About Maaarv Bergavsten
AC: 19 Touch: 14 Flat-footed: 16 (+3 DEX, +5 armor, +1 deflection)
HP 59 (8d8+16)
Fort +9, Ref +11, Will +6
Defensive Abilities None Immune None
Speed 30 ft.
Melee mwk silver rapier +9 (1d6+1/18-20/x2)
Ranged mwk light crossbow +10 (1d8/19-20/x2) Add 1 to attack and damage for PBS when within 30 ft.
Special Alchemist Bombs +10 vs. touch (4d6+5/x2) (12/day) Add 1 to attack and damage for PBS when within 30 ft.
Extracts & Mutagen:
3rd Level (3/day):
2nd Level (6/day): barkskin, blur, see invisible, fire breath, bull's strength, bull's strength
1st Level(6/day): shield, disguise self, bomber's eye, shield, keen senses, bomber's eye
Statistics (Feats, Skills, Gear, Traits):
Str 14, Dex 16, Con 12, Int 22, Wis 12, Cha 11
Base Attack +6; CMB +8; CMD 21
Feats Throw Anything, Point Blank Shot, Precise Shot, Extra Bombs, Extra Discovery, splash weapon mastery
Skills Rank Numbers in brackets.
Appraise +13 
Craft (Alchemy) +16 
Disable Device +9 
Escape Artist +4
Fly +14 
Heal +7 
Knowledge (Arcana) +14 
Knowledge (Dungeoneering) +15 [5+1 trait]
Knowledge (Local) +14 
Knowledge (Nature) +13 
Linguistics +14 
Perception +13 [8+1 trait]
Sense Motive +1
Sleight of Hand +9 
Spellcraft +13 
Survival +12 
Use Magic Device +5 
Armor Check Penalty: 0
Traits Indomitable Faith, Tomb Raider
Languages Common, Elven, Dwarven, Orc, Osiriani, Kelish, Shoanti, Undercommon, Draconic, Varisian, Abyssal, Aquan, Tien
SQ Bombs, Alchemy, Mutagen, Throw Anything, Rapier Proficiency, Precise Bomb Discovery, Frost Bomb Discovery, Infusion Discovery, Explosive Discovery, Wings Discovery, Fast Bombs Discovery
Combat Gear alchemist's fire (2), acid flask, antiplague, antitoxin, holy water (2)
Other Gear bandolier, belt of incredible dexterity +2, +1 mithral chain shirt, ring of protection +1, mwk silver rapier, light crossbow, alchemist's kit, bolts (20), smoked goggles, formulae book, wayfinder, spring-loaded wrist sheath, mwk. backpack, thieves' tools, circlet of vast intelligence +4 (knowledge: local, linguistics), cloak of resistance +2 5399 gp, 19 sp, 7 cp
belt of incredible dexterity +2
Throw Anything All alchemists gain the Throw Anything (+1 to Splash Weapon Attacks) feat as a bonus feat at 1st level. An alchemist adds his Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature.
Mutagen When Maaarv brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It's a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma.
Point Blank Shot Maaarv gets a +1 bonus on ranged attacks and damage within 30 ft.
Precise Bomb Discovery Whenever Maaarv 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. This discovery is a bonus discovery as part of the Grenadier Archetype.
Frost Bomb Discovery When Maaarv 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.
Infusion DiscoveryWhen the alchemist creates an extract, he can infuse it with an extra bit of his own magical power. The extract created now persists even after the alchemist sets it down. As long as the extract exists, it continues to occupy one of the alchemist's daily extract slots. An infused extract can be imbibed by a non-alchemist to gain its effects.
Weapon Proficiency: rapier Due to being a Grenadier Alchemist Archetype, Maaarv gains proficiency in one martial weapon.
Earplugs These give Maaarv a +2 circumstance bonus on saves against effects that require hearing, but also cause a –5 penalty on hearing-based Perception checks.
Alchemical Weapon 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.
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.
Tomb Raider Trait You’ve spent most of your life exploring the ancient tombs and catacombs of Osirion. You gain a +1 bonus on Perception and Knowledge (dungeoneering) checks, and one of these skills (your choice) becomes a class skill for you. Knowledge (Dungeoneering)
Indomitable Faith You were born in a region where your faith was not popular, but you never abandoned it. Your constant struggle to maintain your own faith has bolstered your drive; you gain a +1 trait bonus on Will saves as a result.
You Rescued the Minotaur Prince: (#45 Delirium's Tangle) You rescued Nuar Spiritskin, the Minotaur Prince of Absalom and he is quite grateful that you have done so. Though he is absolutely unclear how he got into the Tangle in the first place, he pays this no mind and spreads the tale of your daring-do to his many contacts throughout the city. You gain a permanent +1 circumstance bonus to any Intelligence or Charisma-based checks while in Absalom.
Foiled Plans: (4-14 My Enemy's Enemy) You were part of the Pathfinder team that foiled the Shadow Lodge's plans to ruin the Pathfinder Society's reputation in Magnimar. Surely the Spider and others involved in the plot will remember you should you ever encounter them in the future.
Averted Mauling: (3-16 The Midnight Mauler) By saving the half-elf courtesan Markov Rutowski in Ardis, you gain a political favor you can trade in while in Ustalav. Within the Immortal Principality, you may trade this political favor for any non-magical item worth up to 400 gp, including but not limited to masterwork weapons and armor and courtier clotihing and jewelry.
Master of Blades Saved:(3-16 The Midnight Mauler) By saving the life of famed adventurer and former Master of Blades Vonran Vilk, you have earned a permanent place in the [I]Pathfinder Chronicles[I]. You gain a +4 circumstance bonus on Diplomacy and Intimidate checks when dealing with members of the Pathfinder Society of your level or lower when you mention this boon.