G’Nak (Formerly Powder Keg runner #3490) Alchemist 1 (Smokeworker Hobgoblin, Bomber research field)
NG MEDIUM HUMANOID HOBGOBLIN
Str 10, Dex 18, Con 12, Int 16, Wis 10, Cha 12.
AC: 19; FortE +7, RefE +10, WillT +4
You understand the complex interactions of natural and unnatural substances and can concoct alchemical items to meet your needs. You can do this using normal reagents and the Craft activity, or you can use special infused reagents that allow you to craft temporary items quickly and at no cost. Over time, you can create more and more alchemical items for free, and since each of them becomes more and more powerful, you advance in power dramatically, leaving behind those who don’t understand your strange science.
You gain the Alchemical Crafting feat, even if you don’t meet that feat’s prerequisites, and you gain the four common 1st-level alchemical formulas granted by that feat. You can use this feat to create alchemical items as long as you have the items’ formulas in your formula book.
You infuse reagents with your own alchemical essence, allowing you to create alchemical items at no cost. Each day during your daily preparations, you gain a number of batches of infused reagents equal to your level + your Intelligence modifier. You can use these reagents for either advanced alchemy or Quick Alchemy, described below. Together, these infused reagents have light Bulk.
As soon as you make your next daily preparations, your infused reagents from the previous day’s preparations are instantly destroyed, and nonpermanent effects of your previous day’s infused items immediately end. While infused reagents are physical objects, they can’t be duplicated, preserved, or created in any way other than your daily preparations. Any such artificial reagents lack the infusion and are useless for advanced alchemy or Quick Alchemy.
During your daily preparations, after producing new infused reagents, you can spend batches of those infused reagents to create infused alchemical items. You don’t need to attempt a Crafting check to do this, and you ignore both the number of days typically required to create the items and any alchemical reagent requirements. Your advanced alchemy level is equal to your level. For each batch of infused reagents you spend, choose an alchemical item of your advanced alchemy level or lower that’s in your formula book, and make a batch of two of that item. These items have the infused trait and remain potent for 24 hours or until your next daily preparations, whichever comes first.
If you need a specific alchemical item on the fly, you can use your infused reagents to quickly create it with the Quick Alchemy action.
Traits: Alchemist Manipulate
Source Core Rulebook pg. 72
Cost 1 batch of infused reagents
Requirements You have alchemist’s tools (page 287), the formula for the alchemical item you’re creating, and a free hand.
You swiftly mix up a short-lived alchemical item to use at a moment’s notice. You create a single alchemical item of your advanced alchemy level or lower that’s in your formula book without having to spend the normal monetary cost in alchemical reagents or needing to attempt a Crafting check. This item has the infused trait, but it remains potent only until the start of your next turn.
Research Field: Bomber:
Source Core Rulebook pg. 73
You specialize in explosions and other violent alchemical reactions. You start with the formulas for two 1st-level alchemical bombs in your formula book, in addition to your other formulas.
When throwing an alchemical bomb with the splash trait, you can deal splash damage to only your primary target instead of the usual splash area.
Single Action Feat 1
Source Core Rulebook pg. 76
You keep your bombs in easy-to-reach pouches from which you draw without thinking. You Interact to draw a bomb, then Strike with it.
Streetwise Feat 1
Source Core Rulebook pg. 267
Prerequisites: trained in Society
You know about life on the streets and feel the pulse of your local settlement. You can use your Society modifier instead of your Diplomacy modifier to Gather Information. In any settlement you frequent regularly, you can use the Recall Knowledge action with Society to know the same sorts of information that you could discover with Diplomacy to Gather Information. The DC is usually significantly higher, but you know the information without spending time gathering it. If you fail to recall the information, you can still subsequently attempt to Gather Information normally.
PFS Legal Smoke Bomb Free Action Feat 2
Traits: Additive 1, Alchemist
Source Core Rulebook pg. 77
Frequency: once per round
Trigger: You use Quick Alchemy to craft an alchemical bomb with a level at least 1 lower than your advanced alchemy level.
You cause the bomb to create a cloud of thick smoke, in addition to its normal effects. When thrown, the bomb creates a cloud of smoke in a 10-foot-radius burst. You choose which corner of the target’s space (or the space in which the bomb lands) the cloud is centered on. Creatures within that area have the concealed condition, and all other creatures are concealed to them. The smoke lasts for 1 minute or until dissipated by a strong wind.
Source Core Rulebook pg. 260
Prerequisites: trained in a skill with the Recall Knowledge action
You’re a treasure trove of information, but not all of it comes from reputable sources. When you fail a Recall Knowledge check using any skill, you learn a bit of true knowledge and a bit of erroneous knowledge, but you don’t have any way to differentiate which is which.
[dice=Damage]2d8[/dice] +2 splash, + 2 persistent fire