|Damiel (Iconic Alchemist 1)
Male Elf Alchemist 1
CN Medium humanoid (elf)
Init +4; Senses low-light vision, Perception +4
AC 20, touch 15, flat-footed 15 (+3 armor, +2 natural, +5 Dex)
hp 9 (1d8+1)
Fort +3, Ref +7, Will -2; +2 vs. enchantments
Speed 30 ft.
Melee rapier +1 (1d6+1/18-20) or dagger +1 (1d4+1/19-20)
Ranged sling +5 (1d4+1) or bomb +5 (1d6+4 fire) or thrown splash weapon +5 (by weapon +4)
Special Attacks bomb 5/day (1d6+4 fire, DC 14), throw anything
Alchemist extracts prepared (CL 1st; concentration +5)
1st - enlarge person, true strike
Before Combat Damiel uses his mutagen to improve his Dexterity. This bonus has been included in his statistics above.
During Combat Damiel prefers to stay out of melee, lobbing bombs at his foes. If he gets cornered and forced into melee, he drinks his extract of enlarge person and attacks using his rapier.
Str 12, Dex 20, Con 12, Int 18, Wis 6, Cha 10
Base Atk +0; CMB +1; CMD 16
Feats Brew Potion, Skill Focus (Craft [alchemy]), Throw Anything
Skills Appraise +8, Climb +0, Craft (alchemy) +13, Disable Device +8, Heal +3, Knowledge (nature) +8, Perception +4, Sleight of Hand +9, Spellcraft +8 (+10 to identify magic items), Use Magic Device +4
Languages Common, Draconic, Elven, Gnome, Goblin, Ignan
SQ alchemy, elven magic, extract, mutagen, weapon familiarity
Combat Gear potion of cure light wounds, potion of shield, acid, alchemist's fire (2), mutagen (Dexterity), oil flasks (5), tanglefoot bag, thunderstone; Other Gear dagger, rapier, studded leather armor, sling with 10 bullets, alchemist's kit, backpack, formula book (contains all prepared extracts plus cure light wounds, expeditious retreat and shield) rations (4), sunrods (3), thieves' tools, tindertwigs (6), various and sundry inebriants and intoxicants, 2gp