Colin the Chemist (3.5e NPC)

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Colin the Chemist[edit]

Colin the Chemist

CR 10

Battle Chemist 12
CG Medium humanoid (human)
Init/Senses +4/Listen +0, Spot +0
Languages Common
AC 19, touch 14, flat-footed 15
hp 12d8+24(78) (12 HD)
Fort/Ref/Will +9/+11/+11
Speed 30 ft. (6 squares)
Melee Needle Level 5 +13 Melee (1d2+7)
Ranged Needle Gun Level 4 +19 ranged (1d2+8)or Sprayer Level 4 (see Sprayer)
Base Atk/Grp +9/+9
Special Actions Sprayer1, Pressure Bomb, Regenerative Salve
Abilities Str 10, Dex 18, Con 14, Int 22, Wis 10, Cha 10
Feats Hand Crossbow Focus, Crossbow Sniper, Point Blank Shot, Rapid Shot, Flyby Attack, Mercantile Background
Skills None that matter in combat.
Advancement by character class (Battle Chemist)
Possessions 1000 gp, 5 Level 5 Regenerative Salves, 5 Level 5 Needles (Adrenalin Level 5, reduced penalty), 5 level 5 Needles (Opiates Level 5, reduced bonus),20 Needles level 5 (Caffeine Level 4), 40 Needles level 5 (Alcohol level 5), 3 level 5 Pressure Bombs (Dust Bomb/Dioxygen Flouride Admixture Level 5/5), 40 Sprayer canisters level 5(Dust Bomb Level 5), 2 Sprayer canisters level 5 (Dioxygen Flouride), +1 Levitating Heavy Shield, +1 Defending Shield Spikes, 3 Potions of Magic Weapon +5, +1 Shadow Chain Shirt, +1 Defending Armor Spikes, +1 Defending Gauntlet, Cloak of Resistance +4, Winged Boots, Belt of Battle, Headband of Intellect +4, Gloves of Dexterity +2, Command Rune (see Fortifications), Scroll of Dimension Door, Tower Shield

Combat[edit]

Fortifications Colin stays within his inner sanctum within a trapped, manned fortress. While he is a chemist, he accepts the arcane as a useful tool, and as such utilizes it within his fortress. His laboratory is warded against teleportation (treat as SR 30), and his fortress has several choke points between the entrance and his inner sanctum which sound a silent alarm if an unauthorized being enters. His inner sanctum is a 100 foot radius circle with only one entrance, with a 50 foot radius circular wall, reaching to the 20 foot ceiling, surrounding his laboratory, raised or lowered with the command rune tattooed onto his wrist. The ground outside the laboratory is covered in jagged rock, halving speed.

Combat Colin first tries to seal the entrance with Dioxygen Flouride pressure bombs, throwing one then keeping the adventurers back with dust bomb sprays. If they go in anyway, he tries to spray them while they are concentrated, then tries to identify the casters of the group, pumping them full of alcohol and caffeine (and opiates for tough ones) as to ruin their casting abilities. He then traps the ranged units outside the ring and tries to pick off any fighters one at a time with bombs. If enemies come into melee range he sprays them with Dust Bomb. Upon reaching three-quarters health, he prioritizes stopping casters. Upon reaching half health, he applies his potions of Magic Weapon to his armor to avoid damage and tries to spray and shoot from the ceiling. Upon reaching one-quarter health, he attempts to close himself off, cutting off as many people as he can and trying to get rid of those in the section he remains in (if he goes into the doorway, he puts up his tower shield), and then call for help.

Victory If Colin is defeated, his laboratory contains valuable materials that can be broken down for 1000 GP. Using his chemicals requires either levels in Chemist or an exotic weapon proficiency feat for each delivery method. If a player decides to take levels in Chemist, they can use his laboratory, chemicals and delivery methods at full bonus.



Back to Main Page3.5e HomebrewNPCsCR 10

Back to Main Page3.5e HomebrewNPCsECL 12