Namar

Alchemist and Haagenti cultist

Description:

Namar

XP 38,400
Male human alchemist 15
CE Medium humanoid (human)
Init+6; Senses Perception +17

Defense

AC16, touch 12, flat-footed 14 (4 armor, +2 Dex)
hp109 (15d8
38)
Fort+10,Ref+11,Will+7
Immune poison

Offense

Speed 30 ft. (20 ft. in armor)
Melee masterwork silver dagger 15/10/5 (1d4-1/19-20)
Ranged confusion bomb +10 (), concussive bomb +6 (8d4
3 Sonic) or acid bomb 10 (8d63 Acid), bomb 6 (8d63 Fire) Special Attacks bomb 20/day (8d6+3 fire, DC 20)
Alchemist Extracts Prepared (CL 15th; concentration +18)
5th—beast shape III,beast shape III,polymorph
4th—dragon’s breath APG (DC 17),dragon’s breath APG (DC 17),fluid form APG ,greater invisibility
3rd—beast shape I,cure serious wounds,gaseous form,monstrous physique I UM ,monstrous physique I UM , thorn body APG
2nd—alter self,barkskin,barkskin,cure moderate wounds,fire breath APG (DC 15),spider climb
1st—ant haul APG (DC 14),cure light wounds,cure light wounds,disguise self,enlarge person(DC 14), enlarge person(DC 14)

Statistics

Str10, Dex14, Con12, Int16, Wis14, Cha10
Base Atk+11; CMB+13; CMD23
Feats Agile Maneuvers, Brew Potion, Demonologist, Extra Bombs APG , Improved Initiative, Master Alchemist APG , Stealthy, Throw Anything, Toughness, Weapon Finesse, Weapon Focus (dagger)
Skills Acrobatics -1 (-5 to jump), Appraise 11, Bluff +15, Craft (alchemy) +19 (34 to create alchemical items), Diplomacy 10, Escape Artist +6, Intimidate +10, Knowledge (history) +8 (10 when related to Abyss or demons), Knowledge (planes) 12 (14 when related to Abyss or demons), Knowledge (religion) 12 (14 when related to Abyss or demons), Perception 17, Sense Motive +10, Sleight of Hand +12, Spellcraft +11, Stealth +9, Use Magic Device +8
Languages Abyssal, Sianaean, Tarsian, Tradespeak
SQ alchemy (alchemy crafting +15), discoveries (acid bomb, concussive bomb, confusion bomb UM , darkness bomb ARG , extend potion, feral mutagen, greater mutagen), mutagen (
6/+4/-2, +4 natural armor, 15 hours), poison use, swift alchemy
Other Gear chain shirt, masterwork silver dagger, alchemist starting formula book, belt pouch, flint and steel, ink, inkpen, waterskin, light horse, alchemy crafting kit, animal harness, backpack, bedroll, bit and bridle, mess kit, pot, soap, torch, trail rations, 23 pp, 68 gp, 33 sp, 27 cp

Special Abilities

Acid Bomb (Su)When the alchemist creates a bomb, he can choose to have it inflict acid damage. Creatures that take a direct hit from an acid bomb take an additional 1d6 points of acid damage 1 round later.

Agile ManeuversUse DEX instead of STR for CMB

Alchemy 15 (Su)15 to Craft (Alchemy) to create alchemical items, can Id potions by touch.

Bomb 8d6+3 (20/day, DC 20) (Su)Thrown Splash Weapon deals 8d6+3 fire damage.

Concussive Bomb (Su)When the alchemist creates a bomb, he can choose to have it inflict sonic damage. Concussive bombs deal 1d4 points of sonic damage, plus 1d4 points of sonic damage for every odd-numbered level, instead of 1d6.

Confusion Bomb (15 rds) (Su)The alchemist’s bombs twist the target’s perception of friend and foe. A creature that takes a direct hit from a confusion bomb takes damage from the bomb and is under the effect of a confusion spell for 1 round per caster level of the alchemist.

Darkness Bomb suppresses light sources on target, as deeper darkness/

Demonologist May take 10 on Knowledge checks to identify demons.

Extend Potion (3/day)A number of times per day equal to his Intelligence modifier, the alchemist can cause any potion he drinks that does not have an instantaneous duration to function at twice its normal duration. This does not apply to extracts.

Feral Mutagen (Su)Mutagens grant claw and bite attacks, and a bonus to intimidate.

Greater Mutagen (Su)The alchemist’s mutagen now grants a +4 natural armor bonus, a +6 alchemical bonus to one physical ability score (Strength, Dexterity, or Constitution), and a +4 alchemical bonus to a second physical ability score. The alchemist takes a –2 penalty

Immunity to Poison You are immune to poison.

Master Alchemist You may create 3 doses of poison in the time it would normally take to create one, and may create alchemical items 10x as fast.

Persistent Mutagen (DC 20) (Su)Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 15 hours.

Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.

Swift Alchemy (Ex)You can construct alchemical items in half the normal time.

Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.

Bio:

Namar is a master alchemist posing as an apprentice for Anzor of Tarsas. He is acutally an initiate into the cult of the Demon Lord Haagenti. He is hoping to secure a philosopher’s stone from the old man and take it back to his fellow cultists in Tarsas to use in an Obedience ritual.

After murdering his master, Anzor, and stealing a Philosopher’s Stone, Namar fled the Song and Shield in Ebongate for Tarsas, with Azuredee and Alys hot on his heels. He didn’t count on the bard and the cavalier’s tenacity and dedication to bringing him home for justice. After several battles with sewer creatures, the two found his lair and brought the murderer back to Borael to stand trial, where the Tarsian was found guilty of murder and diabolic acts and executed.

Namar

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