Damiel (Iconic Alchemist 1)

A handsome elvish man, barring the wild appearance of his bloodshot eyes, the man before you wears leathers and carries countless vials of strange-looking liquids. He tips one of these vials to his lips, then a gutteral growl emerges from his chest as he sneers at you. His features become more bestial, his movements quicken, and his eyes fill with fire and hatred.

Damiel (Iconic Alchemist 1)

CR 1

XP 200

Male Elf Alchemist 1

CN Medium humanoid (elf)

Init +4; Senses low-light vision, Perception +4

DEFENSE

AC 20, touch 15, flat-footed 15 (+3 armor, +2 natural, +5 Dex)

hp 9 (1d8+1)

Fort +3, Ref +7, Will -2; +2 vs. enchantments

Immune sleep

OFFENSE

Speed 30 ft.

Melee rapier +1 (1d6+1/18-20) or dagger +1 (1d4+1/19-20)

Ranged sling +5 (1d4+1) or bomb +5 (1d6+4 fire) or thrown splash weapon +5 (by weapon +4)

Special Attacks bomb 5/day (1d6+4 fire, DC 14), throw anything

Alchemist extracts prepared (CL 1st; concentration +5)

1st - enlarge person, true strike

TACTICS

Before Combat Damiel uses his mutagen to improve his Dexterity. This bonus has been included in his statistics above.

During Combat Damiel prefers to stay out of melee, lobbing bombs at his foes. If he gets cornered and forced into melee, he drinks his extract of enlarge person and attacks using his rapier.

STATISTICS

Str 12, Dex 20, Con 12, Int 18, Wis 6, Cha 10

Base Atk +0; CMB +1; CMD 16

Feats Brew Potion, Skill Focus (Craft [alchemy]), Throw Anything

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

Languages Common, Draconic, Elven, Gnome, Goblin, Ignan

SQ alchemy, elven magic, extract, mutagen, weapon familiarity

Combat 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 retreat and shield) rations (4), sunrods (3), thieves' tools, tindertwigs (6), various and sundry inebriants and intoxicants, 2gp

DESCRIPTION

Damiel is capricious and cunning, and is always looking to expand the knowledge he has amassed over the years. 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. Seeking to peddle his secret knowledge, he then traveled to Daggermark in the River Kingdoms, joining up with that city’s Poisoners’ Guild. For a time, his unique concoctions made him a minor celebrity in certain circles. 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. 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.

Today, Damiel has grown further, into a man of two minds. 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. 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. 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. 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. And as he continues to mature, some of them even survive his companionship.