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Igor the “Heretic”

Igor was obsessed by why the Gods made him in a misshapen form.

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He started experimenting how the human body works, which after being caught digging up graves ultimately saw him expelled from his clerical order. Since then he has drifted working as the scientific assistant to many villains, such as Count Dracula and Dr. Victor Frankenstein. But he dreams of one day of becoming enough to fund a laboratory in his own right.

After many years wandering he returned to his village and reanimated zombies as an instrument of his vengeance against the townspeople who attempted to hang him for graverobbing.

He has since recently become a henchman of the curator of the macarbe House of Wax.

Igor the “Heretic” (Human Ex-Cleric 4/Alchemist 2)  
CR 3

XP 800

Male human ex-cleric/alchemist 2

NE Medium humanoid (human)

Init +7; Senses Perception +10  
DEFENSE  
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dexterity)

hp 29 (6d8+2)

Fort +7, Ref +7, Will +5; +2 vs. poison  
OFFENSE  
Speed 30 ft.

Melee +1 spear +6 (1d8+2/Γ—3)

Ranged bomb +8 (1d6+3 fire plus 4 splash or 1d6+3 cold plus 4 splash plus stagger, DC 14) or acid +8 (1d6 acid plus 4 splash) or alchemist’s fire
+8 (1d6 fire plus 4 splash) or tanglefoot bag +7 (entangle)

Special Attacks bomb 5/day (DC 14), mutagen (+4 Strength, Β–2 Intelligence, +2 natural armor, 20 minutes)

Alchemist Extracts Prepared (CL 2nd)   1stΒ—bomber’s eye*, expeditious retreat, shield  
  STATISTICS  
Strength 12, Dexterity 16, Constitution 10, Intelligence 16, Wisdom 13, Charisma 8

Base Atk +4; CMB +5; CMD 18

Feats Brew Potion, Improved Initiative, Point-Blank Shot, Precise Shot, Skill Focus (Use Magic Device), Throw Anything

Skills Craft (alchemy) +14, Disable Device +8, Knowledge (arcana) +10, Knowledge (dungeoneering) +5, Knowledge (history) +8, Knowledge (religion)
+12, Perception +10, Profession (mortician) +10, Spellcraft +8, Use Magic Device +11

Languages Common, Undercommon, two others

SQ alchemy (alchemy crafting +2, identify potions), discovery (frost bomb [1d6+3 cold plus stagger]), poison use

Combat Gear potions of cure light wounds (2), potions of enlarge person (2), wand of command undead (13 charges), acid (2), alchemist’s fire (2),
smokesticks (2), tanglefoot bag, thunderstones (2); Other Gear masterwork studded leather, +1 spear, alchemist’s kit*, masterwork embalming tools,
formula book (contains the formulae for extracts prepared above plus crafter’s
fortune*, cure light wounds, and enlarge person), thieves’ tools, 83 gp  
  SPECIAL ABILITIES  
Ex-Cleric   Having violated the tenets of faith, he has lost all his cleric spells and class features except for his proficiencies.  
TACTICS  
Before Combat If he hears intruders approaching, he drinks his shield extract.  

During Combat He orders minions to attack intruders before casting bomber’s eye and throwing frost bombs. If forced into melee, he drinks his mutagen, increasing his Strength and natural armor at the expense of his intellect, then drinks
one of his potions of enlarge person.  

Morale
If reduced to fewer than 10 hit points, he drinks his expeditious retreat extract and tries to flee. He refuses to be captured and brought before the church for justice, so if cornered, he fights to the death.  

Section 15: Copyright Notice – Pathfinder Module: The Godsmouth Heresy

Pathfinder Module: The Godsmouth Heresy. Β© 2010, Paizo Publishing, LLC; Author: Rob McCreary

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