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Bijan And Zaynap OhrlaviCreature 5


UniqueNEMediumHumanHumanoid
Source Pathfinder Society Scenario #1-00: Origin of the Open Road
Perception +11
Languages Common, Osiriani, Vudrani
Skills Acrobatics +13, Arcana +12, Crafting +16, Deception +9, Occultism +12, Stealth +13, Thievery +13
Str +0, Dex +4, Con +1, Int +5, Wis +2, Cha +0

AC 22; Fort +12; Reflex +15; Will +9; +1 status on all saves vs. poison
HP 75
Speed 25 feet

Kukri One Action +15 (+11, +7) to hit (agile, finesse, magical, trip) 1d6+4 Slashing
Moderate Acid Flask One Action +16 (+11, +6) to hit (range increment 20, splash) 1 Acid
Moderate Bottled Lightning One Action +16 (+11, +6) to hit (range increment 20, splash) 2d6 Electricity
Moderate Frost Vial One Action +16 (+11, +6) to hit (range increment 20, splash) 2d6 Cold

Infused Items

Each alchemist carries 2 infused moderate acid flasks, 2 infused moderate bottled lightnings, and 2 infused moderate frost vials. These items last for 24 hours or until the next time the alchemists make their daily preparations.

Alchemist Goggles

The alchemist's Alchemist Goggles allow them to ignore lesser cover when making Strikes with alchemical bombs.

Calculated Bomber

The alchemist deals 5 splash damage with thrown alchemical bombs rather than the normal amount.

Quick Bomber One Action

The alchemist draws an alchemical bomb with an Interact action and throws it as a ranged Strike.

Sneak Attack

If the alchemist's Strike hits a flatfooted creature, they deal 1d6]1d6 extra precision damage.



Traits

Unique

A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.

Human

A 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.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.