About Sawmouth
Lox “Sawmouth” Hedley
Male Human Alchemist (Grenadier) 2
CG Medium Humaniod (Human)
Deity: Milani, Faction: Liberty’s Edge, Homeland: Almas, Andoran
Init +2; Senses Perception +6
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+2 Dex)
hp 19
Fort +5, Ref +5, Will +1
--------------------
Offense
--------------------
Speed 30 ft.
Melee Mwk Cold Iron Greatsword +4 (2d6+7/19-20x2) (Power Attack)
or (Feral Mutagen Only) Bite +5 (1d8+7/x2), Claws (2) +5 (1d6+7/x2) (Power Attack)
Ranged Bomb +4 (1d6+2) or Sling +3 (1d4+3/x2)
Special Attacks Explosive Bomb, Alchemical Weapon, Feral Mutagen
Alchemist Extracts Prepared (CL 2):
1 (3/day) Enlarge Person, Shield, Alter Self
--------------------
Statistics
--------------------
Str 17, Dex 14, Con 15, Int 14, Wis 10, Cha 7
Base Atk +1; CMB +4; CMD 16
Feats Power Attack, Throw Anything, Martial Weapon Proficiency (Greatsword), Extra Discovery (Feral Mutagen)
Traits Armor Expert, Indomitable Faith
Skills Craft (Alchemy) +10, Knowledge (arcana) +6, Knowledge (Dungeoneering) +3, Knowledge (Engineering) +3, Knowledge (Geography) +3, Knowledge (history) +3, Knowledge (local) +3, Knowledge (nature) +6, Knowledge (Nobility) +3, Knowledge (planes) +3, Knowledge (religion) +3, Linguistics +3, Perception +6, Spellcraft +6
Languages Common, Ancient Osiriani, Thassalonian
Combat Gear Wands (CLW [41 charges], Shield [47 charges], Chain Shirt, Mwk Cold Iron Greatsword, Sling, Bullets (10), AFx5, Ax4, ATx3, APx3, TFBx3, Mwk Tools (7), Formula Book
--------------------
Special Abilities
--------------------
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.
Explosive Bombs The alchemist’s bombs now have a splash radius of 10 feet rather than 5 feet (see Throw Splash Weapon). 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.
Feral Mutagen Whenever the alchemist imbibes a mutagen, he gains two claw attacks and a bite attack. These are primary attacks and are made using the alchemist’s full base attack bonus. The claw attacks deal 1d6 points of damage (1d4 if the alchemist is Small) and the bite attack deals 1d8 points of damage (1d6 if the alchemist is Small). While the mutagen is in effect, the alchemist gains a +2 competence bonus on Intimidate skill checks.
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.