Edrin
Male Solvyn Alchemist (Mindchemist)//Magus (Myrmidarch) 5
CG Tiny Fey
Init +7; Senses low-light vision; Perception +8
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Defense
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AC 21, touch 18, flat-footed 15 (+3 armor, +5 Dex, +2 size, +1 dodge)
hp 36 (5d8+5)
Fort +6, Ref +10, Will +4; +2 trait bonus vs. charm and compulsion
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Offense
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Speed 20 ft., flight (50 feet, average)
Melee Masterwork Scimitar +7 (1d3+1/18-20/x2+2 fire)
Ranged Bomb +11 (3d6+7 Fire/x2)
Space 2.5 ft.; Reach 0 ft.
Special Attacks bomb 3d6+7 (12/day) (dc 19), discoveries (precise bombs, explosive bomb), spellstrike
Alchemist (Mindchemist) Spells Prepared (CL 5):
2 (4/day) Alchemical Allocation, Alchemical Allocation
1 (6/day) Cure Light Wounds, Ant Haul (DC 18), Bomber's Eye, Illusion of Calm, Targeted Bomb Admixture Magus (Myrmidarch) Spells Prepared (CL 5):
2 (3/day) Acid Arrow, Scorching Ray, Bladed Dash
1 (5/day) Unseen Servant, Shocking Grasp, Vanish, Illusion of Calm, Windy Escape
0 (at will) Acid Splash, Detect Magic, Dancing Lights
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Statistics
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Str 12, Dex 20, Con 12, Int 24, Wis 8, Cha 11
Base Atk +3; CMB +6; CMD 18
Feats Dodge, Martial Weapon Proficiency (Scimitar), Point Blank Shot, Precise Shot, Ricochet Splash Weapon, Throw Anything
Traits Birthmark, Flame of the Dawnflower, Focused Mind, Reactionary
Skills Acrobatics +5 (+1 jump), Appraise +15, Diplomacy +5, Escape Artist +10, Fly +17, Knowledge (arcana) +22, Knowledge (dungeoneering) +22, Knowledge (engineering) +19, Knowledge (nature) +22, Knowledge (planes) +22, Perception +7, Spellcraft +15, Stealth +13, Use Magic Device +8; Racial Modifiers alchemy +5
Languages Abyssal, Aklo, Celestial, Common, Draconic, Dwarven, Elven, Infernal, Sylvan
SQ cognatogen (dc 19), fast poisoning (move action), mutagen (dc 19), precise bombs, swift alchemy
Combat Gear Cognatogen: +4 INT, -2 STR, +2 Nat AC, Acid (10), Alchemist's fire (10), Flash powder (2), Tanglefoot bag (10); Other Gear +1 Mithral Chain shirt, Masterwork Scimitar, Cloak of resistance +1, Handy haversack (48 @ 107.5 lbs), Headband of vast intelligence +2 (Diplomacy), Alchemist's kit, Portable alchemist's lab, Trail rations (14), 80 GP, 5 SP
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Special Abilities
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Alchemy +5 (Su) +5 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Arcane Pool (+2) (9/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Birthmark +2 save vs. charm & compulsion
Bomb 3d6+7 (12/day) (DC 19) (Su) Thrown Splash Weapon deals 3d6+7 fire damage.
Cognatogen (DC 19) (Su) Cognatogen adds +4 to a mental & -2 to a physical attribute, and +2 nat. armor for 50 min.
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 i
Fast Poisoning (Move Action) (Ex) Apply poison to a weapon as a move action.
Flame of the Dawnflower +2 damage with a scimitar on a critical hit.
Flight (50 feet, Average) You can fly!
Focused Mind +2 to Concentration checks
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Perfect Recall At 2nd level, a mindchemist has honed his memory. When making a Knowledge check, he may add his Intelligence bonus on the check a second time. Thus, a mindchemist with 5 ranks in Knowledge (history) and a +2 Intelligence bonus has a total skill bonus
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Poison Resistance +4 (Ex) +4 to save vs. Poison.
Precise Bombs (Ex) Select Int mod squares to not be affected by splash effects.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Ranged Spellstrike (Su) Spellstrike can be channeled through ranged attacks.
Ricochet Splash Weapon Make an attack roll with a splash weapon if it misses and lands in another creature's square
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spell Shield +7 (Su) 1 Arcane Pool: +7 to AC until the end of your next turn.
Spellstrike (Su) Deliver touch spells as part of a melee attack.
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.