Finn used to be a straightforward adventurer, until he was contacted by the daemons and offered a deal; daemons do not do this often, but when they do, the results are often fatal. Finn, in particular, hates the idea of dying and growing old, (regardless of the order), and so he made a deal with the daemons: he will serve them, and in return, the daemons will drive him to immortality.
...Daemons, of course, are very unreliable, yet in Finn's case they did give him something: a knowledge of various fungal blights that he uses to alter his bombs to a great efficiency. Being naturally agile and angry, Finn often wins against opponents, superior to him in size and strength, but what he really seeks are the right natural components that will give him the proper ingredients to give him the immortality he seeks. This is why he has come to the frontier, and this is where he intends to stay, where he succeeds.
When encountered by the PCs, Finn can either be sneakily charming, if they have want they want, (or he thinks that they do), or he can be dismissive, abrupt, and disturbingly familiar with necromancy, (plan b, if immortality goes south). Either way, he can be a very formidable opponent to the PCs, if used right.
Finn
Half-elf alchemist (blightseeker) 8
NE; Medium humanoid (elf, human)
Init +4; Senses low-light vision; Perception +2
DEFENCE
AC 19, touch
15, flat-footed 18 (+4 Dex, +1 dodge, +3 natural)
hp 55 (8d8+16)
Fort +7, Ref +10, Will +3; +2 vs. enchantments, +6 vs. owners
Immune sleep; Resist fire 20
OFFENCE
Speed 30 ft.
Melee +1 dagger +11/+6 (1d4+1/19-20)
Ranged spore bomb
+11/+6 (4d4+4d4 blight)
Special Attacks bomb
12/day (4d4+4d4 blight, DC 19)
Alchemist Extracts
Prepared (CL 8th)
3rd—fey form
I, gaseous form, haste
2nd—barkskin,
cure moderate wounds (2), perceive cues,
vine strike
1st—cure
light wounds (2), keen senses, stone
fist (2)
STATISTICS
Str 11, Dex 12, Con 12, Int 15, Wis 12, Cha 13
Base Atk +6; CMB +6; CMD 21
Feats Brew
Potion, Dodge, Mobility, Skill Focus (Craft [alchemy]), Throw Anything,
Toughness, Weapon Finesse
Skills Bluff
+7, Craft (Alchemy) +15, Disable Device +4, Knowledge (arcana) +18, Knowledge
(engineering, history, planes) +11, Knowledge (local) +15, Knowledge (nature)
+14, Perception +2, Sleight of Hand +4, Spellcraft +12, Use Magic Device +10; Racial Modifiers +2 Perception
Languages Abyssal,
Common, Dwarven, Elven, Sylvan, Undercommon
SQ alchemy
(alchemy crafting +8, identify poisons), blights (fatiguing, fear-inducing,
impairing, minor sickening, sickening), mutagen (+4/-2, +2 natural, 80
minutes), elf blood, poison use, swift alchemy, swift poisoning
Other Gear +1 chain shirt, +1 dagger, headband of vast
intelligence +2, Large scorpion venom (2)
PS: So, what do you think?
No comments:
Post a Comment