Crazed Chemist CR 3
Speed 20 ft.
Melee punching dagger +3 (1d3–1/×3)
Ranged mwk light crossbow +6 (1d6/19–20)
Special Attacks +1 on attack rolls against goblinoid and reptilian humanoids, bomb 7/day (2d6+3 fire, DC 15)
Gnome Spell-Like Abilities (CL 4th)
Alchemist Extracts Prepared (CL 4th)
Str 9, Dex 12, Con 15, Int 17, Wis 9, Cha 13
Base Atk +3; CMB +1; CMD 12
Feats Brew Potion, Improved Iron Will, Iron Will, Throw Anything
Skills Craft (alchemy) +12, Disable Device +8, Knowledge (arcana) +10, Knowledge (dungeoneering) +4, Knowledge (engineering) +4, Knowledge (geography) +4, Knowledge (history) +4, Knowledge (local) +4, Knowledge (nature) +10, Knowledge (nobility) +4, Knowledge (planes) +4, Knowledge (religion) +4, Perception +8, Use Magic Device +8
Languages Celestial, Common, Elven, Gnome, Halfling, Sylvan; speak with animals (at will)
SQ alchemy (alchemy crafting +4, identify potions), ageless, discoveries (smoke bomb, stink bomb), mutagen (+4/–2, +2 natural, 40 minutes), poison use, swift alchemy
Combat Gear potion of cure moderate wounds, potion of invisibility, wand of polypurpose panacea (17 charges), acid (2), thunderstone (3); Other Gear +1 leather armor, masterwork light crossbow with 10 bolts, punching dagger, dull gray ioun stone, alchemy lab, formula book (contains all prepared extracts as well as the following: 1st—cure light wounds, endure elements, enlarge person, jump), sunrods (2), 8 gp
The crazed chemist is immune to aging effects (as timeless body).
Pathfinder Campaign Setting: Inner Sea NPC Codex © 2013, Paizo Publishing, LLC; Authors: John Compton, Paris Crenshaw, Adam Daigle, Josh Foster, Rob McCreary, Mark Moreland, and Russ Taylor.