Reckless ScientistCreature 6
Source Pathfinder NPC Core
Perception +12
Languages Common
Skills Lore +14, Lore +14, Acrobatics +12, Crafting +16, Deception +9, Medicine +10, Stealth +14
Str +1, Dex +4, Con +4, Int +4, Wis +2, Cha -1
AC 23; Fort +16; Reflex +14; Will +10; +1 status to all saves vs. poison
HP 95
Speed 25 feet
Resistances Poison 5
Sickle
+17 (+13, +9) to hit (agile, finesse, magical, trip) 1d4+7 SlashingFist
+16 (+12, +8) to hit (agile, finesse, nonlethal, unarmed) 1d4+7 BludgeoningUnstable Collection
A reckless scientist carries a collection of poorly stowed alchemical items: 3 elixirs of life and 6 alchemical grenades. The scientist replenishes these items each day using scavenged materials. The alchemical grenades deal either acid, cold, or fire damage plus 2 persistent damage and 2 splash damage of the same type (typically the collection contains two of each grenade).
+1 Status to All Saves vs. PoisonUnstable ExplosionWhen an attacker scores a critical hit against the reckless scientist, one of the scientist's alchemical items bursts. The GM determines the item randomly. If it was a bomb, the alchemist takes damage from the bomb, and any creature adjacent to the alchemist takes the splash damage. Any other item is wasted.
Quick Grenadier
The reckless scientist Interacts to draw an alchemical grenade with an Interact action and throws it as a ranged Strike.
Reckless Alchemy
(concentrate, manipulate)The reckless scientist attempts to combine two alchemical grenades or two elixirs of life into one item. They can Interact to draw the items if necessary. They attempt a DC 22 crafting check, destroying both component items to create one new item.
Success The new item has the full effect of both component items, and the reckless scientist can Activate it. If they don't Activate it before the end of their turn, the item explodes (as critical failure).
Failure The new item is inert.
Critical Failure The unstable item explodes, dealing 3d6 piercing damage to the reckless scientist.
It's the reckless scientist's job to break the rules of reality, no matter the cost.
Villains pursue selfish and cruel goals, trampling over anyone in their way.
Traits
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.
HumanA 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.
HumanoidHumanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.