Perthfinder Carrion Crown
Xiuj Hak Leyng of the Seven-Ghost-Needles
Human (Tian-Shu) Alchemist 1
LN Medium Humanoid (human)
Init +3; Senses Perception +5
AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 10 (1d8+1)
Fort +3, Ref +5, Will +1
Speed 30 ft.
Melee Club +0 (1d6/x2) and
Dagger +0 (1d4/19-20/x2)
Ranged Bomb +4 (1d6+3 Fire)
Special Attacks Bomb 1d6+3 (4/day) (DC 13)
Alchemist Spells Prepared (CL 1, 0 melee touch, 3 ranged touch):
1 (2/day) Cure Light Wounds
Str 10, Dex 16, Con 12, Int 17, Wis 12, Cha 9
Base Atk +0; CMB +0; CMD 13
Feats Brew Potion, Point Blank Shot, Splash Weapon Mastery, Throw Anything
Traits Anatomist, On the Payroll
Skills Appraise +7, Craft (alchemy) +7, Disable Device +9, Heal +5, Knowledge (arcana) +7, Knowledge (nature) +7, Perception +5, Spellcraft +7 Modifiers Alchemy +1
Languages Aklo, Celestial, Common, Tien, Varisian
SQ Earplugs, Mutagen (DC 13)
Combat Gear Club, Dagger, Leather armor; Other Gear Acid (2), Alchemist’s kindness, Chalkboard, Earplugs, Masterwork tool (Disable Device), Scroll case (empty), Smokestick, Sunrod, Tanglefoot bag, Thunderstone, Tindertwig (3)
Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Anatomist +1 to confirm critical hits.
Bomb 1d6+3 (4/day) (DC 13) (Su) Thrown Splash Weapon deals 1d6+3 fire damage.
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Mutagen (DC 13) (Su) Mutagen adds +4 to a Physical attribute, -2 to a mental attribute, and +2 natural armor for 10 minutes/level.
On the Payroll Leyng often served as a consultant to the Professor, retained for his insights into anatomy, physiology, and alchemical expertise. The Professor paid him a generous wage, allowing Leyng an additional 150gp in starting equipment and alchemical items.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
N Medium Animal
Init +1; Senses Low-Light Vision, Scent; Perception +5
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 13 (2d8+4)
Fort +5 (+4 vs. suffocation or hot or cold environments), Ref +4, Will +0
Speed 30 ft.
Melee Hooves x2 (Donkey) +2 x2 (1d3+1/x2)
Ranged Light crossbow -2 (1d8/19-20/x2)
Str 13, Dex 13, Con 14, Int 2, Wis 11, Cha 4
Base Atk +1; CMB +2; CMD 13 (17 vs. Trip)
Feats Endurance, Run
Skills Acrobatics -2 (+2 to jump with a running start), Climb -2, Escape Artist -2, Fly -2, Perception +5, Ride -2, Stealth -2, Swim -2 (+2 vs. exhaustion)
Combat Gear Crossbow bolts (10), Light crossbow; Other Gear Alchemist’s kit, Blanket, winter, Cart (empty), Chalk (2), Chest, medium (25 @ 32 lbs), Rice paper (10)
Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Run You run faster than normal.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
“Go away! I have no liquors here for you to take, nor drugs or powders to make you see spirits or dance like demons. I am just an old man with no gold or treasures – so go away!”