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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
3- Fly
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
Level 2 extracts
Level 3 extracts
Purchase log for level 8:
Standard wealth by level: 33000gp Plus bet winnings total: 32900gp Current Consumable limit: 3290gp Starting wealth: 676gp 2sp 3cp
Transactions:
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
----------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
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
Level 2 extracts
Purchase log for level 7:
Standard wealth by level: 23500gp Plus bet winnings total: 23400gp Current Consumable limit: 2340gp Starting wealth: 187gp 7sp 1cp
Transactions:
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
Transactions:
(Retroactive change: Potion of mage armor at 50gp changed to 10gp to have a Wizard level 1 cast it upon me for 10gp.
[Consumable]Third party Spell of Mage Armor x1 (10gp)
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:
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
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
Purchases:
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
Level 2 extracts
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
Purchases:
Total gold remaining: 2532gp 7sp 1cp Prepared items:
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
Purchases:
Prepared items:
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:
Prepared items:
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:
Prepared extracts:
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. |