Damiel (Iconic Alchemist 12 - Alternate Build)

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.

Alternate Build

Damiel’s description on his Meet the Iconics page mentions that he has begun taking on a different, more feral personality when using his Mutagen, which strongly suggests that he is now a member of the Master Chymist prestige class. Therefore, we’ve provided a build for Damiel that uses this prestige class.

Beast of the Change (Iconic Alchemist 12)

CR 12

Fan Content

XP 19,200

Male Elf Alchemist 8 / Master Chymist 4

CE Large humanoid (elf)

Init +2; Senses low-light vision, Perception +16

DEFENSE

AC 22, touch 17, flat-footed 20 (+3 armor, +4 natural, +2 Dex, +3 deflection, +1 insight, -1 size)

hp 109 (8d8+4d10+48)

Fort +13, Ref +14, Will +4; +2 vs. enchantments

Immune disease, poison, sleep

OFFENSE

Speed 30 ft.

Melee +2 keen rapier +15/+10/+7 (1d6+12/15-20) and bite +8 (2d6+8) and claw +8 (1d8+8) or bite +13 (2d6+14) and 2 claws +13 (1d8+14)

Ranged sling +13 (1d4+6) or bomb +13/+8/+3 (6d6+7 fire) or thrown splash weapon +13 (by weapon +8)

Special Attacks bomb 20/day (6d6+7 fire, DC 19), throw anything

Alchemist extracts prepared (CL 10th; concentration +18)

4th - greater invisibility, stoneskin

3rd - fly, displacement, haste, gaseous form

2nd - alchemical allocation, blur, cat's grace, cure moderate wounds, see invisibility

1st - bomber's eye, enlarge person, expeditious retreat, reduce person, shield, true strike(2), 

TACTICS

Before Combat Each day, Damiel uses his wand of  alchemical allocation along with a potion of false life and his enhance potion discovery, gaining 1d10+10 hit points for 10 hours. Before he faces a combat, Damiel drinks his extract of enlarge person and transforms into his mutagenic form to increase his Strength score. The bonuses from his mutagenic form have been included in Damiel’s statistics above.

During Combat The Beast of the Change drinks a potion or extract of haste, then charges into battle using his rapier and his natural attacks with Power Attack to tear into foes. Power Attack has been included in Damiel's statistics above.

Base Statistics When not in mutagenic form and without using enlarge person, or Power Attacks, Damiel's statistics are as follows: CN Medium humanoid (elf), Str 15, Dex 16, Con 14, Int 26, Cha 10, Init +3, hp 85, AC 20, touch 17, flat-footed 17, Will +5, +2 keenrapier +15/+10/+5 (1d6+2), CMB +13, CMD 26, Disable Device +18, Heal +14, Knowledge (nature) +24, Perception +16, Sleight of Hand +18, Spellcraft +24 (+26 to identify magic items), Survival +14, Use Magic Device +15

STATISTICS

Str 23, Dex 14, Con 18, Int 24, Wis 6, Cha 8

Base Atk +11/+6/+1; CMB +18; CMD 30

Feats Brew Potion, Deadly Aim, Point-Blank Shot, Power Attack, Precise Shot, Skill Focus (Craft [alchemy]), Throw Anything, Weapon Focus (bomb)

Skills Appraise +23, Climb +5, Craft (alchemy) +37, Disable Device +17, Heal +13, Knowledge (nature) +23, Perception +15, Sleight of Hand +17, Spellcraft +23 (+25 to identify magic items), Survival +13, Use Magic Device +14

Languages Common, Draconic, Elven, Gnome, Goblin, Ignan

SQ advanced mutagen (greater mutagen, furious mutagen), alchemy, bomb-thrower, brutality +2, discoveries (enhance potion [4/day], fast bombs, feral mutagen, precise bombs), elven magic, extract, mutagen, mutagenic form, mutate (2/day), poison immunity, 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 haste (2), potion of invisibility, potion of lesser restoration, potion of resist energy (fire), potion of shield, potion of thorn body, acid, alchemist's fire (2), greater mutagen (+6 Strength, +4 Constitution), 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 charges); Other Gear +2 keen rapier, dagger, +2 studded leather armor, sling with 10 bullets, alchemist's kit, antitoxin (9), backpack, cloak of resistance +3,  formula book (contains all prepared extracts plus cure light wounds), handy haversack, headband of vast intelligence +4, periapt of health, rations (4), ring of feather falling, ring of protection +3, smelling salts (3), sunrods (3), thieves' tools, tindertwigs (6), various and sundry inebriants and intoxicants, wand of alchemical allocation (50 charges), 8,220gp

This is fan-createdcontent or a fan conversion.