Tunch
CREATURE 5Male goblin alchemist
+10; darkvision
Common, Goblin
Crafting +12, Deception +11, Nature +8, Religion +8, Stealth +11, Thievery +11
Str +0, Dex +4, Con +2, Int +3, Wis +1, Cha +2
Dogslicer, Alchemist's Fire (Moderate) (8), Glue Bomb (Moderate) (2), Studded Leather Armor, Emerald Grasshopper, Antidote (Lesser) (2), Elixir of Life (Lesser) (4)
Infused Items
Tunch carries the following infused items, which last for 24 hours or until the next time he makes his daily preparations: Alchemist's Fire (Moderate) (8), Antidote (Lesser) (2), Elixir of Life (Lesser) (4), Glue Bomb (Moderate) (2)
AC 21; Fort +11, Ref +13, Will +8; +1 status vs. poison
HP 75; Resistances poison 2
+1 Status vs. Poison
Goblin Scuttle
25 feet
Melee Dogslicer +13 (agile, backstabber, finesse), Damage 1d6+2 slashing
Ranged Alchemist's Fire (Moderate) +14 (range increment 20 feet), Damage 2d8 fire plus 3 fire plus 2 fire
Calculated Splash
When Tunch throws a bomb with the splash trait, it deals splash damage equal to his Intelligence modifier.
Distracting Whistle (arcane, auditory)
once per round
Tunch whistles in a way that causes the sound to manifest elsewhere, potentially distracting a foe. One target of Tunch's choice that he can see within 30 feet must attempt a DC 22 Will save or become Off-Guard until the start of Tunch's next turn by the distracting whistling sound that seems to come from behind them. The target is then temporarily immune to Distracting Whistle for 1 hour.
Quick Bomber
Tunch Interacts to draw a bomb, then Strikes with it.
Pathfinder #200: Seven Dooms for SandpointOGL