Strange Fluid Scavenger (Human Alchemist 7)

Bottles and flasks hang from the belt and tattered leather armor or this ragged, wild-eyed human.

Strange Fluid Scavenger CR 6

XP 2,400
Human alchemist 7
CN Medium humanoid (human)
Init +6; Senses Perception +9


AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 56 (7d8+21)
Fort +9, Ref +10, Will +2; +4 vs. poison
Weaknesses addicted


Speed 30 ft.
Melee mwk longspear +6 (1d8/.3)
Ranged dart +7 (1d4 plus poison)
Special Attacks bomb 11/day (4d6+4 fire, DC 17)
Alchemist Extracts Prepared (CL 7th)

3rdabsorbing touch, heroism
2ndalchemical allocation, barkskin, false life, invisibility
1stbomber’s eye, cure light wounds, disguise self, expeditious retreat, shield


Str 10, Dex 14, Con 13, Int 18, Wis 8, Cha 12
Base Atk +5; CMB +5; CMD 17
Feats Brew Potion, Great Fortitude, Improved Initiative, Lightning Reflexes, Point-Blank Shot, Throw Anything, Toughness
Skills Appraise +10, Craft (alchemy) +14, Disable Device +12, Knowledge (engineering) +11, Knowledge (local) +8, Perception +9, Sleight of Hand +12, Spellcraft +14, Stealth +9, Survival +9
Languages Aklo, Common, Giant, Orc, +1 additional
SQ alchemy (alchemy crafting +7, identify potions), discoveries (acid bomb, enhance potion 4/day, latest dose, mutagen (+4/–2, +2 natural, 70 minutes), precise bombs [4 squares]), poison use, swift alchemy, swift poisoning


Addicted (Ex)

The strange fluid scavenger is addicted to strange fluids. She keeps her ability damage and penalties under control with lesser restoration. Roll once on Table: Strange Fluids Side Effects. If the result indicates a side effect that includes an addiction, the scavenger is addicted to that specific side effect in addition to Strange fluids in general.

There is a 50% chance the strange fluid scavenger drank her latest dose of fluid 1d4 hours ago and is still under the effects of the drug when encountered. If she has done so, apply the effects of the dose and roll on Table: Strange Fluids Side Effects. The alchemist uses alchemical allocation to consume her potion of lesser restoration to cure any ability damage she takes from the dose. The scavenger retains the unused dose of fluids in her inventory, even if she has consumed a dose earlier in the day.


Environment cold plains
Organization solitary
Treasure NPC gear (potion of cure moderate wounds, potion of delay poison, potion of lesser restoration, potion of remove disease, acid [2], alchemist’s fire [2], darts coated in giant wasp poison [6], giant wasp poison [4 doses], oil of taggit [2 doses], plastic container holding 1 pint of strange fluid, +1 studded leather, mwk longspear, cloak of resistance +1, alchemist’s kit, formula book [contains all prepared formulae as well as the following: 1stcomprehend languages, detect secret doors, endure elements, identify; 2ndcure moderate wounds, delay poison], 34 gp)

The fluid scavenger has become addicted to her own merchandise, and increasingly drinks her finds instead of making the long trek to civilization. As her symptoms worsen, the strange fluid scavenger grows more and more paranoid, convinced that strangers seek to track her back to her sources of Strange fluids and rob her of her precious liquids.

If her addiction is lifted by a healer or simply through forced withdrawal, the Strange fluid scavenger could be a powerful ally for one looking for a source of such potent reagents.

Section 15: Copyright Notice

Pathfinder Campaign Setting: Numeria, Land of Fallen Stars © 2014, Paizo Inc.; Authors: Jim Groves and Russ Taylor.

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