Assassins' Guild Grenadier
CREATURE 3 +9
Common
Acrobatics +7, Crafting +10, Deception +5, Society +9, Stealth +10, Thievery +7
Str +0, Dex +3, Con +1, Int +3, Wis +2, Cha +1
Hand Crossbow, Dagger, Acid Flask (Moderate) (2), Alchemist's Fire (Moderate) (2), Frost Vial (Moderate) (2), Studded Leather Armor, Alchemist's Toolkit, Bolts (20)
Infused Items
An assassins' guild grenadier carries 2 infused Acid Flask (Moderate), 2 infused Alchemist's Fire (Moderate), and 2 infused Frost Vial (Moderate). These items last for 24 hours, or until the next time they make their daily preparations.
AC 19; Fort +9, Ref +12, Will +5
HP 45
25 feet
Melee Dagger +10 (agile, finesse, versatile s), Damage 1d4+5 piercing
Melee Dagger +10 (agile, thrown 10, versatile s), Damage 1d4+5 piercing
Ranged Hand Crossbow +10 (reload 1, range increment 60 feet), Damage 1d6+5 piercing
Ranged Acid Flask (Moderate) +12 (bomb, consumable, infused, splash, range increment 30 feet), Damage 2d6 acid plus 1 acid plus 2 acid
Ranged Alchemist's Fire (Moderate) +12 (bomb, consumable, infused, splash, range increment 30 feet), Damage 2 fire plus 2 fire plus 1d8+1 fire
Ranged Frost Vial (Moderate) +12 (bomb, consumable, infused, splash, range increment 30 feet), Damage 2 cold plus 1d6+1 cold
Far Lob
The grenadier's bombs have a range increment of 30 feet (instead of 20 feet).
Quick Bomber
Pathfinder Society Scenario #5-14: Poisonous CouncilOGL