Race |
Init +4; hp 21/23 (NL:0); AC 27 (20), touch 19 (17), FF 20 (15), CMD 17 (15)/11; Fort +6, Ref +9 (+7), Will -1 (+0); +2 vs. poison; Senses darkvision 60 ft.; Perception +5 |
Classes/Levels |
Bombs: 2/5; Acid 3/4; Alch. fire 2/4; CLW 3/3; Conditions: mutagen (Dex), shield |
Gender |
Mogmurch Male Goblin Alchemist3 |
About Experienced Adventurer
Mogmurch
Male goblin alchemist 3 (Pathfinder RPG Bestiary 156, Pathfinder RPG Advanced Player’s Guide 26)
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.
Melee club +2 (1d4–1)
Ranged bomb +8 (2d6+2 fire)
Special Attacks bomb 5/day (2d6+2 fire, DC 13)
Alchemist Extracts Prepared (CL 3rd)
1st—cure light wounds (2), expeditious retreat, shield
Additional Extracts Known: detect undead, jump, reduce person, true strike
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, ring of protection +1, black eye patch (with hole to see through cut in it), formula book (contains all extract formulae known, recorded in the form of sketches and drawings because words are scary), gourd of pickled leeches just about ready to eat (counts as 1 day’s field rations), hard leather boot (used as belt pouch), jester’s hat, juicy slug in a small pot (snack), lucky pet toad “Amfibier,” metal codpiece, pumpkin-head lantern, skull face mask, spectacles (for show)
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.