Amateur ChemistCreature 5
Source Pathfinder #160: Assault on Hunting Lodge Seven
Perception +13
Languages Common, Dwarven
Skills Acrobatics +13, Arcana +11, Crafting +15, Diplomacy +9, Nature +11, Society +13
Str +0, Dex +4, Con +2, Int +4, Wis +2, Cha +0
AC 22; Fort +13; Reflex +15; Will +11;
HP 75
Speed 25 feet
Light Mace +13 (+9, +5) to hit (agile, finesse, shove) 1d4 Bludgeoning + 2d8 Poison
Infused Items
The chemist carries the following infused items, which last 24 hours or until the next time the amateur chemist makes their daily preparations: infused moderate bottled lightning (4), infused moderate frost vials (2), infused reagents (6), infused moderate silvertongue mutagens (2).
Alchemical Formulas (5th)lesser antidote, moderate bottled lightning, moderate frost vial, graveroot, hunting spider venom, moderate quicksilver mutagen, moderate silvertongue mutagen
Calculated SplashThe chemist's bombs that have the splash trait deal 4 splash damage.
Quick AlchemyCost 1 batch of infused reagents
Effect The chemist creates a single alchemical item from their formula book (see Alchemical Formulas). This item has the infused trait, but it remains potent only until the start of their next turn.
Quick BomberThe chemist Interacts to draw a bomb then Strikes with it.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
HumanA creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.
HumanoidHumanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.