Sea Goblin Brine Mixer

SEA GOBLIN BRINE MIXER 

CR 13

Male Goblin Alchemist 14

NE Small humanoid (goblinoid) (aquatic)

Init +8; Senses Darkvision (60 ft.), Perception +20,

DEFENSE
AC 25, touch 19, flat-footed 21 (Amulet of Natural Armor +2, +4 Dex, +4 deflection, +2 natural, +1 size, )

hp 126 (14d8)+14

Fort +14, Ref +17, Will +11,

Immunities Poison,

OFFENSE
Speed 30 ft.

Melee club +2 (small/flaming burst) +12/+7 (1d4+1)

Ranged club +2 (small/flaming burst/thrown) +17/+12 (1d4+1)

Melee tentacle +10 (1d3-1)

Melee dagger +2 (small) +12/+7 (1d3+1/19-20)

Ranged dagger +2 (small/thrown) +17/+12 (1d3+1/19-20)

Ranged crossbow +1 (heavy/small/flaming burst) +16/+11 (1d8+1/19-20)

Ranged bomb +17/+12 (1d6+7)

Special Attacks Bomb, Fast Bombs, Frost Bomb*, Grab, Precise Bombs, Tentacle, Throw Anything,

Magic Item Spell-Like Abilities: fly ( DC 10, 3/Day)

Prepared Spells

Alchemist (CL 14th):

5th - delayed consumption (DC ), languid bomb admixture (DC 22) , undead anatomy ii (DC )

4th - cure critical wounds (DC 21), fluid form (DC ) , invisibility (greater) (2) (DC 21) , viper bomb admixture (DC )

3rd - cure serious wounds (2) (DC 20), lightning lash bomb admixture (DC 20) , resinous skin (2) (DC 20)

2nd - alchemical allocation (DC ), aram zey's focus (DC ) , fire breath (2) (DC 19) , shadow bomb admixture (DC 19) , twisted innards (DC )

1st - bomber's eye (2) (DC ), longshot (DC ) , petulengro's validation , targeted bomb admixture (DC ) , true strike (2) (DC )

STATISTICS
Str 9, Dex 19, Con 13, Int 25, Wis 16, Cha 13

Base Atk +10; CMB +8 (+12 grapple); CMD 26

Feats  Brew Potion, Burn! Burn! Burn!, Craft Staff, Craft Wand, Craft Wondrous Item, Extra Bombs (2x), Improved Initiative, Throw Anything, Weapon Focus (Bomb)

Skills  Acrobatics +4, Appraise +24, Bluff +1, Climb -1, Craft (Untrained) +7, Diplomacy +1, Disable Device +21, Disable Device (Traps) +24, Disguise +1, Escape Artist +4, Fly +23, Heal +20, Intimidate +1, Perception +20, Perform (Untrained) +1, Ride +8, Sense Motive +3, Sleight of Hand +21, Spellcraft +24, Stealth +12, Survival +20, Swim -1, Use Magic Device +18,

Languages Draconic, Dwarven, Gnome, Goblin, Halfling, Orc

SQ Alchemy, Brew Potion, Dispelling Bomb, Fast, Infusion, Lingering Spirit, Mutagen, Persistent Mutagen, Poison Resistance, Poison Use, Skilled, Swift Alchemy, Swift Poisoning, Water Breathing

Possessions  headband of aerial agility (int) +4;  amulet of natural armor +2;  ring of protection +4;  club +2 (small/flaming burst);  bracers of armor +4;  cloak of resistance +4;  wand of ghoul touch;  scroll (vampiric touch);  scroll (nondetection);  scroll (move earth);  scroll (mount);  scroll (jump);  dust of appearance;  bolts +3 (crossbow/10/small/shock);  formula book;  necklace of fireballs (type vii);  dagger +2 (small);  bomb;  Crossbow +1 (Heavy/Small/Flaming Burst); Formula Book

SPECIAL ABILITIES
Alchemy (Su)  When using Craft (Alchemy) to create an alchemical item, you gains a +14 competence bonus on the Craft (alchemy) check. In addition, you can use Craft (Alchemy) to identify potions as if using Detect Magic. He must hold the potion for 1 round to make such a check.

Bomb (Su)  You can use 25 bombs each day. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, your bomb inflicts 1d6+7 points of fire damage. Your bombs also inflict an additional 6d6 points of fire damage that is not multiplied on a critical hit or by using feats such as Vital Strike. Splash damage from an your bomb is always equal to the bomb's minimum damage (14). Those caught in the splash damage can attempt a DC 24 Reflex save for half damage.

Brew Potion (Ex)  You receive Brew Potion as a bonus feat. You can brew potions of any formulae you know (up to 3rd level), using your alchemist level as caster level. The spell must be one that can be made into a potion. You do not need to meet the prerequisites for this feat. Alchemists receive the Extra Bombs feat at 1st level instead of Brew Potion.

Darkvision  Goblins can see in the dark up to 60 feet.

Dispelling Bomb  When the alchemist creates a bomb, he can choose to have it dispel magic effects instead of deal damage. Creatures that take a direct hit from a dispelling bomb are subject to a targeted dispel magic spell, using the alchemist's level as the caster level. This cannot be used to target a specific spell effect. The alchemist must be at least 6th level before selecting this discovery.

Fast (Ex)  Goblins have a base speed of 30 ft.

Fast Bombs  An alchemist with this discovery can quickly create enough bombs to throw more than one in a single round. The alchemist can prepare and throw additional bombs as a full-round action if his base attack bonus is high enough to grant him additional attacks. This functions just like a full-attack with a ranged weapon.

Frost Bomb*  When the alchemist creates a bomb, he can choose to have it inflict cold damage. Creatures that take a direct hit from a frost bomb are staggered on their next turn unless they succeed on a Fortitude save.

Grab (Ex)  If You hit with the indicated attack, you deal normal damage and can attempt to start a grapple as a free action without provoking an attack of opportunity.

Immunity to Poison (Ex)  You never take poison damage.

Infusion  When the alchemist creates an extract, he can infuse it with an extra bit of his own magical power. The extract created now persists even after the alchemist sets it down. As long as the extract exists, it continues to occupy one of the alchemist's daily extract slots. An infused extract can be imbibed by a non-alchemist to gain its effects.

Lingering Spirit (Ex)  You are familiar enough with the ties between your body and spirit that you linger at death's door far longer than a normal person. You treat your Constitution as 10 points higher than normal for the purpose of determining when hit point damage kills you. Reducing you to 0 Constitution or its equivalent (from ability damage, ability drain, Constitution penalties, and so on) makes you unconscious and comatose, but you are only killed after taking an additional 5 points of Constitution damage, drain, or penalty (in effect, you must be brought to -5 Constitution in order to be killed by these attacks). .

Poison Resistance (Ex)  You are completely immune to poison.

Poison Use (Ex)  You are trained in the use of poison and cannot accidentally poison yourself when applying poison to a weapon.

Precise Bombs  Whenever the alchemist throws a bomb, he can select a number of squares equal to his Intelligence modifier that are not affected by the splash damage from his bombs. If the bomb misses, this discovery has no effect.

Skilled (Ex)  Goblins gain a +4 racial bonus on Ride and Stealth checks.

Swift Alchemy (Ex)  You can create alchemical items with astounding speed. It takes you half the normal amount of time to create alchemical items, and you can apply poison to a weapon as a move action.

Swift Poisoning (Ex)  You can apply a dose of poison to a weapon as a swift action.

Tentacle (Ex)  You gain a prehensile, arm-length tentacle on your body. The tentacle is fully under your control and cannot be concealed except with magic or bulky clothing. The tentacle does not give you any extra attacks or actions per round, though you can use it to make a tentacle attack (1d4 damage for a Medium alchemist, 1d3 damage for a Small one) with the grab ability (see page 301 of the Pathfinder RPG Bestiary). The tentacle can manipulate or hold items as well as your original arms can (for example, allowing you to use one hand to wield a weapon, the tentacle to hold a potion, and the third hand to throw a bomb). Unlike an arm, the tentacle has no magic item slots.

Throw Anything (Ex)  You gain the Throw Anything feat as a bonus feat. You add your Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature.