Elgrim the Withered CR 10 - Nathan Ross
ELGRIM THE WITHERED CR 10
Male dwarf rogue (underground chemist) 11 (ACG)
NE Medium humanoid (dwarf)
Init +3; Senses darkvision 60 ft.; Perception +16
===== Defense =====
AC 21, touch 14, flat-footed 18 (+7 armor, +1 deflection, +3 Dex)
hp 97 (11d8+44)
Fort +7, Ref +11, Will +6; +2 vs. poison, spells and spell-like abilities
Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants), discovery (preserve organsUM (25% chance to negate critical and sneak attack damage)), improved uncanny dodge, trap sense +3; Immune cold, nonlethal, paralysis, sleep
===== Offense =====
Speed 20 ft.
Melee mwk heavy pick +9/+4 (1d6/×4)
Ranged liquid ice +12/+7 (1d6+4 cold plus splash)
Special Attacks +1 on attack rolls against goblinoid and orc humanoids, sneak attack +6d6
===== Tactics =====
Before Combat Elgrim favors complex ambushes, attacking with allies and using traps that take advantage of his peculiar immunities. Elgrim prepares a tactically advantageous area using his wand of grease, electricity arc trap and a jury-rigged smokestick and pellet grenade before engaging. He uses his wand of darkness on himself.
During Combat Elgrim maneuvers around the battlefield, luring enemies into traps and triggering these with his cunning trigger talent. He uses darkness and grease effects to sneak attack opponents with flasks of liquid ice. He uses difficult terrain and Nimble Moves to prevent opponents from closing and using a full-attack action. Against opponents with darkvision, he uses his jury-rigged smokestick as a means to gain concealment.
Morale Elgrim is cautious and will retreat if an ambush is going poorly or he is running low on resources, using his potion of invisiblity to ensure his escape. If cornered, Elgrim surrenders and plots to escape at a later point.
===== Statistics =====
Str 10, Dex 16, Con 16, Int 16, Wis 14, Cha 6
Base Atk +8; CMB +8; CMD 21 (25 vs. bull rush or trip)
Feats Armor Proficiency (medium), Extra Rogue TalentAPG (2), Nimble Moves, Point Blank Shot, Precise Shot
Skills Acrobatics +14, Bluff +12, Craft (alchemy) +22, Craft (trapsmithing) +17, Disable Device +21, Knowledge (dungeoneering, local) +17, Perception +16 (+18 to notice unusual stonework), Sense Motive +16, Stealth +14, Use Magic Device +12
Languages Common, Dwarven, Goblin, Orc, Undercommon
SQ chemical weaponsACG, discovery (mummificationUM, preserve organsUM), precise splash weaponsACG, rogue talents (alchemical jury-rigging, cunning triggerAPG, quick trapsmithAPG, sniper’s eyeAPG), trapfinding +5, weapon familiarity
Combat Gear electricity arc trap (components), liquid iceAPG (10), pellet grenade (adamantine)UE (2), potion of invisibility, smokestick (2), wand of darkness (5 charges), wand of grease (10 charges); Other Gear +1 breastplate, belt of incredible dexterity +2, cloak of resistance +1, handy haversack containing 30 lbs of thaumatite ore, masterwork heavy pick, masterwork artisan’s tools, ring of protection +1
===== Special Abilities =====
Alchemical Jury-rigging (Ex) By taking one minute to attach fuses Elgrim may jury-rig a single alchemical item so that it functions as a simple trap, with a trigger of either touch or timed and Perception and Disable Device DC of 18. Jury-rigged traps can be triggered using Elgrim’s cunning trigger rogue talent.
A gaunt, desiccated husk bundled in layers of dark fabric, the air around this dwarf is suffused with an unpleasant, alchemical tang.
Born within the Bowels, Elgrim grew up with the familiar humming and knocking of bronze pipes in his ears. A sound that increasingly symbolised all that he lacked, all that he was denied by those who dwelt in easy comfort within the Old City.
Before long, his jealousy and resentment turned to bitter spite.
Elgrim leads the Tinctures Guild, a group of smugglers and alchemists providing cures and concoctions alongside poisons and addictive drugs derived from thaumatite ore. It is one of the more respectable guilds within the Bowels. This position of power however, is only a means for pursuing a larger goal.
He conducts a campaign of terror against the Old City, to strike at them for their wealth and privilege. He attacks the symbol of the Old City’s superiority; the pipes that permeate the Bowels like twisted metallic roots. Using alchemical explosives, Elgrim destroys critical junctures of piping, heedless of the collateral damage inflicted upon the residents of the Bowels.
Though effective at creating chaos in the Old City, his successes are temporary. The damaged pipes soon split and regrow, radiating in fractal arcs and returning power to the city above.
The twisting network of bronze pipes haunts Elgrim’s dreams, burning their topography into his mind. Their destruction is now more than just a goal, it is an obsession.