Description
Alchemy: A cingulatal can can use Craft (alchemy) to identify potions as if using detect magic. They must hold the potion for 1 round to make such a check. A Cingulatal gains a competence bonus equal to their hit dice on the Craft (alchemy) checks (+4 for an average cingulatal).
Bombs (Su): A Cingulatal can create bombs like an alchemist, and can create 12 bombs per day. These bombs can be thrown as ranged weapons and deal 5d6+3 of fire damage on a direct hit, plus 8 points of splash damage (reflex save DC 17 for half-damage on splash damage). See Bomb discoveries for more damage options.
Bomb Discoveries: An cingulatal knows the following discoveries that allow it to change the composition of the bomb: Acid bomb, Concussive Bomb, Frost Bomb, Holy bomb.
- Acid Bomb: When the cingulatal creates a bomb, they can choose to have it inflict acid damage. Creatures that take a direct hit from an acid bomb take an additional 1d6 points of acid damage 1 round later.
- Concussive Bomb: When the cingulatal creates a bomb, they can choose to have it inflict sonic damage. Concussive bombs deal 5d4+3 points of sonic damage. Creatures that take a direct hit from a concussive bomb are deafened for 1 minute unless they succeed at a DC 17 Fortitude save.
- Frost Bomb: When the cingulatal creates a bomb, they can choose to have it inflict cold damage. Creatures that take a direct hit from a frost bomb are staggered on their next turn unless they succeed on a DC 17 Fortitude save.
- Holy Bomb: When the cingulatal creates a bomb, they can choose to have it deal good divine damage. Evil creatures that take a direct hit from a holy bomb must succeed at a DC 17 Fortitude save or be staggered on their next turn. Against neutral creatures, holy bombs deal half damage, and such targets are not affected by their staggering effect. Holy bombs have no effect on good-aligned creatures.
Defensive curl (Ex): When fighting defensively, using the total defensive action, or the Combat Expertise feat, a cingulatal receives an additional +2 natural armour bonus to armor.
Infusions: A cingulatal can prepare infusions like a 9th level alchemist, but does not gain any other class abilities beyond those also listed.
Swift Alchemy: A cingulatal can create alchemical items with astounding speed. It takes a cingulatal half the normal amount of time to create alchemical items.
Throw Anything (Ex): A cingulatal has Throw Anything as a bonus feat. A cingulatal adds their Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb ability.
Cingulatals are armadillo-like agathions who are wise and inventive alchemists, creating bombs, extracts and other alchemical items each day. They work fastidiously in their workshops, making alchemical items to help them bolster, protect and heal their allies and charges. They disdain the use of poison, but are not above using ravages against evil foes.
In combat, they make good use of their bombs as ranged weapons, utilizing the type of energy needed for the situation from among acid, cold, fire, good or sonic damage. When out of bombs, they rely on the acid splash spell, or their sharp claws in melee. They are excellent burrowers, and utilize soften earth and stone and solidify earth to manipulate the ground around them.
Cingulatals resemble a 3-banded armadillo with a hinged, banded shell that can roll into a ball. They have wide, hairy ears, long armoured tails, elongated faces and limbs that end in long claws suited for digging. They typically do not wear clothing, but often wear pouches and sacks for carrying their various alchemical concoctions and ingredients, as well as protective gear like goggles and gloves. They are about 5 feet tall and weigh 350 lbs on average.
Ability Scores
Combat Stats
- HP
- 85 (9d10+ 36)
- AC
- 23, touch 23, flat-footed 20 (+3 Dex, +10 natural)
- Speed
- 30 ft. burrow 20 ft.
- Init
- +3
- Melee
- 2 claws +11 Melee, (1d6 +2)
- BAB
- +9
- CMB
- +11
- CMD
- 24
- Fort
- +5
- Ref
- +9
- Will
- +9
- DR
- 10/evil and silver
- SR
- 18
Special Attacks
Alchemy, Bombs +13 ranged (5d6+3 fire, plus 8 splash damage, reflex DC 17 halves splash damage ) 12/day), throw anything
Special Qualities
defensive curl: Immune cold, electricity, petrification; Resist sonic 10; Bomb Discoveries, lay on hands (4d6, 6/day as a 9th level paladin), Swift Alchemy,
Feats
Endurance,
Iron Will,
Master Alchemist,
Prodigy (Alchemy and Herbalist),
Toughness,
Throw Anything (B)
Skills
Craft (Alchemy) + 20, Diplomacy +14, Knowledge (Nature) +13, Knowledge (the Planes) +13, Perception +13, Profession (Herbalist) +15, Sense Motive +13, Stealth +15, Survival +13, Racial Modifiers: +4 Craft (Alchemy)
Spells
spell-like abilities (CL 9):
Constant—detect poison, speak with animals
At will—acid splash, burning sands, calm animals (DC 15), soften earth and stone, solidify earth (DC 14),
3/day—diamond spray (DC 15), shield other
Alchemist Extracts prepared (CL 9):
3rd- fly, haste, remove disease, thorn body,
2nd- animal aspect, bear’s endurance, defensive shock, invisibility, ironskin
1st- bomber’s eye, crafter’s fortune, expeditious retreat, jump, polypurpose panacea, shield,