About Ka Boom!
Ka-Boom!
Goblin alchemist (grenadier) 8/monk (zen archer) 1 (Pathfinder RPG Advanced Player's Guide 26, 115, Pathfinder RPG Bestiary 156, Pathfinder RPG Monster Codex)
LE Small humanoid (goblinoid)
Init +7; Senses darkvision 60 ft.; Perception +13
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Defense
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AC 17, touch 17, flat-footed 11 (+5 Dex, +1 dodge, +1 size)
hp 56 (9d8+8)
Fort +6, Ref +13, Will +4; +2 vs. the attacks of creatures you have identified through Kirin style
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Offense
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Speed 30 ft.
Melee unarmed strike +7/+2 (1d4) or
. . tentacle +2 (1d3 plus grab)
Ranged or
. . +1 conductive shortbow flurry of blows +12/+12/+7 (1d4+1/×3) or
. . +1 conductive shortbow +13/+8 (1d4+1/×3) or
. . blinding bomb +13 (blindness) or
. . bomb +13 (4d6+7 fire)
Special Attacks bomb 15/day (4d6+7 fire, DC 21), flurry of blows, perfect strike 3/day
Alchemist (Grenadier) Extracts Prepared (CL 8th; concentration +15)
. . 3rd—amplify elixir[APG], haste, heroism, remove blindness/deafness
. . 2nd—false life, invigorating poison, invisibility (3), touch injection[UC]
. . 1st—reduce person (DC 18), shield, targeted bomb admixture[UC] (2), true strike (2)
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Statistics
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Str 11, Dex 20, Con 10, Int 24, Wis 9, Cha 5
Base Atk +6.75; CMB +5 (+9 grapple); CMD 21
Feats Alertness, Dampen Presence, Dodge, Hellcat Stealth, Improved Unarmed Strike, Kirin Strike[UC], Kirin Style[UC], Martial Weapon Proficiency (rapier), Perfect Strike[APG], Skill Focus (Stealth), Throw Anything
Traits color thief, reactionary
Skills Acrobatics +17, Bluff +6, Climb +12, Craft (alchemy) +19 (+27 to create alchemical items), Escape Artist +17, Fly +19, Knowledge (arcana) +19 (+21 to identify creatures), Knowledge (local) +21 (+23 to identify creatures), Perception +13, Profession (herbalist) +11, Ride +9, Sense Motive +1, Spellcraft +19, Stealth +30, Use Magic Device +9; Racial Modifiers +4 Ride, +4 Stealth
Languages Common, Draconic, Dwarven, Gnoll, Gnome, Goblin, Halfling, Orc
SQ alchemical weapon, alchemy (alchemy crafting +8), directed blast, discoveries (blinding bomb[UM], explosive missile[UC], precise bombs [7 squares], tentacle[UM], tumor familiar[UM]), mutagen (+4/-2, +2 natural armor, 80 minutes), swift alchemy
Combat Gear azlant pendant, mutagen[APG], secret scroll, artoku's fire (3), artoku's fire, artoku's fire, thornapple; Other Gear +1 conductive shortbow, cyclops helm, focusing flask, headband of vast intelligence +4, alchemist starting formula book, wrist sheath, spring loaded, wrist sheath, spring loaded, 7,213 gp, 3 sp, 5 cp
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Special Abilities
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Alchemical Weapon (Swift Action) (Su) Add the effects of an alchemical liquid or powder to weapon.
Alchemy +8 (Su) +8 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Blinding Bomb (1 min) (Su) When the alchemist creates a bomb, he can choose for it to detonate very brightly. Creatures that take a direct hit from a blinding bomb are blinded for 1 minute unless they succeed at a Fortitude save.
Creatures in the splash area that fail t
Bomb 4d6+7 (15/day, DC 21) (Su) Thrown Splash Weapon deals 4d6+7 fire damage.
Dampen Presence You may use the Stealth skill to hide from blindsight or blindsense
Darkvision (60 feet) You can see in the dark (black and white only).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Directed Blast (Su) Bomb does damage in 20 ft cone, attack vs. one foe and rest take splash dam.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Explosive Missile Use bomb with ranged weapon.
Familiar Bonus: +2 bonus on Reflex saves You gain the Alertness feat while your familiar is within arm's reach.
Flurry of Blows +5/+5/+0 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
Grab: Tentacle (Small) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Hellcat Stealth You may make Stealth checks in normal or bright light even when observed, but at a -10 penalty.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Kirin Strike (+14) Gain +2 insight bonus to identify a creature
Kirin Style May make Knowledge check against opponent as swift action to gain bonuses
Mutagen (DC 21) (Su) Mutagen adds +4/-2 to physical/mental attributes, and +2 nat. armor for 80 minutes.
Perfect Strike (2d20, 3/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 7 squares from splash damage of your bombs.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak with Animals (Ex) Your familiar can communicate with animals similar to itself.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Swift Alchemy (Ex) Construct alchemical items in half the normal time.
Tentacle The alchemist gains a prehensile, armlength tentacle on his body. The tentacle is fully under his control and cannot be concealed except with magic or bulky clothing. The tentacle does not give the alchemist any extra attacks or actions per round, th
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.