About The Professor..
The Professor
Male ratfolk alchemist (mindchemist, wasteland blightbreaker) 8 (Pathfinder Player Companion: Healer's Handbook 10, Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Bestiary 3 231, Pathfinder RPG Ultimate Magic 19)
N Small humanoid (ratfolk)
Init +5; Senses darkvision 60 ft.; Perception +12
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Defense
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AC 15, touch 15, flat-footed 11 (+4 Dex, +1 size)
hp 59 (8d8+16)
Fort +12, Ref +15, Will +6; +2 vs. disease, +2 bonus vs. poison
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Offense
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Speed 20 ft.
Ranged blackwood underwater light crossbow +12 (1d6/19-20) or
. . bomb +12/+7 (4d6+8 fire) or
. . frost bomb +12/+7 (4d6+8 cold)
Special Attacks bomb 18/day (4d6+8 fire, DC 22)
Alchemist Spell-Like Abilities (CL 8th; concentration +16)
. . 1/day—touch injection (healing subschool infusion only)[UC]
Alchemist (Mindchemist, Wasteland Blightbreaker) Extracts Prepared (CL 8th; concentration +16)
. . 3rd—claim identity (DC 21), cure serious wounds, orchid's drop, tongues
. . 2nd—alchemical allocation[APG] (3), cure moderate wounds, investigative mind[ACG] (2)
. . 1st—heightened awareness[ACG] (2), reduce person (2, DC 19), shield (2)
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Statistics
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Str 8, Dex 18, Con 12, Int 26, Wis 8, Cha 8
Base Atk +6; CMB +4; CMD 18
Feats Extra Bombs[APG], Extra Discovery[APG], Extra Discovery[APG], Extra Discovery[APG], Point-Blank Shot, Throw Anything
Traits clever wordplay, ease of faith, shackles seafarer
Skills Acrobatics +7 (+3 to jump), Appraise +12, Bluff +2, Climb +4, Craft (alchemy) +23 (+31 to create alchemical items), Diplomacy +21, Disable Device +8, Disguise +2, Fly +17, Heal +3, Intimidate +2, Knowledge (arcana) +20, Knowledge (dungeoneering) +17, Knowledge (engineering) +17, Knowledge (geography) +17, Knowledge (history) +17, Knowledge (local) +17, Knowledge (nature) +20, Knowledge (nobility) +17, Knowledge (planes) +17, Knowledge (religion) +17, Linguistics +16, Perception +12, Ride +12, Spellcraft +19, Stealth +16, Swim +16, Use Magic Device +15; Racial Modifiers +2 Craft (alchemy), +2 Perception, +2 Use Magic Device
Languages Abyssal, Aklo, Ancient Osiriani, Aquan, Auran, Azlanti, Common, Draconic, Goblin, Jistka, Kelish, Orc, Skald, Sylvan, Thassilonian, Tien, Undercommon
SQ alchemy (alchemy crafting +8), banish blights, cleanliness, cognatogen (+4/-2, +2 natural armor, 80 minutes), cornered fury[ARG], discoveries (fast bombs, frost bomb, healing bomb, infusion, precise bombs [8 squares], wings[UM]), healing infusion, perfect recall, swift alchemy, swift healing infusions
Combat Gear cognatogen[UM], potion of cure serious wounds, potion of heroism, acid (2), bloodblock[APG] (2), clear ear, desiccating lubricant (2), troll oil[UE] (5), vermin repellent[UE] (2); Other Gear blackwood underwater light crossbow[ARG], belt of incredible dexterity +2, circlet of persuasion, cloak of resistance +5, cracked dusty rose prism ioun stone, cracked pink and green sphere ioun stone, gloves of swimming and climbing, handy haversack, headband of vast intelligence +4, alchemist's lab, alchemy crafting kit[APG], backpack, bedroll, belt pouch, carrion bait (2), flint and steel, ink, inkpen, masterwork thieves' tools, mess kit[UE], pot, smoked goggles[APG], soap, torch (10), trail rations (5), underwater goggles, waterskin, 150 gp
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Special Abilities
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Alchemy +8 (Su) +8 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Banish Blights (Su) Ally drinking 3rd level or higher heal extract gains break enchant. Dispels primal magic events.
Bomb 4d6+8 (18/day, DC 22) (Su) Thrown Splash Weapon deals 4d6+8 fire damage.
Cleanliness +2 vs. disease, exceeding disease save by 5 counts as 2 cons. saves,
Cognatogen (DC 22) (Su) Mutagen adds +4 to a mental & -2 to a physical attribute, and +2 nat. armor for 80 minutes.
Cornered Fury +2 melee attack and AC if no conscious ally in 30 ft.
Darkvision (60 feet) You can see in the dark (black and white only).
Fast Bombs (Su) Throw multiple bombs as a full-round action.
Frost Bomb (DC 22) (Su) Bomb deals cold damage and staggers foe next round (Fort neg).
Healing Bomb Use cure extract as bomb, healing target of bomb (as extract) and those in splash. (min. heal)
Healing Infusion (Sp, Su) Can prepare healing subschool extracts as infusions, replace them at will.
Infusion Create an extract can be used by anyone but takes up a slot until used.
Perfect Recall At 2nd level, a mindchemist has honed his memory. When making a Knowledge check, he may add his Intelligence bonus on the check a second time. Thus, a mindchemist with 5 ranks in Knowledge (history) and a +2 Intelligence bonus has a total skill bonus
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Bombs (Su) Exclude up to 8 squares from splash damage of your bombs.
Swift Alchemy (Ex) Construct alchemical items in half the normal time.
Swift Healing Infusions (Sp) Standard action, absorb healing subschool infusion as touch injection, but deliver as swift.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Wings (8 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