Init: +9. Senses: darkvision 60 ft.; Perception +13. Ac: 26, touch 17, flat-footed 21 (+4 armor, +1 deflection, +5 Dex, +5 natural, +1 size).
Hp: 63 (8d8+24).
Fortitude: +9. Reflex: +14. Will: +3; +6 vs. poison.
Speed: 20 ft.. Melee: dagger +6/+1 (1d3-1/19-20). Ranged: light crossbow +12 (1d6/19-20) or bomb +12/+7 (4d6+4 cold or fire). Special Attacks: bomb 12/day (4d6+4 cold or fire, DC 18), swarming. Strength: 8. Dexterity: 20. Constitution: 14. Intelligence: 18. Wisdom: 10. Charisma: 8.
Base Attack: +6. Cmb: +4. Cmd: 20.
Feats: Brew Potion, Improved Initiative, Lightning Reflexes, Point-Blank Shot, Precise Shot, Throw Anything.
Skills: Appraise +11, Craft (alchemy) +17, Disable Device +16, Heal +7, Knowledge (arcana) +15, Knowledge (nature) +15, Perception +13, Profession (herbalist) +11, Spellcraft +11, Survival +7, Use Magic Device +1. Racial Modifiers: +2 Craft (alchemy), +2 Perception, +2 Use Magic Device.
Languages: Common, Draconic, Dwarven, Gnome, Undercommon. Special Qualities: alchemy (alchemy crafting +8, identify potions), discoveries (fast bombs, frost bomb, infusion, precise bombs [4 squares]), mutagen (+4/-2, +2 natural, 80 minutes), poison use, swift alchemy, swift poisoning. Combat Gear: potions of cure serious wounds (3), potion of displacement, potion of invisibility, acid (2), antitoxin (2), smokesticks (2), tanglefoot bags (2). Other Gear: +1 studded leather, dagger, light crossbow with 10 bolts, cloak of resistance +1, dust of dryness, elixir of truth, ring of protection +1, formula book (contains prepared extracts plus displacement, disguise self, endure elements, enlarge person, expeditious retreat, identify, and jump ), tindertwigs (10), 317 gp.
alchemist extracts prepared: (CL 8th)
3rd-cure serious wounds, fly, heroism
2nd-barkskin, bull's strength, invisibility, resist energy, see invisibility
1st-comprehend languages, crafter's fortune, negate aroma (DC 15), reduce person (DC 15), shield
Tactics
Before Combat The chemist imbibes her mutagen and extracts of barkskin and fly . She gives infusions of bull's strength and heroism to allies.
During Combat The chemist drops bombs while flying above the fray.
Base Statistics Without her mutagen and barkskin, the chemist's statistics are
Init +7
Senses Perception +14
AC 19, touch 15, flat-footed 16
Ref +12
Ranged light crossbow +10 (1d6/19–20) or bomb +10/+5 (4d6+4 cold or fire)
Dex 16
Wis 12
CMD 18
Skills Heal +8, Perception +14, Profession (herbalist) +12, Survival +8.
Ratfolk chemists are treasured members of ratfolk colonies. Not only do they provide the warren with excellent defensive capability, but their alchemical creations are valuable merchandise to sell or trade.
Since ratfolk have short lifespans, they heed the wisdom of those who attain old age. Many ratfolk aspire to become elders from a very young age, and try to get their hands on books and histories when they go into trade, intending to later study them. Often, aspiring leaders pursue the healing arts to keep the rest of the warren healthy—and to ensure they live long enough to pass on their knowledge.