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I recently created an updated version of Keeper Hyve from the Carrion Hill module, changing him into an alchemist/rogue. Originally he's a level 7 rogue with a strong emphasis on poison, and his tactics even have him throwing poison vials as grenades, so I thought flavor wise he'd make more sense with a few alchemist levels.
Let me know what you think if anyone's familiar with the original module.
Male Human Alchemist 4 Rogue 3
NE Medium Humanoid (Human)
Init +10; Senses Perception +10
AC 24, touch 18, flat-footed 18. . (+4 armor, +5 Dex, +2 natural, +2 deflection, +1 dodge)
hp 39 (7d8+7)
Fort +6, Ref +13, Will +2
Defensive Abilities Evasion, Trap Sense +1; Resist Poison Resistance +2
Spd 30 ft.
Melee Rapier +11 (1d6/18-20/x2)
Ranged Acid Bomb +12 (2d6+3 Acid), Bomb +12 (2d6+3 Fire), Masterwork Crossbow, Light +12 (1d8/19-20/x2)
Special Attacks Acid Bomb, Bomb 2d6+3 (7/day) (DC 15), Sneak Attack +2d6
Alchemist Spells Known (CL 4, 5 melee touch, 11 ranged touch):
2 (2/day) Barkskin, Cat's Grace (DC 15)
1 (4/day) True Strike (DC 14), Disguise Self (DC 14), Bomber's Eye (DC 14), Expeditious Retreat (DC 14)
Before Combat If Hyve hears the PCs coming before they spot him, he gathers up his violet venom and drinks his dexterity mutagen. This change is already reflected in his statblock. He then hides behind the central pillar in the pool of shallow water, hoping to to ambush the PCs.
During Combat Hyve opens combat with a ranged sneak attack after applying his concentrated violet venom to a bolt, then resorts to throwing his acid bombs. If engaged in melee, he uses his second dose of violet venom to maximize his sneak attacks with his rapier.
Morale Keeper Hyve fights until brought below 15 hit points, at which point he attempts to escape by leaping into the sluice (area C3) and sliding down to area C4. If he survives the journey, he hides in area C4 and prepares another sneak attack with his ranged weapon. If cornered here, he'll fight to the death.
Str 10, Dex 22, Con 12, Int 16, Wis 11, Cha 8
Base Atk +5; CMB +5; CMD 23
Feats Brew Potion, Dodge, Improved Initiative, Mobility, Rogue Weapon Proficiencies, Skill Focus: Knowledge (History), Throw Anything, Weapon Finesse
Skills Bluff +8, Climb +9, Craft (Alchemy) +13, Diplomacy +4, Disable Device +16, Heal +4, Intimidate +7, Knowledge (History) +13, Knowledge (Planes) +5, Knowledge (Religion) +5, Perception +10, Sense Motive +10, Sleight of Hand +16, Stealth +16 Modifiers Alchemy +4
Languages Abyssal, Aklo, Common, Varisian
SQ Concentrate Poison (Su), Fast Poisoning (Move Action) (Ex), Fast Stealth (Ex), Mutagen (DC 15) (Su), Poison Use, Swift Alchemy (Ex), Trapfinding +1
Combat Gear +1 Studded Leather, Bolts, Crossbow (20), Masterwork Crossbow, Light, Rapier; Other Gear Alchemist's Kit, Belt of Incredible Dexterity, +2, Key to area D8, Mutagen: +4 DEX, -2 WIS, +2 Nat AC, Poison, Concentrated Violet Venom x2, Ring of Protection, +2, Thieves' tools, 475 gp
Neat work, and quite needed! I really thought Hyve was crying out to be an alchemist, but had the poor fortune to exist before there was an alchemist class. My players had little problem with him in his current incarnation, so if I run this again (such as part of Carrion Crown), I'll use these stats instead.
Kris, nicely done indeed!
Looks like a lot of us had similar thoughts/leanings for Hyve (I was also going to incorporate Carrion Hill as a "side-quest" into the Carrion Crown AP I was GM-ing on Monday nights (sadly I had to stop my Monday game)).
But, really nice work!
|Christopher Dudley RPG Superstar 2013 Top 32|