Friday, 30 October 2015

Something different - Pathfinder

For a change of pace, this entry features a derro alchemist from Pathfinder, bulked up with the souldrinker prestige class (also Pathfinder). The alchemist comes from the Inner Sea Monster Codex, btw. The souldrinker class is described in the Book of the damned volume 3. What do you think? Did I make it work?

Derro alchemist (vivisectionist) 11/souldrinker 4 CR 15
NE Small humanoid (derro)
Init +7; Senses darkvision 60 ft.; Perception +11
AC 25, touch 16, flat-footed 21 (+6 armor, +1 deflection, +3 Dex, +1 dodge, +3 natural, +1 size)
Hp 164 (3d8+11d8+4d6+121)
Fort +11, Ref +12, Will +10
Immune poison, disease (including supernatural and magical diseases); SR 23
Weaknesses vulnerable to sunlight
Speed 30 ft.
Melee aklys +13/+8 (1d6+2) or claw +13/+8 (1d4+3)
Ranged: masterwork repeating light crossbow +15/+10 (1d6/19-20) or aklys +14 (1d6+2)
Special Attacks energy drain (DC 16), sneak attack +7d6, summon cadodaemon
Spell-Like Abilities (CL 3rd; concentration +5)
At will—darkness, ghost sound (DC 12)
1/day—daze (DC 12), sound burst (DC 14)
Alchemist Extracts Prepared (CL 11th)
4thdiscern lies (DC 18), stoneskin, universal formula
3rddraconic reservoir, fly, gaseous form, haste, remove blindness/deafness
2nd—blur, cure moderate wounds, detect thoughts (DC 16), eagle’s splendour, vomit swarm
1stcure light wounds, disguise self, enlarge person (DC 15), expeditious retreat, shield, true strike
Str 15, Dex 17, Con 18, Int 18, Wis 7, Cha 14
Base Atk +12; CMB +13; CMD 28
Feats: Alertness, Brew Potion, Combat Casting, Combat Reflexes, Deceitful, Dodge, Improved Initiative, Power Attack, Throw Anything, Toughness
Skills: Bluff +20, Craft (alchemy) +17, Diplomacy +3, Disable Device +15, Heal +2, Knowledge (arcana) +19, Knowledge (planes) +18, Perception +11, Sense Motive +12, Sleight of Hand +15, Spellcraft +21, Sense Motive +0, Stealth +16, Use Magic Device +11
Languages: Abyssal, Aklo, Common, Dwarven, Goblin, Undercommon
SQ: alchemy (alchemy crafting +11, identify potions), cacodemon familiar, cruel anatomist, daemonic patron, damned, mutagen (+4/-2, +2 natural, 110 minutes), discoveries (infusion, monstrous graft [arm], monstrous graft [leg x2], sleeper agent), madness, poison use, soul pool, swift alchemy, swift poisoning, torturer’s eye, torturous transformation
Combat Gear: potions of cure moderate wounds (3), potions of haste (2), blue whinnis (4 doses), medium spider venom (10 doses)

Other Gear: +2 chain shirt, aklys, masterwork repeating light crossbow with 20 bolts, amulet of natural armor +1, goggles of minute seeing, headband of vast intelligence +2, ring of protection +1, antitoxin (3), formula book (contains all prepared extracts, plus additional four 1st-level, four 2nd-level, three 3rd-level, and two 4th-level extracts of the GM’s choice), healer’s kit, surgeon’s tools, veterinarian’s kit, granite and diamond dust (750 gp), powdered platinum (300 gp)

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