Greenscale Hobgoblin Bombardier


XP 3,200
Hobgoblin alchemist (grenadier) 8 (Pathfinder RPG Advanced Player's Guide 26, see page 116)
LE Medium humanoid (goblinoid)
Init +4; Senses darkvision 60 ft.; Perception +16


AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex)
hp 71 (8d8+32)
Fort +9, Ref +10, Will +2


Speed 30 ft.
Melee mwk short sword +8/+3 (1d6+1/19–20)
Ranged bomb +12/+7 (4d6+2 fire)
Special Attacks alchemical weapon (swift action), bomb 14/day (4d6+2 fire, DC 16), directed blast
Alchemist Extracts Prepared (CL 8th)
3rd—fly, haste
2nd—barkskin, cat's grace, false life, invisibility, resist energy
1st—bomber's eye, expeditious retreat, shield, true strike (2)


During Combat The bombardier hurls bombs at enemies, or uses directed blast if the foes are grouped closely together. He uses unstable accelerants with the bombs that seem most likely to hit. He saves most of his alchemical items to use with the alchemical weapon ability if he gets stuck fighting in melee range. In this circumstance, he drinks his mutagen before attacking.


Str 12, Dex 18, Con 16, Int 14, Wis 10, Cha 8
Base Atk +6; CMB +7; CMD 21
Feats Point-Blank Shot, Precise Shot, Throw Anything, Toughness, Weapon Focus (bomb)
Skills Craft (alchemy) +15, Heal +7, Knowledge (arcana) +11, Knowledge (engineering) +8, Knowledge (nature) +11, Perception +16, Spellcraft +13, Use Magic Device +6
Languages Aklo, Common, Goblin, Sylvan
SQ alchemy (alchemy crafting +8, identify potions), alternate racial features, discoveries (concussive bomb [4d4+2 sonic plus deafness], fast bombs, precise bombs [2 squares], smoke bomb, stink bomb), mutagen (+4/–2, +2 natural, 80 minutes), swift alchemy
Combat Gear wand of cure light wounds (40 charges), acid (3), alchemist's fire (4), smokesticks (2), tanglefoot bags (2), unstable accelerant (3);
Other Gear +2 leather armor, bombchucker*, mwk short sword, eyes of the eagle, 30 gp


Alternate Racial Features (Ex) The bombardier has the engineer racial trait in place of sneaky, granting him a +2 bonus on Craft (alchemy) and Knowledge (engineering) checks. He also employs the hobgoblin alternate favored class option for his alchemy levels, granting him four additional uses of his bomb ability each day.

Alchemical Weapon (Su): At 2nd level, a grenadier can infuse a weapon or piece of ammunition with a single harmful alchemical liquid or powder, such as alchemist's fire or sneezing powder, as a move action. This action consumes the alchemical item, but transfers its effect to the weapon in question. The alchemical item takes full effect on the next creature struck by theweapon, but does not splash, spread, affect additional targets, or benefit from any other effects that specifically affect splash weapons. Any extra damage added is not doubled on a critical hit. The alchemical treatment causes no harm to the weapon treated, and wears off 1 minute after being applied if no blow is struck. Infusing a new alchemical item also removes the effect of any alchemical liquid or powder previously applied with this ability. At 6th level, a grenadier can use her alchemical weapon ability as a swift action. At 15th level, this ability becomes a free action. This ability replaces poison resistance.

Precise Bombs (Ex): At 2nd level, a grenadier gains the precise bombs alchemist discovery as a bonus discovery. This ability replaces poison use.

Directed Blast (Su): At 6th level, a grenadier can detonate a bomb so that it splashes in a 20-foot cone rather than affecting a radius. The cone starts at the alchemist and extends away from her in the direction she chooses. The alchemist designates one creature in the squares affected by the cone to be the target of the bomb and makes her attack roll against that creature; all other squares in the cone take splash damage. If the alchemist has the explosive bomb discovery and throws an explosive directed blast, the cone of splash damage is 30 feet long instead of 20 feet. This ability replaces swift poisoning.

Price 12 gp; Weight 1 lb.
This curved wicker basket is worn like a glove over one hand. The basket extends approximately 2 feet in a steady curve, allowing you to launch a thrown splash weapon at incredible speeds and over long distances. Using a bombchucker increases the range increment of any thrown splash weapon by 10 feet. Loading a bombchucker requires a free hand, as the hand wielding the bombchucker can't be used for any other purpose. A bombchucker doesn't get in the way of preparing and throwing a bomb created with the bomb class feature.

These alchemists focus their race's penchant for fire into more productive and efficient means of destruction than mere torches or bonfires. Instead, they hone the craft of concocting bombs, mutagens, and extracts. Though they possess the means of enhancing their physical prowess, many bombardiers forgo imbibing their mutagens prior to battle, believing that increasing one's weaknesses, even for potential gain in other areas, is a tactical mistake. When the situation calls for it, however, they drink mutagens to increase their physical stamina or ranged accuracy, preferring to decrease their perception and influence before compromising their mental faculties.

Source: Monster Codex