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From Pathfinder Society Special #3-99: Fate in the Future, which isn't enabled.

Reckless Akitonian Scientist

CREATURE 6
Perception +10
Languages Akitonian
Skills Acrobatics +12, Crafting +17, Deception +9, Engineering Lore +15, Medicine +10, Stealth +12, Underworld Lore +13
Str +1, Dex +4, Con +5, Int +5, Wis +2, Cha -1
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.


AC 23; Fort +17, Ref +14, Will +10; +1 status to all saves vs. poison
HP 92; Resistances poison 5
+1 to All Saves vs. Poison
Unstable 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.


Speed 25 feet
Melee Sickle +17 (agile, finesse, magical, trip), Damage 1d4+7 slashing
Melee Acid Flask (Moderate) +16 (bomb, consumable, infused, splash), Damage 1 acid plus 2d6 acid plus 2 acid
Melee Alchemist's Fire (Moderate) +16 (bomb, consumable, infused, splash), Damage 2d8 fire plus 2 fire plus 2 fire
Melee Frost Vial (Moderate) +16 (bomb, consumable, infused, splash), Damage 2d6 cold plus 2 cold
Quick Bomber

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

Reckless Alchemy
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.

Pathfinder Society Special #3-99: Fate in the FutureOGL