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Naari PyrochemistCreature 1


MediumHumanHumanoidNaari
Source Pathfinder Monster Core 2
Perception +3
Languages Common, Pyric
Skills Acrobatics +6, Crafting +6, Intimidation +4, Nature +3, Survival +3, Thievery +6
Str +0, Dex +3, Con +2, Int +3, Wis +0, Cha +1

AC 16; Fort +5; Reflex +6; Will +3;
HP 18
Speed 25 feet
Resistances Fire 1

Dagger One Action +8 (+4, +0) to hit (agile, finesse, versatile s) 1d4 Piercing
Dagger One Action +8 (+4, +0) to hit (agile, thrown 10, versatile s) 1d4 Piercing
Lesser Alchemist's Fire One Action +8 (+3, -2) to hit 1d8 Fire + 1 Fire + 1 Fire

Infused Items

A naari pyrochemist carries the following infused items, which last for 24 hours or until the next time the pyrochemist makes their daily preparations:

Lesser Alchemist's Fire (5)

Lesser Elixir of Life (2)

Lesser Smoke Ball

Quick Bomber One Action

The naari pyrochemist draws an alchemist's fire with an Interact action and throws it as a ranged Strike.


Primal Innate Spells (DC 16, +8 to hit)

Cantrips (1st Level): Ignition


Naaris' blood blazes with elemental fire. On the Plane of Fire, most naaris are second-class citizens who serve under the iron heel of the ifrits and their Dominion of Flame, but those born outside the ifrit hierarchy or who choose to flee it live lives of passion in search of fame, glory, and power.

Naaris are fond of fire, but this doesn't mean they all embrace fire's destructive nature. Those who seek more productive roles in a society might cherish fire's protective warmth and the role it plays in creation or cooking. Others find inspiration in the way flames flit and dance, and they pride themselves in their skills as acrobats or dancers. The church of Sarenrae particularly welcomes naari fire dancers, both in appreciation of their skill and to help ensure these naaris have a safe place apart from their more violent kin.

But by and large, naaris are drawn to professions and callings that allow them to indulge in the glories of fire. Naari pyrochemists apply this calling to alchemical teachings, seeing purity in every single bomb thrown or conflagration lit.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Human

A creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.