Master Chymist

Quarr's page

654 posts. Organized Play character for Tyranius.

Full Name



Gnome (9.0A) Alch 9 | HP 54/57 | AC 32;TCH 18; FF 28 | F +10; R +11; W+6 | CMB +6; CMD 19


Bomb 0/20 | Muta 0/1 (+4DEX / -2 WIS/ +2 AC/+2 reflex) | Wings 7/9; Bewildering 2/3 | Wands: CLW 34/50; Endure Elements 40/50 | Alc Fire 8/10; acid 5/5 | Bolts 15/20; CI 50/50; Silver 49/50












Common; Elven; Gnome; Goblin; Orc; Sylvan



Strength 13
Dexterity 15
Constitution 12
Intelligence 19
Wisdom 10
Charisma 12

About Quarr


Male gnome alchemist 9 ( Pathfinder RPG Advanced Player's Guide 26)
CN Small humanoid (gnome)
Init +7; Senses low-light vision; Perception +19


AC 20, touch 14, flat-footed 18 (+4 armor, +1 deflection, +2 Dex, +2
natural, +1 size)

hp 57 (9d8+9)

Fort +10, Ref +11, Will +6; +2 vs. illusions, +6 bonus vs. poison

Defensive Abilities defensive training; Resist poison resistance


Speed 20 ft.

Melee heavy mace +8/+3 (1d6+1) or

unarmed strike +8/+3 (1d2+1 nonlethal)

Ranged +1 bewildering light crossbow +10 (1d6+1/19-20) or

bomb +10/+5 (5d6+5 Fire) or

smoke bomb +10/+5 () or

stink bomb +10/+5 ()

Special Attacks bomb 20/day (5d6+5 fire, DC 19), hatred

Spell-Like Abilities (CL 9th; concentration +10)
1/day—dancing lights , ghost sound (DC 12), prestidigitation, speak with animals

Alchemist Extracts Prepared (CL 9th; concentration +14)
3rd—lightning lash bomb admixture UC, lightning lash bomb admixture UC, lightning lash bomb
admixtureUC, lightning lash bomb admixture UC
2nd—barkskin, barkskin, fox's cunning , lesser restoration , see invisibility
1st—bomber's eyeAPG, cure light wounds , expeditious retreat , shield, shield, shield, shield


Str 13, Dex 15, Con 12, Int 20, Wis 10, Cha 12

Base Atk +6; CMB +6; CMD 19

Feats Extra Bombs APG, Extra Discovery APG, Extra Discovery APG,
Improved Initiative, Point-Blank Shot,
Throw Anything, Two-weapon Fighting

Traits rapscallion, unorthodox strategy

Skills Acrobatics +7 (+3 to jump, +9 to move through an enemy's threatened squares), Bluff +5, Climb
+7, Craft (alchemy) +15 (+24 to create alchemical items), Diplomacy +13, Disable Device +11, Disguise
+5, Escape Artist +3, Fly +10, Heal +4, Intimidate +4, Knowledge (arcana) +9, Knowledge (dungeoneering)
+6, Knowledge (engineering) +6, Knowledge (geography) +6, Knowledge (history) +6, Knowledge (local)
+9, Knowledge (nature) +9, Knowledge (nobility) +6, Knowledge (planes) +6, Knowledge (religion) +6,
Linguistics +6, Perception +19, Profession (herbalist) +10, Sleight of Hand +6, Spellcraft +12, Survival +4
(+6 to avoid becoming lost), Swim +4, Use Magic Device +14; Racial Modifiers +2 Perception, +2

Profession (herbalist)

Languages Ancient Osiriani, Common, Dwarven, Elven, Gnome, Goblin, Orc, Osiriani, Sylvan

SQ alchemy (alchemy crafting +9), discoveries (explosive bomb, fast bombs, precise bombs [5 squares],
smoke bomb, stink bomb, wings UM), gnome magic, mutagen (+4/-2, +2 natural armor, 90 minutes), poison
use, swift alchemy

Combat Gear cold iron crossbow bolts (50), mutagenAPG, oil of bless weapon (2), potion of gaseous form ,
silver crossbow bolts (50), sipping jacket UE, wand of cure light wounds , wand of endure elements (50
charges); Other Gear +1 studded leather , +1 bewildering light crossbow , crossbow bolts (20), heavy
mace, admixture vial UE, amulet of natural armor +2 , belt of incredible dexterity +2 , boots of the cat UE, circlet of persuasion , cloak of resistance +3 , eyes of the eagle , handy haversack , headband of vast
intelligence +2 , ring of protection +1 , wayfinderISWG, alchemist's lab, backpack, bedroll, blanket APG,
climber's kit, crowbar, hemp rope (50 ft.), masterwork thieves' tools, pathfinder chronicle ISWG, pathfinder
chronicleISWG, pathfinder chronicle ISWG, pathfinder chronicle ISWG, sunrod (3), torch (3), 9,545 gp, 3 sp, 7 cp

Tracked Resources

Admixture vial (1/day) - 0/1
Bomb 5d6+5 (20/day, DC 19) (Su) - 0/20
Cold iron crossbow bolts - 0/50
Crossbow bolts - 0/20
Dancing Lights (1/day) - 0/1
Ghost Sound (1/day) - 0/1
Light (At will) - 0/0
Mutagen: +4 DEX, -2 WIS, +2 Nat AC - 0/1
Oil of bless weapon - 0/2
Potion of gaseous form - 0/1
Prestidigitation (1/day) - 0/1
Silver crossbow bolts - 0/50
Sipping jacket (1/day) - 0/1
Speak with Animals (1/day) - 0/1
Sunrod - 0/3
Torch - 0/3
Wand of cure light wounds - 0/50
Wand of endure elements (50 charges) - 0/50
Wings (9 minutes/day) - 0/9

Special Abilities

Alchemy +9 (Su) +9 to Craft (Alchemy) to create alchemical items, can Id potions by touch.

Bomb 5d6+5 (20/day, DC 19) (Su) Thrown Splash Weapon deals 5d6+5 fire damage.

Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.

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. Extinguishing the flames i

Fast Bombs (Su) An alchemist with this discovery can quickly create enough bombs to throw more than
one in a single round. The alchemist can prepare and throw additional bombs as a full-round action if his
base attack bonus is high enough to grant him additional att

Gnome Magic Add 1 to the DCs of any saving throws to resist illusion spells cast.

Hatred +1 Gain a bonus to attack vs. goblinoid/reptilian humanoids.

Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.

Mutagen (DC 19) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for
90 minutes.

Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.

Poison Resistance +2 (Ex) +6 to save vs. Poison.

Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.

Precise Bombs (5 squares) (Su) 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.

Smoke Bomb (9 rds) (Su) Thick smoke fills twice the splash radius, obscuring sight beyond 5 ft. as fog

Stink Bomb (9 rds) (Su) Smoke bombs also nauseate living in area for d4+1 rds after leave, as stinking

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.

Wings (9 minutes/day) 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-min



-(Confirmation) Friend of Janira Gavix- +1 bonus to Knowledge Checks attempted while at the Grand Lodge.

-(The Night March of Kalkamedes) Gift of the Ghael- Use once only; Cast aid; detect thoughts; lesser restoration or see invisibility

-(Risen from the Sands) Back to the Grave- Use once Only; as a swift action +1 Insight bonus on attack rolls made against undead. Each time you hit the bonus increases by +1 (Maximum of +3); Lasts for 5 rounds

-(Burnt Offerings) Lamashtu's Bane- +2 attack and damage against targets displaying an unholy symbol of Lamashtu.

-(Skinsaw Murders) Ghoul Hunter- +1 Insight Bonus to AC against natural weapons made by ghouls and ghasts, gains a +1 bonus on Fort against their effects of disease, paralysis and stench attacks.

-(Midnight Mauler) Averted Mauling- While in Ustalav gain a non magical item of up to 400 gp to include weapons and armor.

-(Midnight Mauler) Master of the Blades saved- +4 to diplomacy and intimidate when dealing with members of the Pathfinder Society of your level or lower when mentioning this boon.

-(Destiny of the Sands Part 3) Mythic Legacy- Use once Only; Free action to activate- For 1 round one feat uses the mythic version.

-(Ghennet Manor Gauntlet) Mutani Manual of Martial Mastery- +1 CMD vs Grapple


[dice=Explosive Bomb Ranged Touch]1d20+10+1-2[/dice]

[dice=Explosive Bomb Ranged Touch]1d20+5+1-2[/dice]

[dice=Explosive Bomb Ranged Touch]1d20+10+1-2[/dice]

Two weapon fighting; Fast Bombs
Precise Bomb to not target 5 friendlies
Point Blank Shot
DC 19 reflex save for Splash Damage
Explosive Bomb; 10 foot splash and direct hit causes target to catch fire.

Mutagen Bombs

[dice=Explosive Bomb Ranged Touch]1d20+10+1+2-2[/dice]

[dice=Explosive Bomb Ranged Touch]1d20+5+1+2-2[/dice]

[dice=Explosive Bomb Ranged Touch]1d20+10+1+2-2[/dice]

Two weapon fighting; Fast Bombs
Precise Bomb to not target 5 friendlies
Point Blank Shot
DC 19 reflex save for Splash Damage
Explosive Bomb; 10 foot splash and direct hit causes target to catch fire.[/

+4 AC
+2 Tch AC
+2 Flatfooted AC
+2 Reflex save
-1 Will save

Things to purchase:
Admixture Vial x2
Handy Haversack
Any and all Kits
Alchemist lab

Possible Progression
lvl 7- Alchemist- Deadly Aim
lvl 8- Alchemist- Ability (Int); Fast Bombs
lvl 9- Alchemist- Two weapon Fighting
lvl 10- Alchemist- Explosive Bomb
lvl 11- Alchemist

Story so Far

- A very curious gnome who likes to consistently learn and tinker with explosives and chemicals.

- During a recent trip the Ruby Sage empowered Quarr with new powers. Unfortunately he was granted these powers while under the effects of his potent mutagen. The powers not only changed his form but also sprouted torn bat-like wings which happened to stay after the effects of the mutagen wore off. The wings hurt and are not able to hold him aloft for very long but in times of dire circumstance.

-Very curious and rarely uses bombs unless he is under the effects of his mutagen. Turns into a wheezing pyromaniac when under Mutagen