Male Half-Orc Alchemist (Grenadier) 2
CN Medium Humanoid (human, orc)
Init 3 armor, 2)
Fort 8, Will 6 Fire/x2) and
Heavy crossbow 6 (7/day) (dc 16), discoveries (explosive bomb)
Alchemist (Grenadier) Spells Prepared (CL 2):
1 (4/day) Expeditious Retreat, Comprehend Languages, Disguise Self, Targeted Bomb Admixture
Str 7, Dex 19, Con 12, Int 20, Wis 10, Cha 7
Base Atk 12 to create alchemical items), Disable Device 7 to find hidden objects (inc. secret doors and traps), determine whether food is spoiled, or identify a potion by taste), Ride 6 (7/day) (DC 16) (Su) – 0/7
Mutagen: 6 (7/day) (DC 16) (Su) Thrown Splash Weapon deals 1d6+6 fire damage.
Darkvision (60 feet) You can see in the dark (black and white vision only).
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 is
Mutagen (DC 16) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 20 min.
Poisoning (Standard Action) (Ex) Normal: Apply poison to a weapon as a standard action.
Precise Bombs (Ex) Select Int mod squares to not be affected by splash effects.
Scavenger +2 Perception to find hidden objects (inc. secret doors and traps), determine if food is spoiled or identify a potion by taste.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
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