Players otherwise craft those items using the crafting rules found in the Core Rulebook, pg 91-93.ĭuring cell transport of imprisoned spellcasters, guards may force-feed or contaminate the prisoner’s food with this poison which, while odorless, tastes of mold spores and is the color of rust. And as he continues to mature, some of them even survive his companionship.Spontaneous Alchemy: Those utilizing the spontaneous alchemy variant crafting system found in Pathfinder Player Companion: Alchemy Manual, may utilize the recipe and crafting time listed for some of the Alchemical Creations listed here. #ALCHEMIST PFSRD FULL#Though Damiel no longer gives his vile tendencies full rein, and carries himself well in social situations, most who look into those bagged and bloodshot eyes quickly understand the truth of his nature: unbalanced, unstable, unpredictable-and totally indispensable in a fight, which is why he still manages to fall in with other adventurers from time to time. This latter comes forth primarily in combat, where Damiel’s potions push his body faster than it has any right to move, flitting through the fray to fling corrosive ash or nick warriors so delicately with his poisoned injection-blade that many don’t know they’ve been cut until they find themselves unable to breathe. The second is that man brought forth by the Change, the mad and capricious soul that holds all other creatures in contempt, and exists only to feel the heat of the explosion on his face or see the shifting colors of poisoned flesh. The first-the greatest remaining shadow of the Damiel Morgethai That Was-truly repents for the arbitrary and senseless suffering he’s caused, and attempts to keep his darker urges in check. Today, Damiel has grown further, into a man of two minds. In the end, the Poisoners’ Guild took terminal offense to Damiel’s “exploits,” and though the elf argued hard that his deviant handiwork-being unpaid-was none of the guild’s concern, he was forced to go his own way once again. But as the months passed, Damiel’s control over his base nature slipped, and the old lust for the beautiful chaos of unconscious (and unconscionable) action took over, loosing the beast of the Change to walk the streets. For a time, his unique concoctions made him a minor celebrity in certain circles. Seeking to peddle his secret knowledge, he then traveled to Daggermark in the River Kingdoms, joining up with that city’s Poisoners’ Guild. He was exiled from his homeland of Kyonin after a sudden rash of crimes broke out in the districts he frequented, including the death of a young woman. #ALCHEMIST PFSRD PLUS#SQ alchemy, elven magic, extract, mutagen, weapon familiarityĬombat Gear potion of cure light wounds, potion of shield, acid, alchemist's fire (2), mutagen ( Dexterity), oil flasks (5), tanglefoot bag, thunderstone Other Gear dagger, rapier, studded leather armor, sling with 10 bullets, alchemist's kit, backpack, formula book (contains all prepared extracts plus cure light wounds, expeditious retreatand shield) rations (4), sunrods (3), thieves' tools, tindertwigs (6), various and sundry inebriants and intoxicants, 2gpĭamiel is capricious and cunning, and is always looking to expand the knowledge he has amassed over the years. Languages Common, Draconic, Elven, Gnome, Goblin, Ignan Skills Appraise +8, Climb +0, Craft (alchemy) +13, Disable Device +8, Heal +3, Knowledge (nature) +8, Perception +4, Sleight of Hand +9, Spellcraft +8 (+10 to identify magic items), Use Magic Device +4 Str 12, Dex 20, Con 12, Int 18, Wis 6, Cha 10įeats Brew Potion, Skill Focus ( Craft ), Throw Anything If he gets cornered and forced into melee, he drinks his extract of enlarge person and attacks using his rapier. This bonus has been included in his statistics above.ĭuring Combat Damiel prefers to stay out of melee, lobbing bombs at his foes. Special Attacks bomb 5/day (1d6+4 fire, DC 14), throw anythingĪlchemist extracts prepared (CL 1st concentration +5)ġst - enlarge person, true strike TACTICSīefore Combat Damiel uses his mutagen to improve his Dexterity. Ranged sling +5 (1d4+1) or bomb +5 (1d6+4 fire) or thrown splash weapon +5 (by weapon +4) Init +4 Senses low-light vision, Perception +4 DEFENSEĪC 20, touch 15, flat-footed 15 (+3 armor, +2 natural, +5 Dex)įort +3, Ref +7, Will -2 +2 vs.
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