Damiel (Iconic Alchemist 7)
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 7)
CR 7
XP 3,200
Init +5; Senses low-light vision, Perception +10
DEFENSE
AC 21, touch 16, flat-footed 16 (+3 armor, +2 natural, +5 Dex, +1 deflection)
hp 42 (7d8+7)
Fort +8, Ref +12, Will +2; +2 vs. enchantments, +4 vs. poison
Immune sleep
OFFENSE
Speed 30 ft.
Melee +1 rapier +7 (1d6+2/18-20) or dagger +6 (1d4+1/19-20)
Ranged sling +10 (1d4+1) or bomb +10 (4d6+9 fire) or thrown splash weapon +10 (by weapon +9)
Special Attacks bomb 5/day (4d6+9 fire, DC 18), acid bomb (4d6+9 acid, 1d6 acid next round on direct hit, DC 18), throw anything
Alchemist extracts prepared (CL 7th; concentration +12)
3rd - fly, displacement
2nd - alchemical allocation, blur, cat's grace, see invisibility
1st - enlarge person, true strike
TACTICS
Before Combat Each day, Damiel uses his alchemical allocation extract along with a potion of false life and his enhance potion discovery, gaining 1d10+7 hit points for 7 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 his extract of displacement and then flies above the battlfield, using Deadly Aim with his ranged attacks unless he has trouble hitting the target. Deadly Aim has been included in Damiel’s statistics above.
Base Statistics Without his mutagen and without using Deadly Aim, Damiel’s statistics are as follows: Dex 16, WIs 8, Init +3, AC 19, touch 14, Ref +10, Will +3, sling +8 or bomb +8 (1d6+5 fire) or thrown splash weapon +8 (by weapon +5), CMD 19, Disable Device +13, Perception +11, Sleight of Hand +13, Survival +9
STATISTICS
Str 12, Dex 20, Con 12, Int 21, Wis 6, Cha 10
Base Atk +5; CMB +6; CMD 21
Feats Brew Potion, Deadly Aim, Point-Blank Shot, Precise Shot, Skill Focus (Craft [alchemy]), Throw Anything
Skills Appraise +15, Climb +0, Craft (alchemy) +25, Disable Device +15, Heal +8, Knowledge (nature) +15, Perception +10, Sleight of Hand +15, Spellcraft +15 (+17 to identify magic items), Survival +8, Use Magic Device +10
Languages Common, Draconic, Elven, Gnome, Goblin, Ignan
SQ alchemy, discoveries (acid bomb, enhance potion [4/day], precise bombs), elven magic, extract, mutagen, poison resistance +4, 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 invisibility, potion of lesser restoration, potion ofresist energy (fire), potion of shield, acid, alchemist's fire (2), mutagen (Dexterity), 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 charged); Other Gear +1 rapier, dagger, +2 studded leather armor, sling with 10 bullets, alchemist's kit, antitoxin (9), backpack, cloak of resistance +2, formula book (contains all prepared extracts plus cure light wounds), handy haversack, headband of vast intelligence +2, rations (4), ring of feather falling, ring of protection +1, smelling salts (3), sunrods (3), thieves' tools, tindertwigs (6), various and sundry inebriants and intoxicants, 395gp
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.