Damiel (Iconic Alchemist 1)

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 1) CR 1

XP 200
Male Elf Alchemist 1
CN Medium humanoid (elf)
Init +4; Senses low-light visionPerception +4


AC 20, touch 15, flat-footed 15 (+3 armor, +2 natural, +5 Dex)
hp 9 (1d8+1)
Fort +3, Ref +7, Will -2; +2 vs. enchantments
Immune sleep


Speed 30 ft.
Melee rapier +1 (1d6+1/18-20) or dagger +1 (1d4+1/19-20)
Ranged sling +5 (1d4+1) or bomb +5 (1d6+4 fire) or thrown splash weapon +5 (by weapon +4)

Special Attacks bomb 5/day (1d6+4 fire, DC 14), throw anything

Alchemist extracts prepared (CL 1st; concentration +5)
1st - enlarge person, true strike


Before Combat Damiel uses his mutagen to improve his Dexterity. This bonus has been included in his statistics above.

During Combat Damiel prefers to stay out of melee, lobbing bombs at his foes. If he gets cornered and forced into melee, he drinks his extract of enlarge person and attacks using his rapier.


Str 12, Dex 20, Con 12, Int 18, Wis 6, Cha 10
Base Atk +0; CMB +1; CMD 16
Feats Brew Potion, Skill Focus (Craft [alchemy]), Throw Anything
Skills Appraise +8, Climb +0, Craft (alchemy) +13, Disable Device +8, Heal +3, Knowledge (nature) +8, Perception +4, Sleight of Hand +9, Spellcraft +8 (+10 to identify magic items), Use Magic Device +4
Languages Common, Draconic, Elven, Gnome, Goblin, Ignan
SQ alchemy, elven magic, extract, mutagen, weapon familiarity
Combat Gear potion of cure light wounds, potion of shield, acid, alchemist's fire (2), mutagen (Dexterity), oil flasks (5), tanglefoot bag, thunderstone; Other Gear dagger, rapier, studded leather armor, sling with 10 bullets, alchemist's kit, backpack, formula book (contains all prepared extracts plus cure light wounds, expeditious retreat and shield) rations (4), sunrods (3), thieves' tools, tindertwigs (6), various and sundry inebriants and intoxicants, 2gp