Amateur Chemist

CREATURE 5

uncommon cn medium human humanoid 

Perception +13

Languages Common, Dwarven

Skills Acrobatics +13, Arcana +11, Crafting +15, Diplomacy +9, Nature +11, Society +13

Str +0 Dex +4 Con +2 Int +4 Wis +2 Cha +0

Infused Items The chemist carries the following infused items, which last 24 hours or until the next time the amateur chemist makes their daily preparations: infused moderate bottled lightning (4), infused moderate frost vials (2), infused reagents (6), infused moderate silvertongue mutagens (2).

AC  22; Fort +13, Ref +15, Will +11

HP 75

Speed 25 feet

Melee [>] light mace +13 (agile, finesse, shove), Damage 1d4 bludgeoning plus 2d8 poison

Ranged [>] alchemical bomb +14 (range increment 30 feet, splash), Effect varies by bomb

Alchemical Formulas (5th) lesser antidote, moderate bottled lightning, moderate frost vial, graveroot, hunting spider venom, moderate quicksilver mutagen, moderate silvertongue mutagen.

Calculated Splash The chemist's bombs that have the splash trait deal 4 splash damage.

Quick Alchemy [>] Cost 1 batch of infused reagents; The chemist creates a single alchemical item from their formula book (see Alchemical Formulas). This item has the infused trait, but it remains potent only until the start of their next turn.

Quick Bomber [>] The chemist Interacts to draw a bomb then Strikes with it.

AoE4, page 12.

Open Amateur Chemist in the interactive creatures list or browse all creatures starting with A.