Goblin alchemist (fire bomber) 5 (Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Advanced Race Guide 117, Pathfinder RPG Bestiary 156)
CE Small humanoid (goblinoid)
Init +3; Senses darkvision 60 ft.; Perception +6
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Defense
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AC 20, touch 14, flat-footed 17 (+6 armor, +3 Dex, +1 size)
hp 29 (5d8+10)
Fort +5, Ref +7 (+4 competence bonus to avoid catching on fire or to put yourself out when on fire), Will +2; +4 bonus vs. poison
Resist fire 2, poison resistance
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Offense
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Speed 30 ft. (20 ft. in armor)
Ranged bomb +8 (3d6+3 Fire)
Special Attacks bomb 10/day (3d6+3 fire, DC 15)
Alchemist (Fire Bomber) Extracts Prepared (CL 5th; concentration +8)
2nd—barkskin, invisibility, waters of lamashtu[ISWG]
1st—crafter's fortune[APG] (DC 14), polypurpose panacea[UM], targeted bomb admixture[UC], targeted bomb admixture[UC], true strike
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Statistics
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Str 8, Dex 16, Con 12, Int 16, Wis 12, Cha 8
Base Atk +3; CMB +1; CMD 14
Feats Brew Potion, Burn! Burn! Burn![ARG], Extra Bombs[APG], Fire Hand[ARG], Throw Anything
Traits flame-touched, surprise weapon
Skills Acrobatics +0 (-4 to jump), Appraise +7, Craft (alchemy) +11 (+16 to create alchemical items), Diplomacy -1 (+1 vs. people from chosen country), Disable Device +6, Intimidate -1 (+1 vs. people from chosen country), Knowledge (nature) +7, Perception +6, Ride +4, Sleight of Hand +8, Spellcraft +11, Stealth +16, Survival +5, Use Magic Device +7; Racial Modifiers +4 Ride, +4 Stealth
Languages Common, Gnoll, Goblin, Orc
SQ alchemy (alchemy crafting +5), discovery (explosive bomb), fiery cocktail, fire bombardier, fire-forged steel, mutagen (+4/-2, +2 natural armor, 50 minutes), poison use, swift alchemy
Other Gear +3 fire-forged steel parade armor[UE], alchemy crafting kit[APG], bedroll, belt pouch, flint and steel, ink, inkpen, masterwork backpack[APG], mess kit[UE], pot, soap, torch (10), trail rations (5), waterskin, 387 gp
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Special Abilities
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Alchemy +5 (Su) +5 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 3d6+3 (10/day, DC 15) (Su) Thrown Splash Weapon deals 3d6+3 fire damage.
Burn! Burn! Burn! +1d4 fire damage when using nonmagical or alchemical sources of fire.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Fire (2) You have the specified Energy Resistance against Fire attacks.
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
Fiery Cocktail (Su) Can split non-fire bomb's dice (half fire d6s, half original), but -2 DC for additional effects.
Fire Bombardier (Ex) (Su) Creatures take an additional 1 pt of fire splash damage per die.
Fire Hand Considered proficient with torches and gain+1 attack with weapons that deal fire damage.
Fire-Forged Steel Dwarves stumbled across the secret of crafting fire-forged steel in an effort to make forge-friendly tools. It didn’t take them long to adapt its unique properties to arms and armor. Fire-forged steel channels heat in one direction to protect its w
Mutagen (DC 15) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 50 minutes.
Poison Resistance +2 (Ex) +4 to save vs. Poison.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
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.