Mutasafen

Ketill's page

807 posts. Organized Play character for Magabeus.


Full Name

Ketill

Race

|Ac 24 T 17 FF 19 (+4 Shield)(incl mutagen)| Init +7 | Fort +13 Ref+17 Will +8 (+2 heroism)| Resist Cold/Elec/Fire 5| Perception +13 +2 |

Classes/Levels

Darkness 1/1 | Bombs 18/18 | Fly 11/11 | Reroll 1/1

Active Spells:
Heightened Awareness, Heroism, False Life (greater), Tongues

Gender

HP 91/70+21 |

Deity

Sarenrae

Languages

Abbysal, Common, Draconic, Dwarven, Infernal, Khellish, Orc, Protean, Terran

Strength 10
Dexterity 18
Constitution 12
Intelligence 25
Wisdom 10
Charisma 8

About Ketill

Pathfinder Society:

PFS ID: 24681-7
Faction: Liberty's Edge
XP: 24
Prestige/Fame: 27/36.5

19 Januari 2015
Killed by a Chelish Tieflinghater Pathfinder by the name of Redke Orefall on 19 Abadius, 4715 AR who suffered from a confusion effect of a Gibbering Mouther. Raised by party on 22 Abadius, 4715 AR.

Chronicles:
1: The Snows of Summer
Starting Gold: 150
GP Gained: 1398

Items Bought: 864

XP Gained: 3
Starting PP / Fame: 0
Prestige Gained: 4
Prestige Spend: 2 (Wand of Cure Light Wounds)

2: Hall of the Flesheaters - GM
Starting Gold: 684
GP Gained: 507
Items Bought: 0

XP Gained: 1
Starting PP / Fame: 2/4
Prestige Gained: 2

3: The Darkest Vengeance
Starting Gold: 1191
GP Gained: 515
Day Job: 75
Items Bought: 760.5

XP Gained: 1
Starting PP / Fame: 4/6
Prestige Gained: 2

4: Emerald Spire Superdungeon, The: The Cellars
Starting Gold: 1020.5
GP Gained: 1536
Day Job: 100
Items Bought: 200

XP Gained: 3
Starting PP / Fame: 6/8
Prestige Gained: 4
Prestige Spend: 2 (River Kingdom Notoriety Boon, plot A)

5: Emerald Spire Superdungeon, The: Land Rush
Starting Gold: 2456.5
GP Gained: 0
Day Job: NA
Items Bought: 0

XP Gained: 0
Starting PP / Fame: 8/12
Prestige Gained: 0

6: Shades of Ice II (GM)
Starting Gold: 2456.5
GP Gained: 1187

XP Gained: 1
Starting PP / Fame: 8/12
Prestige Gained: 2

7: Emerald Spire Superdungeon, The: Splinterden
Starting Gold: 3643.5
GP Gained: 1856
Day Job: 100
Items Bought: 2405
Items Sold: 328.25
Services Purchased: 1125 (1/6th of raise death + restoration)
Services Purchased: 200 for retraining

XP Gained: 1.5

Starting PP / Fame: 10/14
Prestige Gained: 2
Prestige Spend: 2: (River Kingdom Notoriety Boon, plot B2) +1 Prestige/Fame
Prestige Spend: 5: Retraining Grenadier weapon to Longbow

8: Emerald Spire Superdungeon, The: Godhome
Starting Gold: 2197.75
GP Gained: 800
Day Job: 150
Items Bought:
Services Purchased: 1280 (restoration for negative level)

XP Gained: 0.5

Starting PP / Fame: 6/17
Prestige Gained: 0.5
Prestige Spend: 2: (River Kingdom Notoriety Boon, plot D2) regain 2 spend prestige

9: Temple of Empyreal Enlightenment
Starting Gold: 1867.75
GP Gained: 930
Day Job: 50
Items Bought: 1100
Items Sold: 105

XP Gained: 0.5

Starting PP / Fame: 6.5/17.5
Prestige Gained: 1
Prestige Spend: 0

10: Storming the Diamond Gate
Starting Gold: 1852.75
GP Gained: 636
Day Job: 75
Items Bought: 1240

XP Gained: 0.5

Starting PP / Fame: 7.5/18.5
Prestige Gained: 1

11: To Judge a Soul, Part 2: Karma Reclaimed - GM
Starting Gold: 1323.75
GP Gained: 2248
Day Job: 0
Items Bought: 0
Items Sold: 0

XP Gained: 1

Starting PP / Fame: 8.5/19.5
Prestige Gained: 2

12: Black Waters - GM
Starting Gold: 3571.75
GP Gained: 608
Day Job: 0
Items Bought: 0
Items Sold: 0

XP Gained: 1/2

Starting PP / Fame: 10.5/21.5
Prestige Gained: 1

13: Emerald Spire Superdungeon, The (07): Shrine of the Awakener
Starting Gold: 4179.75
GP Gained: 8712
Day Job: 50
Items Bought: 12340
Items Sold: 0

XP Gained: 3

Starting PP / Fame: 10.5/21.5
Prestige Gained: 4

14: Emerald Spire Superdungeon, The (08): The Circle of Vissk-Thar

Starting Gold: 526.75
GP Gained: 11787
Day Job: 75
Items Bought: 210
Items Sold: 0

XP Gained: 3

Starting PP / Fame: 14.5/27.5
Prestige Gained: 4

15:Emerald Spire Superdungeon, The (09): The Spire Axis

Starting Gold: 153.75
GP Gained: 14862
Day Job: 100
Items Bought: 4500
Items Sold: 0

XP Gained: 3

Starting PP / Fame: 17.5/32.5
Prestige Gained: 4
Prestige Spend: 2 (B4)
Additional Prestige Gained: 3

16:Emerald Spire Superdungeon, The (10): The Magma Vault

Starting Gold: 1690.75
GP Gained: 8883
Day Job: 75
Items Bought: 0
Items Sold: 0

XP Gained: 1.5

Starting PP / Fame: 22.5/39.5
Prestige Gained: 2
Prestige Spend: 2 (B1)
Additional Prestige Gained: 1.5

17:Emerald Spire Superdungeon, The (11): The Tomb of Yarrix

Starting Gold: 10648.75
GP Gained: 8883
Day Job: 150
Items Bought: 12010
Items Sold: 0

XP Gained: 1.5

Starting PP / Fame: 24/43
Prestige Gained: 2
Prestige Spend: 2

18:Emerald Spire Superdungeon, The (12): The Automation Forge

Starting Gold: 7671.75
GP Gained: 11787
Day Job: 150
Items Bought: 16000
Services: 160
Items Sold: 0

XP Gained: 1.5

Starting PP / Fame: 24/45
Prestige Gained: 2
Prestige Spend: 5 Discerning wayfinder

19:Emerald Spire Superdungeon, The (13): The Pleasure Gardens

Starting Gold: 3448.75
GP Gained: 11787
Day Job: 150
Items Bought: 11250
Services: 1250
Items Sold: 0

XP Gained: 1.5

Starting PP / Fame: 21/47
Prestige Gained: 2

Additional Resources
Alchemist
Tiefling
Prehensile Tail
Vestigal Wings
Grenadier
Favored Class Bonus
Traits
Lamellar (leather)
Alchemists Lab
Alchemy Crafting Kit
Formula Alembic
Durable Arrow
Dye Arrow

Equipment & Expenditures Tracking:

Purchases Chronicle 1
Acid *9 - 30 gp (crafted)
- Chronicle 3: 1 used
- Chronicle 7: 1 used
- Chronicle 9: 1 used
Alchemist's Lab - 200 gp
Alchemy Crafting Kit - 25 gp
Bandolier *2 - 10 gp
Bomb Launcher *9 - 30 gp (crafted)
Bit & Briddle - 2 gp Sold Chronicle 7
Explorer's Outfit - free
Formula Book - free
Lamellar (leather), Masterwork - 210 gp Sold Chronicle 9
Mule - 8 gp Sold Chronicle 7
Naginata, Masterwork - 335 gp Sold Chronicle 7
Riding Saddle - 10 gp Sold Chronicle 7
Saddle Bags - 4 gp Sold Chronicle 7
Wand of Cure Light Wounds - 2 Prestige Points
- Chronicle 2: 2 charges used
- Chronicle 7: 1 charge used
- Chronicle 9: 5 charges used
- Chronicle 10: 1 charge used
- Chronicle 14: 3 charges used
- Chronicle 15: 3 charges used
- Chronicle 16: 1 charge used
- Chronicle 17: 10 charge used
- CURRENT: 15 charges used
Purchases Chronicle 3
Backpack - 2 gp Sold Chronicle 7
Blowgun, Masterwork - 302 gp Sold Chronicle 7
Blowgun darts *30 - 1,5 gp Sold Chronicle 7
Alchemist's Fire *9 - 60 gp (crafted)
- Chronicle 18 :2 used
Alkali Flask *3 - 15 gp (crafted)
Antiplague *3 - 50 gp (crafted)
Smelling Salts *3 - 25 gp (crafted)
Tanglefoot Bag *3 - 50 gp (crafted)
Wayfinder - 250 gp
Wrist Sheath, Springloaded - 5 gp

Purchases Chronicle 4
Formula Alembic - 200 gp

Purchases Chronicle 7
Arrows, Cold Iron (50) - 5 gp
- Chronicle 9: 3 used
- Chronicle 10: 2 used
- Chronicle 13: 2 used
Composite Longbow, Masterwork - 400 gp
Handy Haversack - 2000 gp

Purchases Chronicle 9
Mithral Chain Shirt - 1100 gp

Purchases Chronicle 10
Durable Adamantine Arrows (20) - 1220 gp
Dye Arrows (20) - 20 gp
- Chronicle 13: 3 used
- Chronicle 14: 9 used

Purchases Chronicle 13
Belt of Incredible Dexterity +2 - 4000 gp {Chronicle 14: upgraded}
Confluence of the Five Elements - 3940 gp
Headband of Vast Intelligence +2 (Fly&Protean) - 4000 gp {Chronicle 17: upgraded}

Purchases Chronicle 14
Crafted Dye Arrows (30) - 10 gp
Crafted Antitoxin (12) - 200 gp
Belt of Incredible Dexterity +4 - 12000 gp

Purchases Chronicle 15
First Aid Gloves - 4500 gp
Cloak of Resistance +3 - 9000 gp{Chronicle 18: upgraded}

Purchases Chronicle 17
Crafted Dye Arrows (30) - 10 gp
Headband of Vast Intelligence +4 (Fly, Knowledge Planes & Protean, Terran ) - 12000 gp

Purchases Chronicle 18
Writing Cost Greater False Life - 160 gp
Discerning Wayfinder - 5 PP

Purchases Chronicle 19
Spire Transport Token - 600 gp
Wand of Haste - 11250 gp
Contribution to Raise Death - 1250 gp

Purchases Chronicle 20
Wand of Comprehend Languages - 750 gp


Leveling Choices:

Level 1
Ability Point Buy: STR 10, DEX 14, CON 12, INT 17, WIS 10, CHA 10
Race: Tiefling
Language: Abyssal
Alternate Racial Trait: Prehensile Tail
Alternate Racial Trait: Vestigal Wings
Gender: Male
Alignment: NG
Favored Class: Alchemist
Deity: Sarenrae
Trait: Ease of Faith
Trait: Reactionary
Feat: Point Blank Shot
Bonus Language: Draconic, Infernal, Kelish, Orc
Class: Alchemist
Archetype: Grenadier
Martial Weapon Proficiency: Naginata
Favored Class Bonus: +1/2 bomb damage
Skill Points: 4 Class +4 INT
- Craft (Alchemy)
- Diplomacy
- Heal
- Knowledge (Arcana)
- Knowledge (Nature)
- Perception
- Spellcraft
- Use Magic Device
Formula known (2 class + 4 INT)
- Bomber's Eye (APG)
- Comprehend Languages
- Crafter's Fortune (APG)
- Endure Elements
- Expeditious Retreat
- Identify
Level 2
Class: Alchemist
Discovery: Explosive Bomb
Favored Class Bonus: +1/2 bomb damage
Skill Points: 4 Class +4 INT
- Craft (Alchemy)
- Diplomacy
- Heal
- Knowledge (Local)
- Knowledge (Planes)
- Perception
- Spellcraft
- Use Magic Device
Formula known (2 class)
- Cure Light Wounds
- Shield
Level 3
Class: Alchemist
Favored Class Bonus: +1/2 bomb damage
Feat: Precise Shot
Skill Points: 4 Class +4 INT
- Craft (Alchemy)
- Handle Animal
- Handle Animal
- Heal
- Knowledge (Dungeoneering)
- Perception
- Spellcraft
- Use Magic Device
Formula known (2 class)
- Heightened Awareness
- True Strike
Level 4
Ability Bonus: Intelligence
Additional Language: Dwarven
Additional Skill Points:
- Knowledge Arcana
- Knowledge Arcana
- Knowledge Arcana
Class: Alchemist
Favored Class Bonus: +1/2 bomb damage
Discovery: Explosive Missile
Skill Points: 4 Class +5 INT
- Craft (Alchemy)
- Diplomacy
- Diplomacy
- Heal
- Knowledge (Engineering)
- Knowledge (Religion)
- Perception
- Spellcraft
- Use Magic Device
Formula known (2 class)
- Alchemical Allocation
- False Life
Level 5
Class: Alchemist
Favored Class Bonus: +1/2 bomb damage
Feat: Weapon focus (bomb)
Skill Points: 4 Class + 5 INT
- Craft (Alchemy)
- Diplomacy
- Heal
- Knowledge (Geography)
- Knowledge (History)
- Perception
- Sleight of Hand
- Spellcraft
- Use Magic Device
Formula known (2 class)
- Levitate
- Lesser Restoration
Level 6
Class: Alchemist
Favored Class Bonus: +1/2 bomb damage
Discovery: Infusion
Skill Points: 4 Class + 5 INT
- Appraise
- Craft (Alchemy)
- Diplomacy
- Heal
- Knowledge (Arcana)
- Knowledge (Arcana)
- Perception
- Spellcraft
- Use Magic Device
Formula known (2 class)
- Barkskin
- Touch of the Sea
Level 7
Class: Alchemist
Favored Class Bonus: +1/2 bomb damage
Feat: Extra Discovery
Discovery: Frost Bomb
Skill Points: 4 Class + 5 INT
- Craft (Alchemy)
- Diplomacy
- Heal
- Knowledge (Arcana)
- Knowledge (Nature)
- Knowledge (Nature)
- Perception
- Spellcraft
- Use Magic Device
Formula known (2 class)
- Heroism
- Remove Disease

Level 8
Class: Alchemist
Favored Class Bonus: +1/2 bomb damage
Discovery: Fast Bombs
Skill Points: 4 Class + 5 INT
- Craft (Alchemy)
- Diplomacy
- Heal
- Knowledge (Arcana)
- Knowledge (Nature)
- Knowledge (Nature)
- Perception
- Spellcraft
- Use Magic Device
Formula known (2 class)
- Fly
- Tongues

Level 9
Class: Alchemist
Favored Class Bonus: +1/2 bomb damage
Feat: Extra Discovery
Discovery: Wings
Skill Points: 4 Class + 5 INT
- Craft (Alchemy)
- Diplomacy
- Heal
- Knowledge (Arcana)
- Knowledge (Nature)
- Knowledge (Nature)
- Perception
- Spellcraft
- Use Magic Device
Formula known (2 class)
- Needs correcting
- Needs correcting
Level 10
Class: Alchemist
Favored Class Bonus: +1/2 bomb damage
Discovery: Force Bomb
Skill Points: 4 Class + 5 INT
- Craft (Alchemy)
- Diplomacy
- Heal
- Knowledge (Arcana)
- Knowledge (Nature)
- Knowledge (Nature)
- Perception
- Spellcraft
- Use Magic Device
Formula known (2 class)
- Needs correcting
- Needs correcting

Level 11
Class: Alchemist
Favored Class Bonus: +1/2 bomb damage
Feat: Additional Discovery
Discovery: Tanglefoot Bomb
Skill Points: 4 Class + 5 INT
- Craft (Alchemy)
- Diplomacy
- Heal
- Knowledge (Arcana)
- Knowledge (Religion)
- Knowledge (Religion)
- Perception
- Spellcraft
- Use Magic Device
Formula known (1 class)
- Restoration

Combat:

Init +7 (+5 Dex, +2 Trait)
HP: 70 (11d8+11)

AC 20 (Armor +5 Dex +5)
Touch 15,
Flat-footed 15

Fort +13 (Alchemist +7, Con +1, Resistance +5)
Ref +17 (Alchemist +7, Dex +5, Resistance +5)
Will +8 (Alchemist +3, Wis +0, Resistance +5)

Base Atk +8;
CMB +8;
CMD 22;
Speed: 30 ft

Melee
-
Ranged
With Mutagen: +2 on to hit
With Heroism: +2 on to hit

Bomb: +15/+10 (6d6+12 fire or 6d6+12 cold or 6d4+12 force) - 20' range increment Splash DC = 11 + 1/2 alchemist lvl + Int modifier = 11 + 5 + 7 = 23
Composite Longbow, masterwork: +14/+9 (1d8)
- Cold Iron Arrows
- Durable Adamantine Arrows (20)
- Dye Arrows
Offensive Abilities
Explosive Bomb*
Explosive Missile
Fast Bombs
Force Bomb*
Frost Bomb*
Point Blank Shot
Precise Bomb
Precise Shot
Tanglefoot Bomb
Throw Anything
Weapon Focus (Bomb)

Skills:

Modifiers between brackets are on top of original modifier
Total modifier = ranks + ability + class skill
Encumbrance: light
Mutagen: +2 on dex skills -2 on wis skills
Heroism: +2 morale bonus on all skills
Heightened Awareness: +2 competence bonus on knowledge and perception

Appraise +11 = 1 +7 +3
Craft (Alchemy) +21 = 11 +7 +3 (+10 alchemist bonus, +2 alchemist lab to make alchemical items)
Diplomacy +14 = 11 -1 +3 +1 trait
Fly +20 = 11 +5 +0 +4 wings
Handle Animal +1 = 2 -1
Heal +14 = 11 +0 +3
Knowledge (Arcana) +21 = 11 +7 +3
Knowledge (Dungeoneering) +8 = 1 +7
Knowledge (Engineering) +8 = 1 +7
Knowledge (History) +8 = 1 +7
Knowledge (Geography) +11 = 1 +7 +3
Knowledge (Local) +8 = 1 +7
Knowledge (Nature) +19 = 9 +7 +3
Knowledge (Planes) +18 = 11 +7
Knowledge (Religion) +10 = 3 +7
Perception +14 = 11 +0 +3
Spellcraft +21 = 11 +7 +3
Sleight of Hand +9 = 1 +5 +3
Use Magic Device +11 = 10 -1 +3


Formulas:

Prepared
- Mutagen (Dex)
Level 1 - 7
- Heightened Awareness
- Heightened Awareness
- True Strike
-
-
-
-
Level 2 - 6
- Alchemical Allocation
- Barkskin
- Barkskin
- Barkskin
- Barkskin
- Lesser Restoration

Level 3 - 6
- Heroism
- Heroism
- Heroism
- Heroism
- Heroism
- Tongues

Level 4 - 3
- Greater False Life
- Greater False Life
- Greater False Life

Known
Level 1
- Anticipate Peril
- Bomber's Eye (APG)
- Comprehend Languages
- Crafter's Fortune (APG)
- Cure Light Wounds
- Detect Secret Doors
- Detect Undead
- Endure Elements
- Expeditious Retreat
- Heightened Awareness
- Identify
- Shield
- Touch of the Sea
- True Strike
Level 2
- Alchemical Allocation
- Barkskin
- Bear's Endurance
- Darkvision
- False Life
- Ghostly Disguise
- Lesser Restoration
- Levitate
Level 3
- Cure Serious Wounds
- Fly
- Heroism
- Remove Curse
- Remove Disease
- Undead Anatomy I
- Tongues
Level 4
- Death Ward
- Fire Shield
- False Life, Greater
- Restoration

Special Abilities:

Racial Traits
+2 Dexterity, +2 Intelligence, –2 Charisma: Tieflings are quick in body and mind, but are inherently strange and unnerving.
Native Outsider: Tieflings are outsiders with the native subtype.
Medium: Tieflings are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Tieflings have a base speed of 30 feet.
Darkvision: Tieflings see in the dark for up to 60 feet.
Skilled: Tieflings gain a +2 racial bonus on Bluff and Stealth checks.
Spell-Like Ability: Tieflings can use darkness once per day as a spell-like ability. The caster level for this ability equals the tiefling's class level.
Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
Fiendish Sorcery: Tiefling sorcerers with the Abyssal or Infernal bloodlines treat their Charisma score as 2 points higher for all sorcerer class abilities.
Prehensile Tail: Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.
Vestigial Wings: Some tieflings possess a pair of undersized, withered, or stunted wings like a mockery of those of their fiendish forbearer. Sometimes these wings are leathery, like those of a bat. Other times they are covered with a scattering of black, red, or violet feathers. Rare manifestations can take even more bizarre forms. These wings do not provide the lift required for actual flight, but do have enough power to aid flight attained by some other method, and grant a +4 racial bonus on Fly skill checks. This racial trait replaces skilled.
Favored Class Option Alchemist: Add +1/2 to the alchemist's bomb damage.

Feats
Point-Blank Shot: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Precise Shot: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
Throw Anything: You do not suffer any penalties for using an improvised ranged weapon. You receive a +1 circumstance bonus on attack rolls made with thrown splash weapons.
Weapon Focus (Bomb): You gain a +1 bonus on all attack rolls you make using the selected weapon.

Traits

Alchemist choices
Link to PRD
Discoveries:
Explosive bomb*: 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 is a full-round action that requires a Reflex save. Rolling on the ground provides the target with a +2 to the save. Dousing the target with at least 2 gallons of water automatically extinguishes the flames.
Precise bombs: Whenever the alchemist throws a bomb, he can select a number of squares equal to his Intelligence modifier that are not affected by the splash damage from his bombs. If the bomb misses, this discovery has no effect.
Explosive Missile As a standard action, the alchemist can infuse a single arrow, crossbow bolt, or one-handed firearm bullet with the power of his bomb, load the ammunition, and shoot the ranged weapon. He must be proficient with the weapon in order to accomplish this. When the infused ammunition hits its target, it deals damage normally and detonates as if the alchemist had thrown the bomb at the target. If the explosive missile misses, it does not detonate. An alchemist must be at least 4th level before selecting this discovery.
Force bomb* When the alchemist creates a bomb, he can choose to have it inflict force damage. Force bombs deal 1d4 points of force damage, plus 1d4 points of force damage for every odd-numbered level, instead of 1d6. Creatures that take a direct hit from a force bomb are knocked prone unless they succeed on a Reflex save. An alchemist must be at least 8th level before selecting this discovery.
Frost bomb* 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.
Wings (Ex): The alchemist gains batlike, birdlike, or insectlike functional wings, allowing him to fly as the fly spell for a number of minutes per day equal to his caster level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments. An alchemist can select this discovery multiple times; each time he does so, he adds his caster level to the number of minutes per day that he can fly with the wings. This flight is an extraordinary ability. An alchemist must be at least 6th level before selecting this discovery.

Grenadier abilities
Martial Weapon Proficiency: At 1st level, a grenadier picks one martial weapon to become proficient in the use of. This ability replaces Brew Potion.
Alchemical Weapon (Su): At 2nd level, a grenadier can infuse a weapon or piece of ammunition with a single harmful alchemical liquid or powder, such as alchemist’s fire or sneezing powder, as a move action. This action consumes the alchemical item, but transfers its effect to the weapon in question. The alchemical item takes full effect on the next creature struck by the weapon, but does not splash, spread, or otherwise affect additional targets. Any extra damage added is treated like bonus dice of damage, and is not doubled on a critical hit. The alchemical treatment causes no harm to the weapon treated, and wears off 1 minute after application if no blow is struck. At 6th level, a grenadier can use her alchemical weapon ability as a swift action. At 15th level, this ability becomes a free action. This ability replaces poison resistance.
Precise Bombs (Ex): At 2nd level, a grenadier gains the precise bombs alchemist discovery as a bonus discovery. This ability replaces poison use.

Equipment
Dye arrow - 1 gp each This arrow ends in a crystalline bubble filled with a viscous alchemical dyeing agent. Firing a dye arrow is a ranged touch attack; a creature struck by a dye arrow takes no damage but is splashed with enough black, blue, green, or red marker dye (Pathfinder RPG Ultimate Equipment 104) to coat about 1 square foot. The stain caused by marker dye cannot be washed off except with magic for the first 72 hours, but fades completely after 2 weeks.
CONFLUENCE OF THE FIVE ELEMENTS (LEVEL 10 ALCHEMIST)
The leather cover of this formula book depicts a wheel with five spokes, one for each of the five elements—fire, earth, metal, water, and wood. Its four corners are trimmed with silver brackets, each containing a tiny vial of holy water.
Value 3,940 GP
FORMULA
4th—death ward, fire shield
3rd—cure serious wounds, remove curse, undead anatomy I
2nd—bear’s endurance, darkvision, false life, ghostly disguise, lesser restoration
1st—anticipate peril, comprehend languages, cure light wounds, detect secret doors, detect undead, identify, shield, true strike
PREPARATION RITUAL
Ray of Sunlight (Su) Each day you prepare extracts from this book, you can apply the blinding bomb discovery (Pathfinder RPG Ultimate Magic 15) to one of your bombs. If you already have the blinding bomb discovery, you can instead apply the sunlight bomb discovery (Ultimate Magic 17).
Discerning Wayfinder(5 PP) This wayfinder functions as normal, except the user can cast detect magic at will in place of light.

Equipment:

Encumbrance: Light

Weapons
Composite Longbow, masterwork
Cold Iron Arrows (43)
Durable Adamantine Arrows (20)
Dye Arrows (28)

Clothing and Armor
Explorer's Outfit
Burdenless +1 Mithral Chain Shirt
First Aid Gloves
Cloak of Resistance +5
Headband of Vast Intelligence +4
Belt of Amazing Dexterity +4

Bandolier with
Acid *2
Alchemist's Fire *2
Alkali Flask *2
Antiplague *2
Wand of Haste (50) -2

Bandolier with
Bomb Launcher *2
Smelling Salts *2
Tanglefoot Bag *2
Mutagen
Wayfinder (Discerning)

Spring Loaded Wrist Sheath with
Wand of Cure Light Wounds (9)

Handy Haversack with
Antitoxin *12
Confluence of the Five Elements
Formula Book
Acid *
Alchemist's Fire *5
Alchemist's Lab
Alchemy Crafting Kit
Alkali Flask *1
Antiplague *1
Bomb Launcher *7
Formula Alembic
Smelling Salts *1
Spire Transport Token
Tanglefoot Bag *1
Wand of Comprehend Languages (50)

Cash
2285.75 gp

Items found in scenario