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Bandit Alchemist
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Neutral (Human)

4 Alchemist
Size
Medium
Speed
30 ft.
Initiative
+8
STR
12
DEX
18
CON
15
INT
18
WIS
8
CHA
8

Skills
8 Perception
7 Stealth
11 Trickery

27 experience points

Defense
30 Hit points
AC
23

Flat-footed
19
Touch
16
Fortitude
+6
Will
+0
Reflex
+8

Offense
Range: Light Crossbow
Range: 50 ft.
Attack: +9
Damage: 1-8 Piercing 1d8

BASE ATTACK BONUS
+3/-/-/-
COMBAT MANEUVER
+6 Bonus 20 Defense

Features and Abilities
Charge, Coup de Grace, Demoralize (Persuasion), Treat Affliction, Alchemist Bomb, Mutagen - Constitution, Mutagen - Dexterity, Mutagen - Strength, Acid Flask x2, Alchemist's Fire x2
Fighting Defensively, Acrobatics (Mobility)
Human, Feat, Skilled, Coup de Grace, Alchemist Proficiencies, Armor Proficiency (Light Armor), Simple Weapon Proficiency, Bomb, Mutagen, Throw Anything, Point-Blank Shot, Precise Shot, Discovery, Poison Resistance, Precise bomb, Improved Initiative, Infusion

Analyze Skill: Lore (Nature) DC 13

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Bandit Alchemist is an enemy in Pathfinder: Kingmaker.

Description[]

Bandits are the scourge of the highway, robbing the rich and poor alike. Freebooting scoundrels simply out for a good time, bandits care only about themselves and their band of rogues. They accost and shake down innocent travelers, hijack poorly-guarded merchant caravans, charge tolls at remote bridges, or simply plunder isolated farmsteads and villages.

Bandits can be deserters from an army, disaffected huntsmen, rootless drifters with no taste for hard work, cattle rustlers or horse thieves, or even folk-hero freedom fighters who rob from the rich to feed the poor.

Notes[]

Locations[]

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