| Classes/Levels |
Preservationist Alchemist 1 | HP 8/8 | Fort 3, Ref 5, Will 1 | AC 17/14/14 | CMD 11/8 | Perc +7 | Init +3 |
About Zeylud
Zeylud
Male ratfolk alchemist (preservationist) 1 (Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Bestiary 3 231, Pathfinder RPG Ultimate Magic 19)
N Small humanoid (ratfolk)
Init +3; Senses darkvision 60 ft.; Perception +7
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Defense
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AC 17, touch 14, flat-footed 14 (+3 armor, +3 Dex, +1 size)
hp 8 (1d8)
Fort +3, Ref +5, Will +1
Resist cold 2
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Offense
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Speed 20 ft. (15 ft. in armor)
Melee dagger +0 (1d3-1/19-20) or
dagger +0 (1d3-1/19-20)
Ranged bomb +5 (1d6+3 fire)
Special Attacks bomb 4/day (1d6+3 fire, DC 13)
Alchemist (Preservationist) Extracts Prepared (CL 1st; concentration +4)
1st—firebelly (DC 14), shield
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Statistics
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Str 9, Dex 16, Con 10, Int 17, Wis 12, Cha 14
Base Atk +0; CMB -2; CMD 11
Feats Brew Potion, Nature Soul, Throw Anything
Traits bandit (river kingdoms), northern ancestry
Skills Acrobatics +0 (-8 to jump), Craft (alchemy) +9 (+10 to create alchemical items), Heal +5, Knowledge (arcana) +7, Knowledge (local) +4, Knowledge (nature) +9, Linguistics +4, Perception +7, Spellcraft +7, Stealth +9, Survival +7; Racial Modifiers +2 Craft (alchemy), +2 Perception, rodent empathy
Languages Aklo, Common, Draconic, Sylvan, Undercommon
SQ alchemy (alchemy crafting +1), cornered fury[ARG], mutagen (+4/-2, +2 natural armor, 10 minutes)
Combat Gear alchemist's fire (3); Other Gear studded leather, dagger, dagger, alchemist starting formula book, alchemy crafting kit[APG], bedroll, masterwork backpack[APG], snuffbox, wood[ACG], waterskin, whetstone, winter blanket, 9 gp, 3 sp, 8 cp
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Special Abilities
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Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 1d6+3 (4/day, DC 13) (Su) Thrown Splash Weapon deals 1d6+3 fire damage.
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).
Energy Resistance, Cold (2) You have the specified Energy Resistance against Cold attacks.
Mutagen (DC 13) (Su) Mutagen adds +4/-2 to physical/mental attributes, and +2 nat. armor for 10 minutes.
Rodent Empathy Ratfolk gain a +4 racial bonus on Handle Animal checks made to influence rodents.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.