pf2e.fyi
From Pathfinder #160: Assault on Hunting Lodge Seven, which isn't enabled.

Amateur Chemist

CREATURE 5
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, 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).


Speed 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
Cost 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 Bomber

The chemist Interacts to draw a bomb then Strikes with it.

Pathfinder #160: Assault on Hunting Lodge SevenOGL