Naari Pyrochemist
Creature 1 — human, humanoid, naari
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 p
Source: pathfinder-monster-core-2
Perception +3
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
Ref +6
Will +3
HP 18
Resistances fire 1
Speed 25 feet
Offense
Melee Dagger +8, Damage 1d4 piercing
Ranged Dagger +8, Damage 1d4 piercing
Ranged Lesser Alchemist's Fire +8, Damage 1d8 fire plus 1 fire plus 1 fire
Abilities
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 — The naari pyrochemist draws an alchemist's fire with an Interact action and throws it as a ranged Strike.
Spells
Ignition (rank 1)
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