Amateur Chemist
CREATURE 5 +13
Common, Dwarven
Acrobatics +13, Arcana +11, Crafting +15, Diplomacy +9, Nature +11, Society +13
Str +0, Dex +4, Con +2, Int +4, Wis +2, Cha +0
Light Mace, Bottled Lightning (Moderate) (4), Frost Vial (Moderate) (2), Leather Armor, Alchemist's Tools, Formula Book (Blank), Silvertongue Mutagen (Moderate) (2), Infused Reagents (6)
AC 22; Fort +13, Ref +15, Will +11
HP 75
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).
25 feet
Melee Light Mace +13 (agile, finesse, shove), Damage 1d4 bludgeoning plus 2d8 poison
Ranged Bottled Lightning +14 (bomb, splash, range increment 30 feet), Damage 2d6 electricity plus 2 electricity
Ranged Frost Vial +14 (bomb, splash, range increment 30 feet), Damage 2d6 cold plus 2 cold
Alchemical Formulas (5th)
lesser antidote, moderate bottled lightning, moderate frost vial, graveroot, hunting spider venom, moderate quicksilver mutagen, moderate silvertongue mutagen
Calculated Splash
The chemist's bombs that have the splash trait deal 4 splash damage.
Quick Alchemy
1 batch of infused reagents
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.
Pathfinder #160: Assault on Hunting Lodge SevenOGL