Defense
AC 17, touch 12, flat-footed 15 (+5 armor, +0 size, +2 Dex)
hp 60 (8d8+24)
Fort +9, Ref +11, Will +3; +6 vs. poison
Defensive Abilities SR 14
Offense
Speed 30 ft.
Melee sharpness I dagger +8 (1d4/19-20)
Melee mwk dagger +8 (1d4-1/19-20)
Ranged sharpness I dagger +11 (1d4+1/19-20)
Ranged mwk dagger +11 (1d4/19-20)
Ranged mwk light crossbow +10 (1d8/19-20)
Space 5 ft., Reach 5 ft.
Special Attacks charged bomb 10/day (4d6+4 negative energy; DC 18)
Alchemist Extracts Prepared (CL 8th; concentration +12)
3rd (8/day)—cure serious wounds
2nd (8/day)—cure moderate wounds, darkvision, invisibility, resist energy
1st (9/day)—jump, cure light wounds x2, shield
Statistics
Str 8, Dex 15, Con 14, Int 18, Wis 10, Cha 13
Base Atk +8; CMB +7; CMD 19
Feats Brew Potion, Improved Initiative*, Lightning Reflexes*, Point-Blank Shot, Throw Anything*, Toughness*, Weapon Focus (bombs)*
Feats marked with * are already included in the creature's statistics.
Skills Craft (alchemy) +15, Knowledge (arcana) +15, Knowledge (dungeoneering) +12, Knowledge (nature) +15, Perception +11, Spellcraft +15, Survival +15
Languages Abyssal, Common, Illager, Infernal, Knom
SQ alchemy (alchemy crafting +8, identify potions), charged mutagens, discoveries (charged slowness bomb, charged poison bomb, charged weakness bomb, charged healing bombs), poison use, swift alchemy, swift poisoning
Combat Gear acid x5, alchemist's fire x5,
potion of healing II x2,
potion of slow falling;
Gear a formula book (contains all prepared extracts as well as the following: 1st—
disguise self,
starsight,
polypurpose panacea; 3rd—
water breathing),
sharpness I sharpness I dagger, masterwork dagger, masterwork light crossbow with 20 bolts,
protection I /as protection I /as chain shirt,
cloak of resistance (+1),
goodberry sprig,
elixir of vision x2, portable alchemist's lab, mundane gear and herbs worth 500 gp
Special Abilities
Charged Bombs (Su) A charged alchemist is able to swiftly mix various substances and infuse them with the charge that runs through their body creating a mixture that resembles a
splash potion. By default, these splash potions mimic
potions of harming. These potions are treated as having a level of half the charged alchemist's number of levels (normally 4). If a sufficiently high enough level of the potion does not exist, threat any level dependant variables of the potion as being the desired level and otherise treat the potion as being at its highest level. These potions other are treated as alchemist bombs and are considered alchemist bomb weapons for purposes such as being selected for feats such as Point-Blank Shot and Weapon Focus. The save DC against these potions equal to 10 + 1/2 the alchemist's level + the alchemist's Intelligence modifier.
The charged alchemist also gains access to four additional discoveries.
Charged Poison Bomb: The alchemist can choose to throw a poison bomb that mimics a
splash potion of poison instead of their regular bomb.
Charged Weakness Bomb: The alchemist can choose to throw a weakening bomb that mimics a
splash potion of weakness instead of their regular bomb. This potion is treated as having a level equal to 1/4 the alchemist's level (normally 2).
Charged Slowness Bomb: The alchemist can choose to throw a slowing bomb that mimics a
splash potion of slowness instead of their regular bomb.