| Full Name |
Mogmurch +6 Perc AC 20 F7 R8 W0 |
| Race |
goblin |
| Classes/Levels |
Alchemist 4 |
| Gender |
male |
| Strength |
8 |
| Dexterity |
18 |
| Constitution |
13 |
| Intelligence |
16 |
| Wisdom |
8 |
| Charisma |
10 |
About MogmurchJ
MOGMURCH
Male goblin alchemist 4 (Pathfinder RPG Bestiary 156,
Pathfinder RPG Advanced Player’s Guide 26)
NE Small humanoid (goblinoid)
Init +4; Senses darkvision 60 ft.; Perception +6
DEFENSE
AC 20, touch 17, flat-footed 15 (+2 armor, +1 deflection, +4 Dex,
+1 dodge, +1 shield, +1 size)
hp 29 (4d8+8)
Fort +7, Ref +8, Will +0; +2 vs. poison
OFFENSE
Speed 30 ft.
Melee mwk club +4 (1d4–1)
Ranged bomb +9 (2d6+3 fire)
Special Attacks bomb 7/day (2d6+3 fire, DC 15)
Alchemist Extracts Prepared (CL 4th)
2nd—elemental touchAPG (DC 15), invisibility
1st—cure light wounds, enlarge person,
expeditious retreat, shield
STATISTICS
Str 8, Dex 18, Con 13, Int 16, Wis 8, Cha 10
Base Atk +3; CMB +1; CMD 17
Feats Brew Potion, Dodge, Great Fortitude, Throw
Anything
Skills Craft (alchemy) +10, Heal +6, Knowledge (nature) +9,
Perception +6, Ride +9, Sleight of Hand +11, Stealth +16,
Survival +6
Languages Common, Goblin, Orc, Varisian
SQ alchemy (alchemy crafting +4, identify potions), discoveries
(explosive bombs, precise bombs [3 squares]), mutagen
(+4/–2, +2 natural, 40 minutes), poison use, swift alchemy
Combat Gear potions of cure light wounds (4), potion of
barkskin, potion of fly, alchemist’s fire (4), tanglefoot
bags (2), thunderstone; Other Gear leather armor, mwk
buckler, mwk club, defoliant polishAPG, elixir of hiding, ring
of protection +1, salve of slipperiness, black eye patch (with
hole to see through cut in it), fine belt pouch, formula book
(contains all extract formulae known, recorded in the form
of sketches and drawings because words are scary), gourd
of pickled leeches (equivalent to 1 day’s trails rations), lucky
pet toad named Amfibier, skull face mask, metal codpiece,
spectacles (for show)
GOBLIN TRAIT
Bouncy Your bones and flesh are more elastic than those of
most goblins—when you fall, you tend to bounce a little
better than they do as a result. Whenever you take falling
damage, the first 1d6 points of lethal damage taken in
the fall are automatically converted to nonlethal damage.
You also gain a +2 bonus on all Reflex saves to avoid
unexpected falls.