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Reckless Akitonian ScientistCreature 6


UncommonNEMediumHumanHumanoid
Source Pathfinder Society Special #3-99: Fate in the Future
Perception +10
Languages Akitonian
Skills Acrobatics +12, Crafting +17, Deception +9, Lore +15, Medicine +10, Stealth +12, Lore +13
Str +1, Dex +4, Con +5, Int +5, Wis +2, Cha -1

AC 23; Fort +17; Reflex +14; Will +10; +1 status to all saves vs. poison
HP 92
Speed 25 feet
Resistances Poison 5

Sickle One Action +17 (+13, +9) to hit (agile, finesse, magical, trip) 1d4 + 7 Slashing
Acid Flask (Moderate) One Action +16 (+11, +6) to hit (bomb, consumable, infused, splash) 2 + 6 Acid
Alchemist's Fire (Moderate) One Action +16 (+11, +6) to hit (bomb, consumable, infused, splash) 2d8 + 6 Fire
Frost Vial (Moderate) One Action +16 (+11, +6) to hit (bomb, consumable, infused, splash) 2d6 + 6 Cold

Infused Items

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. PoisonUnstable Compounds

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 Bomber One Action

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

Reckless Alchemy One Action

Requirements The reckless scientist is holding a bomb or elixir


Effect 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

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

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.