Damiel (Iconic Alchemist 12)

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 12)

CR 12

Fan Content

XP 19,200

Male Elf Alchemist 12

CN Medium humanoid (elf)

Init +7; Senses low-light vision, Perception +15

DEFENSE

AC 29, touch 22, flat-footed 21 (+3 armor, +4 natural, +8 Dex, +3 deflection, +1 insight)

hp 105 (12d8+48)

Fort +12, Ref +19, Will +5; +2 vs. enchantments

Immune disease, poison, sleep

OFFENSE

Speed 30 ft.

Melee +2 keen rapier +12/+7 (1d6+3/15-20) or dagger +10/+5 (1d4+1/19-20)

Ranged sling +16 (1d4+7) or bomb +15/+15/+10 (6d6+13 fire) or thrown splash weapon +16 (by weapon +13)

Special Attacks bomb 20/day (6d6+13 fire, DC 24), acid bomb (6d6+13 acid, 1d6 acid next round on direct hit, DC 24), throw anything

Alchemist extracts prepared (CL 12th; concentration +20)

4th - cure critical wounds, greater invisibility, stoneskin, combined extract (blur and cat's grace)

3rd - fly, displacement, haste, gaseous form, combined extract (bomber's eye and reduce person)

2nd - blur (2), cat's grace (2), cure moderate wounds, see invisibility

1st - bomber's eye, enlarge person, expeditious retreat, reduce person, shield true strike(2), 

TACTICS

Before Combat Each day, Damiel uses his wand of  alchemical allocation along with a potion of false life and his enhance potion discovery, gaining 1d10+10 hit points for 12 hours. Before he faces a combat, Damiel drinks his extract of fly and uses his mutagen to increase his Dexterity score. The bonuses from his mutagen have been included in Damiel’s statistics above.

During Combat Damiel drinks an extract of greater invisibility or displacement and then flies above the battlefield, using Deadly Aim and Rapid Shot with his ranged attacks unless he has trouble hitting the target. These feats have been included in Damiel’s statistics above.

Base Statistics Without his mutagen and without using Deadly Aim or Rapid Shot, Damiel’s statistics are as follows: Dex 21, Con 14, Wis 8, Cha 10, Init +5, hp 81, AC 26, touch 19, Ref +16, Will +6, sling +9 or bomb +10 (1d6+6 fire) or thrown splash weapon +10 (by weapon +6), CMD 21, Disable Device +17, Perception +16, Sleight of Hand +17, Survival +14, Use Magic Device +15

STATISTICS

Str 12, Dex 27, Con 18, Int 26, Wis 6, Cha 8

Base Atk +9/+4; CMB +10; CMD 27

Feats Brew Potion, Deadly Aim, Point-Blank Shot, Precise Shot, Rapid Shot, Skill Focus (Craft [alchemy]), Throw Anything, Weapon Focus (bomb)

Skills Appraise +23, Climb +0, Craft (alchemy) +41, Disable Device +23, Heal +13, Knowledge (nature) +23, Perception +15, Sleight of Hand +23, Spellcraft +23 (+25 to identify magic items), Survival +13, Use Magic Device +14

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

SQ alchemy, discoveries (acid bomb, combine extracts, enhance potion [4/day], fast bombs, greater mutagen, precise bombs), elven magic, extract, mutagen, poison immunity, poison use, swift alchemy, swift poisoning, weapon familiarity

Combat Gear potion of cure light wounds, potion of cure moderate wounds, potion of darkvision, potion of false life, potion of haste (2), potion of invisibility, potion of lesser restoration, potion of resist energy (fire), potion of shield, potion of thorn body, acid, alchemist's fire (2), greater mutagen (+6 Dexterity, +4 Constitution), oil flasks (5), tanglefoot bag (10), thunderstone, weapon blanch (silver) (9), weapon blanch (cold iron) (3), weapon blanch (adamantine (3), wand of cure light wounds (50 charges); Other Gear +2 keen rapier, dagger, +2 studded leather armor, sling with 10 bullets, alchemist's kit, antitoxin (9), backpack, cloak of resistance +3,  formula book (contains all prepared extracts plus cure light wounds and alchemical allocation), handy haversack, headband of vast intelligence +4, periapt of health, rations (4), ring of feather falling, ring of protection +3, smelling salts (3), sunrods (3), thieves' tools, tindertwigs (6), various and sundry inebriants and intoxicants, wand of alchemical allocation (50 charges), 8,220gp

This is fan-createdcontent or a fan conversion.