M Wayang Alchemist 3 | HP 24/24 | AC 18 | T 14 | FF 15 | CMD 13 | Fort +5 | Ref +7 | Will +4 | Init +5 | Perc +9
About Kesuraman Api
Kesuraman Api
Male wayang alchemist (grenadier) 3
N Small humanoid (wayang)
Init +5; Senses darkvision 60 ft.; Perception +9
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Defense
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AC 18, touch 14, flat-footed 15 (+4 armor, +3 Dex, +1 size)
hp 24 (3d8+6)
Fort +5, Ref +7, Will +4; +2 vs. shadow spells
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Offense
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Speed 20 ft.
Melee dagger +2 (1d3-1/19-20)
Ranged bomb +7 (2d6+4 Fire) or
. . frost bomb +7 (2d6+4 Cold) or
. . mwk longbow +7 (1d6-1/×3)
Special Attacks bomb 7/day (2d6+4 fire, DC 15)
Alchemist (Grenadier) Extracts Prepared (CL 3rd; concentration +7)
. . 1st—expeditious retreat, monkey fish, reduce person (DC 15), shield
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Statistics
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Str 8, Dex 17, Con 12, Int 18, Wis 12, Cha 8
Base Atk +2; CMB +0; CMD 13
Feats Extra Discovery[APG], Martial Weapon Proficiency (longbow), Point-Blank Shot, Throw Anything
Traits indomitable faith, reactionary
Skills Acrobatics +2 (-2 to jump), Craft (alchemy) +10 (+13 to create alchemical items), Disable Device +9, Escape Artist +4, Knowledge (arcana) +8, Knowledge (dungeoneering) +5, Knowledge (history) +5, Knowledge (local) +5, Knowledge (nature) +8, Knowledge (planes) +5, Knowledge (religion) +6, Linguistics +5, Perception +9, Spellcraft +9, Stealth +8, Survival +5, Use Magic Device +4; Racial Modifiers +2 Perception, +2 Stealth
Languages Abyssal, Common, Goblin, Infernal, Shadowtongue, Sylvan, Wayang
SQ alchemical weapon, alchemy (alchemy crafting +3), discoveries (explosive bomb, frost bomb), dissolution’s child, light and dark, mutagen (+4/-2, +2 natural armor, 30 minutes), precise bombs, swift alchemy
Combat Gear wand of cure light wounds, acid (2), alchemist's fire (3), holy water (3), liquid ice (3), tanglefoot bag (3); Other Gear mwk lamellar (leather) armor, dagger, mwk longbow, cloak of resistance +1, belt pouch, belt pouch, masterwork backpack, masterwork thieves' tools, 2,415 gp, 5 sp
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Special Abilities
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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).
Dissolution’s Child (3 rounds, 1/day) (Su) Assume the appearance of a shadow, as invisibilty.
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.
Frost Bomb (Su) When the alchemist creates a bomb, he can choose to have it inflict cold damage. Creatures that take a direct hit from a frost bomb are staggered on their next turn unless they succeed on a Fortitude save.
Light and Dark (1/day) (Su) As an imm action, treat positive/negative energy as if undead for 1 min.
Mutagen (DC 15) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 30 minutes.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Bombs (Ex) Select Int mod squares to not be affected by splash effects.
Shadow Resistance +2 on saves vs. shadow spells.
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.
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One of each alchemical weapon in belt pouches, rest in backpack.
Pastes & Links:
[dice=Bomb (vs Touch AC)]1d20+7[/dice]
[dice=Bomb damage]2d6+4[/dice] splash damage = 6, DC 15 Reflex for half
[dice=Bomb (vs Touch AC), PBS]1d20+8[/dice]
[dice=Bomb damage]2d6+4+1[/dice] splash damage = 7, DC 15 Reflex for half