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
Male Elf Alchemist 7
CN Medium humanoid (elf)
Init +5; Senses low-light visionPerception +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 of resist 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