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There is a Legacy version here.

Reckless Scientist

It's the reckless scientist's job to break the rules of reality, no matter the cost.

Recall Knowledge - Humanoid (Society): DC 22
Unspecific Lore: DC 20
Specific Lore: DC 17

Elite | Normal | Weak
Proficiency without Level

Changes from being Weak are marked in red below.
NOTE: The -2 damage penalty to non-strike offensive abilities (-4 if the ability is limited, such as spells) is NOT factored in.

Weak Reckless ScientistCreature 5

Medium Human Humanoid 
Source NPC Core pg. 158
Perception +10
Languages Common
Skills Acrobatics +10, Crafting +14, Deception +7, Engineering Lore +12, Medicine +8, Stealth +12, Underworld Lore +12
Str +1, Dex +4, Con +4, Int +4, Wis +2, Cha -1
Unstable Collection A reckless scientist carries a collection of poorly stowed alchemical items: 3 elixirs of life and 6 alchemical grenades. The scientist replenishes these items each day using scavenged materials. The alchemical grenades deal either acid, cold, or fire damage plus 2 persistent damage and 2 splash damage of the same type (typically the collection contains two of each grenade).
Items +1 sickle, work coat (functions as leather armor), alchemist's toolkit
AC 21; Fort +14, Ref +12, Will +8; +1 status to all saves vs. poison
HP 75; Resistances poison 5
Unstable Explosion When an attacker scores a critical hit against the reckless scientist, one of the scientist's alchemical items bursts. The GM determines the item randomly. If it was a bomb, the alchemist takes damage from the bomb, and any creature adjacent to the alchemist takes the splash damage. Any other item is wasted.
Speed 25 feet
Melee [one-action] sickle +15 [+11/+7] (agile, finesse, magical, trip), Damage 1d4-2+7 slashingMelee [one-action] fist +14 [+10/+6] (agile, finesse, nonlethal, unarmed), Damage 1d4-2+7 bludgeoningRanged [one-action] alchemical grenade +14 [+9/+4] (range increment 20 feet, splash), Damage 2d6-2 acid, cold, or fire plus 2 persistent damage and 2 splash damage of the same typeQuick Grenadier [one-action] The reckless scientist Interacts to draw an alchemical grenade with an Interact action and throws it as a ranged Strike.Reckless Alchemy [two-actions] (concentrate, manipulate) The reckless scientist attempts to combine two alchemical grenades or two elixirs of life into one item. They can Interact to draw the items if necessary. They attempt a DC 20 Crafting check, destroying both component items to create one new item.
Success The new item has the full effect of both component items, and the reckless scientist can Activate it. If they don't Activate it before the end of their turn, the item explodes (as critical failure).
Failure The new item is inert.
Critical Failure The unstable item explodes, dealing 3d6 piercing damage to the reckless scientist

All Monsters in "Villain"

NameLevel
Champion of Rovagug5
Conspiracist0
Deluded Mob4
Despot5
Fiend Caller3
Fleshwarper7
Gang Leader7
Hero Hunter13
Interrogator6
Mastermind4
Propaganist3
Reckless Scientist6
Saboteur2
Toady0
Warmonger10
Wealthy Vigilante8
World Ender16

Villain

Source NPC Core pg. 152
Villains pursue selfish and cruel goals, trampling over anyone in their way.

Sidebar - Additional Lore Golarion's Most Wanted

Here are a few of the most notorious villains in the history of Golarion.

Queen Abrogail II: The ruler of Cheliax devotes herself to Asmodeus, and tyrannically rules her diabolic nation completely confident of the supremacy of herself and her country.
Tar-Baphon: The ancient lich called the Whispering Tyrant invaded nation after nation with his undead hordes, slayed a divine herald, and even now has arisen again and regrouped in the Gravelands.
The Runelords: The seven rulers of ancient Thassilon mastered powers of magical runes, letting them rule in ancient times and return again and again in centuries since to try to take back the power they once had.

Sidebar - Additional Lore Manipulative Evil

Villains who use the power of ideas— like the conspiracist and propagandist found here—aren't particularly effective combatants. Instead, they rely on dupes or other villains (like the deluded mob or warmonger) to physically enact their evil ideologies. They're also adaptable, though the conspiracist usually keeps their conspiracies and themes centered around themself and close allies, while the propagandist typically works their machinations with the consent of the state, using half-truths and manipulative framing to serve those in power and be well paid for their trouble.

Sidebar - Advice and Rules Recurring Villains

Villains are just as devoted to their evil schemes as heroes are to justice or freedom. Villains make excellent recurring NPCs. The section on NPC advancement is especially useful for villains. To tell more varied stories, a GM can have the villains join up with new groups of followers or be under the employ of new benefactors, using their villainous skills for a new cause.

Sidebar - Advice and Rules Relative Villainy

These characters are clearly set out as villains within the structure of a Pathfinder adventure's story, but that doesn't mean the people in the world see them as such universally. Villains often work best when otherwise well-meaning civilians are unable to see their malice, or when the villain is so charismatic or powerful they can bring others under their sway. You can use an influence encounter to play out the player characters trying to sway a powerful person away from the villain's influence, or even have both the PCs and the villain racing to influence the same person.