Reckless Akitonian Scientist

Level 6
Creature· evilUncommonMediumLegacy
AC 23
HP 92
Speed 25 ft.
Fort +17
Ref +14
Will +10
Perc +10
Size Medium
Uncommon
Resistances poison 5
Languages akitonian
Skills crafting +17, acrobatics +12, stealth +12, medicine +10, deception +9
Recall Knowledge society DC 24

Attacks

Melee Sickle +17/+13/+9(agile, finesse, magical, trip)
Damage: 1d4 + 7 slashing
Melee Acid Flask (Moderate) +16/+11/+6(bomb, consumable, infused, splash)
Damage: 1 acid + 2d6 persistent acid + 2 splash acid
Melee Alchemist's Fire (Moderate) +16/+11/+6(bomb, consumable, infused, splash)
Damage: 2d8 fire + 2 persistent fire + 2 splash fire
Melee Frost Vial (Moderate) +16/+11/+6(bomb, consumable, infused, splash)
Damage: 2d6 cold + 2 splash cold

Abilities

Infused Itemsinteraction

A reckless scientist carries the following infused items: 2 Acid Flask (Moderate), 2 Alchemist's Fire (Moderate), 1 Bomber's Eye Elixir (Lesser), 3 Elixir of Life (Lesser), and 2 Frost Vial (Moderate). These items last for 24 hours, or until the next time the scientist makes their daily preparations.

+1 to All Saves vs. Poisondefensive
Unstable Compoundsdefensive

When an attacker scores a critical hit against the reckless scientist, one of the scientist's poorly stowed alchemical items bursts. The GM determines the item randomly. If it was a bomb, the scientist takes damage from the bomb, and any creature adjacent to the scientist takes the splash damage. Any other item is simply wasted.

Quick Bomberoffensive

The reckless scientist Interacts to draw a bomb, then Strikes with it.

Reckless Alchemyoffensive

Requirements The reckless scientist is holding a bomb or elixir

The reckless scientist combines the bomb with another bomb or the elixir with another elixir. They can Interact to draw a second bomb or elixir if necessary as part of this action. They attempt a DC 28 crafting check, destroying both component items to create one new item. If a viable resulting item isn't used by the end of the scientist's next turn, it explodes as described under critical failure. Critical Success The new item has the full effect of both component items when used. Success The new item combines both items, but halves the effect of each. (This halves damage for bombs, the amount of healing of elixirs of life, or the duration for effects that can't have their value halved. Details are determined by the GM.) Failure The new item is inert. Critical Failure The new item immediately explodes, dealing 3d6 piercing damage to the reckless scientist.

Traits