Roll With It You know how to take a hit, even if your reaction sends you bouncing and flying out of battle while shrieking at the top of your lungs.
Prerequisite: Goblin, Acrobatics 1 rank.
Benefit: If you are struck by a melee weapon you can
Swift Alchemy (Ex) Construct alchemical items in half the normal time.
Thorny Bomb (Su) Bomb deals piercing damage and counts as magic for purposes of overcoming DR.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.

Expended during level 5.5:

Hired Spell of Mage Armor x1
Deodorizing Agent x1
Arrow x1

Purchase log for level 5.5:

Starting wealth: 572gp 7sp 1cp
Bonus gold due to level 5.5: 525gp
Bet winnings: N/A
Current wealth: 1097gp 7sp 1cp

Purchases:
[Consumable]Hired Spell of Mage Armor x1 (10gp)

Total gold remaining: 1047gp 7sp 1cp

Activated before fight 5.5:

Hired Spell of Mage Armor x1
Deodorizing Agent x1 use

Prepared items:

Mutagen
Level 1 extracts
-Expeditious Retreat x1
-Shield x1
-Targeted Admixture x2
-True Strike x1

Level 2 extracts
-Invisibility x2

Expended during level 5:

Hired Spell of Mage Armor x1
Deodorizing Agent x1
Arrow x2
Alchemist's Fire x1

Purchase log for level 5:

Standard wealth by level: 10500gp
Plus bet winnings total: 10400gp
Minus consumables purchased: -600gp = 9800gp
Current Consumable limit: 980gp

Starting wealth: 2582gp 7sp 1cp
Bonus gold due to level 5: 4500gp
Bet winnings: N/A
Current wealth: 7082gp 7sp 1cp

Purchases:
[Consumable]Hired Spell of Mage Armor x1 (10gp)
[Consumable]Deodorizing Agent (2 uses) x1 10gp
Retraining:
Level 5 - HP 3x - 3(days per point)*10(base)*5(level)*3(number of points)= 450gp
+1 bonus to Longbow - 2000gp
Headband of Vast Intelligence +2 (Escape Artist) - 4000gp

Total gold remaining: 572gp 7sp 1cp

Boom!'s level 5 changes:

Feat: Extra Discovery
Discovery: Explosive Missile, Immolation Bomb
Bomb damage: 2d6+Int
Formula: Invisibility, Alchemical Allocation

Current Formula list:

1- Bomber's Eye
1- Cure Light Wounds
1- Expeditious Retreat
1- Illusion of Calm
1- Heightened Awareness
1- Shield
1- Targeted Bomb Admixture
1- True Strike
2- Invisibility
2- Ironskin

Prepared items:

Mutagen

Level 1 extracts
-Expeditious Retreat x1
-Shield x1
-Targeted Admixture x2
-True Strike x1

Level 2 extracts
-Invisibility x1
-Alchemical Allocation x1

Activated before fight 5:

Hired Spell of Mage Armor x1
Deodorizing Agent x1 use

Boom! level 5:

Boom!
Goblin alchemist (grenadier) 4/monk (zen archer) 1 (Pathfinder RPG Advanced Player's Guide 26, 115, Pathfinder RPG Bestiary 156, Pathfinder RPG Monster Codex)
LN Small humanoid (goblinoid)
Init +11; Senses darkvision 60 ft.; Perception +7
--------------------
Defense
--------------------
AC 21, touch 17, flat-footed 15 (+4 armor, +5 Dex, +1 dodge, +1 size)
hp 44 (5d8+4)
Fort +4, Ref +9, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee horsechopper +4 (1d8/×3) or
. . unarmed strike +4 (1d4)
Ranged or
. . +1 longbow flurry of blows +9/+9 (1d6+1/×3) or
. . +1 longbow +10 (1d6+1/×3) or
. . bomb +10 (2d6+5 fire) or
. . thorny bomb +10 (2d6+5 piercing)
Space 5 ft.; Reach 5 ft. (10 ft. with horsechopper)
Special Attacks bomb 9/day (2d6+5 fire, DC 17), flurry of blows, perfect strike 2/day
Alchemist (Grenadier) Extracts Prepared (CL 4th; concentration +9)
. . 2nd—invisibility, ironskin
. . 1st—expeditious retreat, shield, targeted bomb admixture[UC] (2), true strike
--------------------
Statistics
--------------------
Str 11, Dex 20, Con 10, Int 21, Wis 9, Cha 5
Base Atk +3.75; CMB +2; CMD 18
Feats Dodge, Extra Discovery[APG], Improved Initiative, Improved Unarmed Strike, Martial Weapon Proficiency (horsechopper), Perfect Strike[APG], Roll With It, Throw Anything
Traits color thief, reactionary
Skills
Acrobatics +13
Climb +4
Craft (alchemy) +15 (+19 to create alchemical items)
Escape Artist +13
Knowledge (arcana) +13
Knowledge (engineering) +10
Knowledge (local) +7
Knowledge (nature) +13
Knowledge (planes) +10
Knowledge (religion) +13
Perception +7
Ride +14
Stealth +23;
Racial Modifiers +4 Ride, +4 Stealth
Languages Common, Dwarven, Gnoll, Gnome, Goblin, Orc
SQ alchemical weapon, alchemy (alchemy crafting +4), swift alchemy
discoveries
explosive missile[UC]
immolation bomb[UC]
precise bombs [5 squares]
thorny bomb[UW])
mutagen (+4/-2, +2 natural armor, 40 minutes)
Combat Gear mutagen[APG], potion of jump, alchemist's fire (5), deodorizing agent, ghast retch flask[UE] (5); Other Gear mwk haramaki[UC], +1 longbow, arrows (40), horsechopper[ARG], headband of vast intelligence +2, slippers of scampering, alchemist starting formula book, alchemist's lab, alchemy crafting kit[APG], bandolier[UE], bandolier[UE], 572 gp, 7 sp, 1 cp
--------------------
Special Abilities
--------------------
Alchemical Weapon (Move Action) (Su) Add the effects of an alchemical liquid or powder to weapon.
Alchemy +4 (Su) +4 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 2d6+5 (9/day, DC 17) (Su) Thrown Splash Weapon deals 2d6+5 fire damage.
Darkvision (60 feet) You can see in the dark (black and white only).
Explosive Missile Use bomb with ranged weapon.
Flurry of Blows +2/+2 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
Immolation Bomb When the alchemist creates a bomb, he can choose to have its substance coat the direct target's body, causing the bomb to deal its damage over time instead of all at once. The bomb's effect lasts for a number of rounds equal to the number of damage d
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Mutagen (DC 17) (Su) Mutagen adds +4/-2 to physical/mental attributes, and +2 nat. armor for 40 minutes.
Perfect Strike (2d20, 2/day) With certain weapons, roll twice, higher is attack, lower is confirmation roll.
Perfect Strike Helper This is a dummy ability to add an extra entry for the perfect strike feat in another section of the statblock (since it is shown with a different name in the two places, we can't use sbName).
Precise Bombs (Su) Exclude up to 5 squares from splash damage of your bombs.
Roll With It You know how to take a hit, even if your reaction sends you bouncing and flying out of battle while shrieking at the top of your lungs.
Prerequisite: Goblin, Acrobatics 1 rank.
Benefit: If you are struck by a melee weapon you can
Swift Alchemy (Ex) Construct alchemical items in half the normal time.
Thorny Bomb (Su) Bomb deals piercing damage and counts as magic for purposes of overcoming DR.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.

Expended during level 4:

Hired Spell of Mage Armor x1

Boom! level 4:

Boom!
Goblin alchemist (grenadier) 3/monk (zen archer) 1 (Pathfinder RPG Advanced Player's Guide 26, 115, Pathfinder RPG Bestiary 156, Pathfinder RPG Monster Codex)
LN Small humanoid (goblinoid)
Init +13; Senses darkvision 60 ft.; Perception +5
--------------------
Defense
--------------------
AC 25, touch 19, flat-footed 17 (+4 armor, +7 Dex, +1 dodge, +2 natural, +1 size)
hp 26 (4d8+3)
Fort +4, Ref +11, Will +1
--------------------
Offense
--------------------
Speed 60 ft.
Melee horsechopper +4 (1d8/×3) or
. . unarmed strike +4 (1d4)
Ranged bomb +12 (2d6+4 fire) or
. . mwk longbow flurry of blows +10/+10 (1d6/×3) or
. . mwk longbow +12 (1d6/×3) or
. . thorny bomb +12 (2d6+4 piercing)
Space 5 ft.; Reach 5 ft. (10 ft. with horsechopper)
Special Attacks bomb 7/day (2d6+4 fire, DC 15), flurry of blows, perfect strike 1/day
Alchemist (Grenadier) Extracts Prepared (CL 3rd; concentration +7)
. . 1st—expeditious retreat, illusion of calm[UC] (DC 15), shield, true strike
--------------------
Statistics
--------------------
Str 11, Dex 24, Con 10, Int 19, Wis 7, Cha 5
Base Atk +3; CMB +2; CMD 20
Feats Dodge, Improved Initiative, Improved Unarmed Strike, Martial Weapon Proficiency (horsechopper), Perfect Strike[APG], Roll With It, Throw Anything
Traits color thief, reactionary
Skills Acrobatics +14 (+26 to jump), Craft (alchemy) +13 (+16 to create alchemical items), Knowledge (arcana) +11, Knowledge (engineering) +8, Knowledge (local) +6, Knowledge (nature) +11, Knowledge (planes) +8, Knowledge (religion) +11, Perception +5, Ride +16, Stealth +24; Racial Modifiers +4 Ride, +4 Stealth
Languages Common, Dwarven, Gnoll, Goblin, Orc
SQ alchemical weapon, alchemy (alchemy crafting +3), discoveries (precise bombs [4 squares], thorny bomb[UW]), mutagen (+4/-2, +2 natural armor, 30 minutes), swift alchemy
Combat Gear mutagen[APG], potion of jump, alchemist's fire (5), ghast retch flask[UE] (5); Other Gear mwk haramaki[UC], arrows (40), horsechopper[ARG], mwk longbow, slippers of scampering, alchemist starting formula book, alchemist's lab, alchemy crafting kit[APG], bandolier[UE], bandolier[UE], 3,782 gp, 7 sp, 1 cp
--------------------
Special Abilities
--------------------
Alchemical Weapon (Move Action) (Su) Add the effects of an alchemical liquid or powder to weapon.
Alchemy +3 (Su) +3 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 2d6+4 (7/day, DC 15) (Su) Thrown Splash Weapon deals 2d6+4 fire damage.
Darkvision (60 feet) You can see in the dark (black and white only).
Flurry of Blows +1.25/+1.25 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Mutagen (DC 15) (Su) Mutagen adds +4/-2 to physical/mental attributes, and +2 nat. armor for 30 minutes.
Perfect Strike (2d20, 1/day) With certain weapons, roll twice, higher is attack, lower is confirmation roll.
Perfect Strike Helper This is a dummy ability to add an extra entry for the perfect strike feat in another section of the statblock (since it is shown with a different name in the two places, we can't use sbName).
Precise Bombs (Su) Exclude up to 4 squares from splash damage of your bombs.
Roll With It You know how to take a hit, even if your reaction sends you bouncing and flying out of battle while shrieking at the top of your lungs.
Prerequisite: Goblin, Acrobatics 1 rank.
Benefit: If you are struck by a melee weapon you can
Swift Alchemy (Ex) Construct alchemical items in half the normal time.
Thorny Bomb (Su) Bomb deals piercing damage and counts as magic for purposes of overcoming DR.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.

Activated before fight 4:

Hired Spell of Mage Armor x1

Purchase log for level 4:

Standard wealth by level: 6000gp
Plus bet winnings total: 5900gp
Minus consumables purchased: 5450gp
Current Consumable limit: 545gp

Starting wealth: 782gp 7sp 1cp
Bonus gold due to level 4: 3000gp
Bet winnings: -300
Current wealth: 3482gp 7sp 1cp

Purchases:
[Consumable]Hired Spell of Mage Armor x1 (10gp)
Retraining:
Level 3 - HP 6x - 3(days per point)*10(base)*3(level)*6(number of points)=540gp
Level 4 - HP 3x - 3(days per point)*10(base)*4(level)*3(number of points)= 360gp

Total gold remaining: 2532gp 7sp 1cp

Prepared items:
Mutagen
Level 1 extracts
-Expeditious Retreat x1
-Illusion of Calm x1
-Shield x1
-True Strike x1

Expended during level 3:

Ghast retch flask x1
Hired Spell of Mage Armor x1

Boom! level 3:

Boom!
Goblin alchemist (grenadier) 2/monk (zen archer) 1 (Pathfinder RPG Advanced Player's Guide 26, 115, Pathfinder RPG Bestiary 156, Pathfinder RPG Monster Codex)
Small humanoid (goblinoid)
Init +11; Senses darkvision 60 ft.; Perception +5
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 15 (+4 armor, +1 Dex, +1 dodge, +1 size)
hp 20 (3d8+2)
Fort +3, Ref +8, Will +2
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee horsechopper +3 (1d8/×3) or
. . unarmed strike +3 (1d4)
Ranged bomb +9 (1d6+4 fire) or
. . mwk longbow flurry of blows +7/+7 (1d6/×3) or
. . mwk longbow +9 (1d6/×3) or
. . thorny bomb +9 (1d6+4 piercing)
Space 5 ft.; Reach 5 ft. (10 ft. with horsechopper)
Special Attacks bomb 6/day (1d6+4 fire, DC 15), flurry of blows, perfect strike 1/day
Alchemist (Grenadier) Extracts Prepared (CL 2nd; concentration +6)
. . 1st—expeditious retreat, shield, true strike
--------------------
Statistics
--------------------
Str 11, Dex 20, Con 10, Int 18, Wis 9, Cha 5
Base Atk +2.25; CMB +1; CMD 17
Feats Dodge, Improved Initiative, Improved Unarmed Strike, Martial Weapon Proficiency (horsechopper), Perfect Strike[APG], Roll With It, Throw Anything
Traits color thief, reactionary
Skills Acrobatics +5 (+1 to jump), Craft (alchemy) +12 (+14 to create alchemical items), Knowledge (arcana) +10, Knowledge (engineering) +7, Knowledge (local) +6, Knowledge (nature) +9, Knowledge (planes) +7, Knowledge (religion) +10, Perception +5, Ride +8, Stealth +15; Racial Modifiers +4 Ride, +4 Stealth
Languages Common, Dwarven, Gnoll, Goblin, Orc
SQ alchemical weapon, alchemy (alchemy crafting +2), discoveries (precise bombs [4 squares], thorny bomb[UW]), mutagen (+4/-2, +2 natural armor, 20 minutes)
Combat Gear mutagen[APG], potion of jump, alchemist's fire (5), ghast retch flask[UE] (6); Other Gear mwk haramaki[UC], arrows (40), horsechopper[ARG], mwk longbow, slippers of scampering, alchemist starting formula book, alchemist's lab, alchemy crafting kit[APG], bandolier[UE], bandolier[UE], 782 gp, 7 sp, 1 cp
--------------------
Special Abilities
--------------------
Alchemical Weapon (Move Action) (Su) Add the effects of an alchemical liquid or powder to weapon.
Alchemy +2 (Su) +2 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 1d6+4 (6/day, DC 15) (Su) Thrown Splash Weapon deals 1d6+4 fire damage.
Darkvision (60 feet) You can see in the dark (black and white only).
Flurry of Blows +0.5/+0.5 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Mutagen (DC 15) (Su) Mutagen adds +4/-2 to physical/mental attributes, and +2 nat. armor for 20 minutes.
Perfect Strike (2d20, 1/day) With certain weapons, roll twice, higher is attack, lower is confirmation roll.
Perfect Strike Helper This is a dummy ability to add an extra entry for the perfect strike feat in another section of the statblock (since it is shown with a different name in the two places, we can't use sbName).
Precise Bombs (Su) Exclude up to 4 squares from splash damage of your bombs.
Roll With It You know how to take a hit, even if your reaction sends you bouncing and flying out of battle while shrieking at the top of your lungs.
Prerequisite: Goblin, Acrobatics 1 rank.
Benefit: If you are struck by a melee weapon you can
Thorny Bomb (Su) Bomb deals piercing damage and counts as magic for purposes of overcoming DR.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.

Activated before fight 3:

Hired Spell of Mage Armor x1

Purchase log for level 3:

Standard wealth by level: 3000gp
Plus bet winnings total: 3200gp
Minus consumables purchased: 3050gp
Current Consumable limit: 305gp

Starting wealth: 1507gp 7sp
Bonus gold due to level 3: 1000gp
Bet winnings: n/a
Current wealth: 2507gp 7sp

Purchases:
[Consumable]Hired Spell of Mage Armor x1 (10gp)
[Consumable]Alchemist's Fire x5 (100gp)
[Consumable]Ghast Retch Flask x6 (99gp 9sp 9cp)
[Consumable]Potion of Jump x1 (50gp)
Alchemist's Crafting Kit (25gp) -- Note: Same effect as a spell component pouch. Retroactively applied as if purchased for previous levels.
Alchemist's Lab (200gp)
Slippers of Scampering x1 (1200gp)
Total gold remaining: 782gp 7sp 1cp

Prepared items:
Mutagen
Level 1 extracts
-Expeditious Retreat x1
-Shield x1
-True Strike x1

Expended during level 2.5:

N/A

Boom! level 2.5:

Boom!
Goblin alchemist (grenadier) 1/monk (zen archer) 1 (Pathfinder RPG Advanced Player's Guide 26, 115, Pathfinder RPG Bestiary 156, Pathfinder RPG Monster Codex)
Small humanoid (goblinoid)
Init +11; Senses darkvision 60 ft.; Perception +4
--------------------
Defense
--------------------
AC 21, touch 17, flat-footed 15 (+4 armor, +5 Dex, +1 dodge, +1 size)
hp 14 (2d8+1)
Fort +3, Ref +8, Will +1
--------------------
Offense
--------------------
Speed 30 ft.
Melee horsechopper +1 (1d8/×3) or
. . unarmed strike +1 (1d4)
Ranged bomb +8 (1d6+4 fire) or
. . mwk longbow flurry of blows +6/+6 (1d6/×3) or
. . mwk longbow +8 (1d6/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with horsechopper)
Special Attacks bomb 5/day (1d6+4 fire, DC 14), flurry of blows, perfect strike 1/day
Alchemist (Grenadier) Extracts Prepared (CL 1st; concentration +5)
. . 1st—true strike (2)
--------------------
Statistics
--------------------
Str 11, Dex 20, Con 10, Int 18, Wis 9, Cha 5
Base Atk +1.5; CMB 0; CMD 16
Feats Dodge, Improved Initiative, Improved Unarmed Strike, Martial Weapon Proficiency (horsechopper), Perfect Strike[APG], Throw Anything
Traits color thief, reactionary
Skills Craft (alchemy) +9 (+10 to create alchemical items), Knowledge (arcana) +9, Knowledge (engineering) +6, Knowledge (local) +6, Knowledge (nature) +9, Knowledge (planes) +6, Knowledge (religion) +9, Perception +4, Ride +14, Stealth +20; Racial Modifiers +4 Ride, +4 Stealth
Languages Goblin
SQ alchemy (alchemy crafting +1), mutagen (+4/-2, +2 natural armor, 10 minutes)
Combat Gear mutagen[APG]; Other Gear mwk haramaki[UC], arrows (40), horsechopper[ARG], mwk longbow, alchemist starting formula book, bandolier[UE], bandolier[UE], 1,507 gp, 7 sp
--------------------
Special Abilities
--------------------
Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 1d6+4 (5/day, DC 14) (Su) Thrown Splash Weapon deals 1d6+4 fire damage.
Darkvision (60 feet) You can see in the dark (black and white only).
Flurry of Blows -1/-1 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Mutagen (DC 14) (Su) Mutagen adds +4/-2 to physical/mental attributes, and +2 nat. armor for 10 minutes.
Perfect Strike (2d20, 1/day) With certain weapons, roll twice, higher is attack, lower is confirmation roll.
Perfect Strike Helper This is a dummy ability to add an extra entry for the perfect strike feat in another section of the statblock (since it is shown with a different name in the two places, we can't use sbName).
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.

Activated before fight 2.5:

Hired Spell of Mage Armor x1

Purchase log for level 2.5:

Starting wealth: 360gp
Bonus gold due to level 2: 1000gp
Bet winnings: 200gp
Current wealth: 1560gp
Current maximum wealth by level/Maximum wealth by level: 1900gp/2000gp
Plus bet winnings = current/maximum wealth: 2100gp/2200gp
Consumable limit: 210gp

Purchases:
[Consumable]Hired Spell of Mage Armor x1 (10gp)
Bandolier x1 (5sp)
Arrows x36 (1gp 8sp)
Total gold remaining: 1507gp 7sp

Prepared items:
Mutagen
Level 1 extracts - True Strike x2

Expended during level 2:

Bandolier x1
Iron Pellet Grenade x1
Arrow x13

Boom level 2:

Boom!
Goblin alchemist (grenadier) 1/monk (zen archer) 1 (Pathfinder RPG Advanced Player's Guide 26, 115, Pathfinder RPG Bestiary 156, Pathfinder RPG Monster Codex)
Small humanoid (goblinoid)
Init +11; Senses darkvision 60 ft.; Perception +4
--------------------
Defense
--------------------
AC 18, touch 17, flat-footed 12 (+1 armor, +5 Dex, +1 dodge, +1 size)
hp 14 (2d8+1)
Fort +4, Ref +9, Will +1
--------------------
Offense
--------------------
Speed 30 ft.
Melee horsechopper +1 (1d8/×3) or
. . unarmed strike +1 (1d4)
Ranged bomb +7 (1d6+4 fire) or
. . mwk longbow flurry of blows +6/+6 (1d6/×3) or
. . mwk longbow +7 (1d6/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with horsechopper)
Special Attacks bomb 5/day (1d6+4 fire, DC 14), flurry of blows, perfect strike 1/day
Alchemist (Grenadier) Extracts Prepared (CL 1st; concentration +5)
. . 1st—true strike (2)
--------------------
Statistics
--------------------
Str 11, Dex 20, Con 10, Int 18, Wis 9, Cha 5
Base Atk +0; CMB -1; CMD 15
Feats Dodge, Improved Initiative, Improved Unarmed Strike, Martial Weapon Proficiency (horsechopper), Perfect Strike[APG], Throw Anything
Traits color thief, reactionary
Skills Craft (alchemy) +9 (+10 to create alchemical items), Knowledge (arcana) +9, Knowledge (local) +6, Knowledge (nature) +9, Knowledge (planes) +6, Knowledge (religion) +9, Perception +4, Profession (engineer) +4, Ride +14, Stealth +20; Racial Modifiers +4 Ride, +4 Stealth
Languages Common, Draconic, Gnoll, Goblin, Orc
SQ alchemy (alchemy crafting +1), mutagen (+4/-2, +2 natural armor, 10 minutes)
Combat Gear iron pellet grenade[UE] (1); Other Gear mwk haramaki, arrows (20), horsechopper[ARG], mwk longbow, alchemist starting formula book, bandolier[UE], bandolier[UE], 363 gp
--------------------
Special Abilities
--------------------
Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 1d6+4 (5/day, DC 14) (Su) Thrown Splash Weapon deals 1d6+4 fire damage.
Darkvision (60 feet) You can see in the dark (black and white only).
Flurry of Blows -1/-1 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Mutagen (DC 14) (Su) Mutagen adds +4/-2 to physical/mental attributes, and +2 nat. armor for 10 minutes.
Perfect Strike (2d20, 1/day) With certain weapons, roll twice, higher is attack, lower is confirmation roll.
Perfect Strike Helper This is a dummy ability to add an extra entry for the perfect strike feat in another section of the statblock (since it is shown with a different name in the two places, we can't use sbName).
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.

Purchase log for level 2:

Starting wealth: 49gp
Bonus gold due to level 2: 825gp
Current wealth: 874gp
Current maximum wealth by level/Maximum wealth by level: 950gp/1000gp

Purchases:
Bandolier x2 (1gp)
[Consumable]Iron pellet grenade (50gp)
Horsechopper (10gp)
Upgrade Longbow to Masterwork (300gp)
Masterwork Haramaki (153gp)
Total gold remaining: 360gp

Prepared extracts:
Level 1 - True Strike x2

Expended during level 1:

Arrow x3
[Consumable]Potion of Reduce Person x1

Boom level 1:
Boom!
Goblin monk (zen archer) 1 (Pathfinder RPG Advanced Player's Guide 115, Pathfinder RPG Bestiary 156)
Small humanoid (goblinoid)
Init +11; Senses darkvision 60 ft.; Perception +3
--------------------
Defense
--------------------
AC 17, touch 17, flat-footed 11 (+5 Dex, +1 dodge, +1 size)
hp 8 (1d8)
Fort +2, Ref +7, Will +1
--------------------
Offense
--------------------
Speed 30 ft.
Melee unarmed strike +1 (1d4)
Ranged or
. . longbow flurry of blows +5/+5 (1d6/×3) or
. . longbow +6 (1d6/×3)
Special Attacks flurry of blows, perfect strike 1/day
--------------------
Statistics
--------------------
Str 11, Dex 20, Con 10, Int 18, Wis 9, Cha 5
Base Atk +0; CMB -1; CMD 15
Feats Dodge, Improved Initiative, Improved Unarmed Strike, Perfect Strike[APG]
Traits color thief, reactionary
Skills Craft (alchemy) +8, Knowledge (arcana) +5, Knowledge (local) +5, Knowledge (nature) +5, Knowledge (planes) +5, Knowledge (religion) +8, Perception +3, Profession (engineer) +3, Ride +13, Stealth +19; Racial Modifiers +4 Ride, +4 Stealth
Languages Common, Draconic, Gnoll, Goblin, Orc
Combat Gear potion of reduce person; Other Gear arrows (20), longbow, 49 gp
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Flurry of Blows -1/-1 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Perfect Strike (2d20, 1/day) With certain weapons, roll twice, higher is attack, lower is confirmation roll.