Celestial Gnome

Rumal's page

195 posts. Alias of Troy Malovich.


Full Name

Rumalquimia Cerveriaen

Race

Gnome

Classes/Levels

Alchemist 2 (AC: 16 [T: 13 FF: 14 ] | HP: 15/15 | F+4, R+5, W+0 | Init: +2 | Perc: +6 [Low-light])

Gender

Male

Size

Small (3' 4", 39 lbs)

Age

74

Special Abilities

Bomb (8/day, 2d6+3, 5 splash DC 14 Ref for 1/2), Mutagen

Alignment

Neutral Good

Deity

Cayden Cailean

Location

Sandpoint

Languages

Common, Gnome, Dwarven, Elven, Goblin, Sylvan

Occupation

Brewer

Strength 12
Dexterity 14
Constitution 12
Intelligence 16
Wisdom 10
Charisma 12

About Rumal

Basics:
AC: 16
Touch: 13 Flat: 14
CMD: 13

HP: 15/15 (dead at -12)

BAB: +1
CMB: +1
Fort: +4 (+4 bonus vs poison or to avoid effects of alcohol; +2 vs drugs)
Ref: +5
Will: +0 (+2 Trait bonus vs. mind-affecting effects for 1 hour after drinking alcohol)

Init: +2
Speed: 20'

Racial traits:
Defensive Training: gain a +4 dodge bonus to AC against monsters of the giant subtype.
Keen Senses: he receive a +2 racial bonus on Perception checks.
Obsessive: receive a +2 racial bonus on Profession (brewer) skill.
Hatred: receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and goblinoid subtypes because of their special training against these hated foes.
Pyromaniac: treated as one level higher when casting spells with the fire descriptor, and determining the damage of alchemist bombs that deal fire damage. Also gain the following spell-like abilities: 1/day—dancing lights, flare, prestidigitation, produce flame. The caster level for these effects is equal to his level; the DCs are Charisma-based.

Class Features:
Alchemy (Su): When using Craft (alchemy) to create an alchemical item, an alchemist gains a competence bonus equal to his class level on the Craft (alchemy) check. In addition, an alchemist can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to make such a check. Extracts behave like spells in potion form, and as such their effects can be dispelled by effects like dispel magic using the alchemist’s level as the caster level. An extract immediately becomes inert if it leaves the alchemist’s possession, reactivating as soon as it returns to his keeping. An extract, once created, remains potent for 1 day before becoming inert, so an alchemist must re-prepare his extracts every day. Mixing an extract takes 1 minute of work. An alchemist can utilize spell-trigger items if the spell appears on his formulae list, but not spell-completion items.
Bomb (Su): 8/day, 2d6+3 fire damage (5 splash, DC 14 Ref for 1/2), Drawing the components of, creating, and throwing a bomb requires a standard action that provokes an attack of opportunity.
Brew Potion (Ex): Brew Potion as a bonus feat. Can brew potions of any formulae he knows (up to 3rd level), using his alchemist level as his caster level. The spell must be one that can be made into a potion.
Mutagen (Su): It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist's possession becomes inert until an alchemist picks it up again. When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It's a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma. A non-alchemist who drinks a mutagen must make a Fortitude save (DC 10 + 1/2 the alchemist's level + the alchemist's Intelligence modifier) or become nauseated for 1 hour—a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist's mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the “stolen” mutagen immediately cease.) The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end.
Throw Anything (Ex): All alchemists gain the Throw Anything feat as a bonus feat at 1st level. An alchemist adds his Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature.
Poison Resistance (Ex): gains a +2 bonus on all saving throws against poison.
Poison Use (Ex): trained in the use of poison and cannot accidentally poison themselves when applying poison to a weapon.
Discovery (Su): At 2nd level, and then again every 2 levels thereafter (up to 18th level), an alchemist makes an incredible alchemical discovery.
2nd - Explosive Bombs
Favored Class Bonuses: +1 Skill point.

Feats:
Throw Anything:You do not suffer any penalties for using an improvised ranged weapon. You receive a +1 circumstance bonus on attack rolls made with thrown splash weapons.
Brew Potion:You can create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures. Brewing a potion takes 2 hours if its base price is 250 gp or less, otherwise brewing a potion takes 1 day for each 1,000 gp in its base price. When you create a potion, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level. To brew a potion, you must use up raw materials costing one half this base price. When you create a potion, you make any choices that you would normally make when casting the spell. Whoever drinks the potion is the target of the spell.
Extra Bombs: You can throw two additional bombs per day.

Traits:
Iron Liver You gain a +2 trait bonus on Fortitude saves against poison and drugs, and a +4 trait bonus on Fortitude saves to avoid the effects of alcohol.
Fortified Drinker: Whenever you imbibe any alcoholic beverage, you gain a +2 trait bonus on saves against mind-affecting effects for 1 hour.

Basic Attacks:

Morningstar: +3, 1d6+1 damage, crit x2, blunt and pierce
Dagger: +3, 1d3+1 damage, crit 19-20/x2, pierce or slash
Bomb (20'): +5 (Ranged touch, or Ranged vs Grid intersection AC 5), 2d6+3 damage (5 splash, DC 14 Ref for 1/2), no crit, fire.
Lt. Crossbow (80'): +4, 1d6 damage, crit 19-20/x2 , pierce,(Load is a Move action that provokes)

Skills:
+2 Acrobatics
+8 Appraise [1r]
+1 Bluff
+0 Climb
+10/+11 Craft (Alchemy)/(to Craft) [1r]
+10 Craft (Tinker) [1r] (works as spellcraft for alchemist formulae)
+1 Diplomacy
+1 Disguise
+2 Escape Artist
+2 Fly
+0 Heal
+1 Intimidate
+5 Knowledge (Engineering) [1r]
+5 Knowledge (Local) [1r]
+8 Knowledge (Nature) [1r]
+4 Perception [1r]
+1 Perform
+6 Profession (Brewer) [1r]
+2 Ride
+0 Sense Motive
+6 Stealth
+0 Survival
+0 Swim
+5 Use Magic Device [1r]

Extracts:
Mutagen type: Chr buff
Extracts/Day: 2/1st
Formulae List:
1st - Bomber's Eye*, Cure Light Wounds*, Endure Elements*, Polypurpose Panacea, Shield, True Strike.
* These can be made into potions
Extracts Prepared:
1st - DC 15 Cure Light Wounds, Endure Elements.

Equipment:
Encumbrance: 21.5/24.75 lbs
Artisan's Outfit [-]
Studded Leather Armor [10 lbs]
Light Crossbow (20 bolts) [3 lbs]
Club [1.5 lb]
Backpack [.5 lbs]
Alchemist's Kit [5 lb]
Belt pouches (4) [.5lbs]
Traveling Formulae Book [1 lb]

Money:
PP:
GP: 2
SP:
CP:

Background:
Rumal, as he's known by the slower speaking races, comes from a long line of brewers. It was, in fact, his very own family that had first originated the "Department of Consumptive Inebriatives in Concordance with the Deductive Origination for Combustive Replacements of Superheated Steam as Provenders of Locomotion Bureau." Now that Rumal is a lead researcher, in the sub-offices of the "Agency for the Nonintoxificational Administration of Fungal or Tuberous Fermentations with Diminishment of Cranial Disruption and Nausea Inducement", it has become his Life Quest to discover a form of alcoholic beverage that will give the pleasurable experience without the nasty aftereffects. Not to mention the accolades he would recieve if it can double as a combustable fuel source without exploding.

In his mission he had exhausted all the sources he could at Mt. Nevermind, deciding first that he would try to get a hold of some of the dwarven spirits. They were powerful as inebriates and fuel, but the hangovers were unabatable. He tried the wines famed by elves and the common human ales. They all had their merits, but none really came close to their mark.

HeroLabs entry:
Rumal
Male gnome alchemist 2 (Pathfinder RPG Advanced Player's Guide 26)
NG Small humanoid (gnome)
Init +2; Senses low-light vision; Perception +6
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Defense
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AC 16, touch 13, flat-footed 14 (+3 armor, +2 Dex, +1 size)
hp 15 (2d8+2)
Fort +4 (+2 trait bonus vs poison or drugs (+4 to avoid effects of alcohol)), Ref +5, Will +0; +2 bonus vs. poison, +2 Trait bonus vs. mind-affecting effects for 1 hour after drinking alcohol
Defensive Abilities defensive training; Resist fortified drinker, poison resistance
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Offense
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Speed 20 ft.
Melee dagger +3 (1d3+1/19-20) or
. . morningstar +3 (1d6+1)
Ranged bomb +5 (2d6+3 Fire) or
. . light crossbow +4 (1d6/19-20)
Special Attacks bomb 8/day (1d6+3 fire, DC 14), hatred
Spell-Like Abilities (CL 2nd; concentration +3)
. . 1/day—dancing lights, flare (DC 11), prestidigitation, produce flame
Alchemist Extracts Prepared (CL 2nd; concentration +5)
. . 1st—cure light wounds, recharge innate magic[ARG], shield
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Statistics
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Str 12, Dex 14, Con 12, Int 16, Wis 10, Cha 12
Base Atk +1; CMB +1; CMD 13
Feats Brew Potion, Extra Bombs[APG], Throw Anything
Traits fortified drinker, iron liver
Skills Acrobatics +2 (-2 to jump), Appraise +8, Craft (alchemy) +8 (+10 to create alchemical items), Disable Device +7, Knowledge (arcana) +7, Perception +6, Profession (brewer) +7, Sleight of Hand +6, Spellcraft +7, Use Magic Device +6; Racial Modifiers +2 Perception, +2 Profession (brewer)
Languages Common, Dwarven, Elven, Gnome, Goblin, Sylvan
SQ alchemy (alchemy crafting +2), discovery (explosive bomb), mutagen (+4/-2, +2 natural armor, 20 minutes), poison use
Combat Gear mutagen; Other Gear mwk studded leather, crossbow bolts (15), crossbow bolts (5), dagger, light crossbow, morningstar, absinthe (per glass), alchemy crafting kit, bedroll, belt pouch, gnome trail rations (8), hip flask, hip flask, hip flask, hip flask, ink, black, inkpen, masterwork backpack, obsession log, pulque (per cup), rumboozle (per cup), scroll case, thieves' tools, waterskin, whiskey (per cup), wrist sheath, spring loaded, wrist sheath, spring loaded, 3 gp, 5 sp
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Special Abilities
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Alchemy +2 (Su) +2 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 1d6+3 (8/day, DC 14) (Su) Thrown Splash Weapon deals 1d6+3 fire damage.
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Explosive Bomb (Su) The alchemist’s bombs now have a splash radius of 10 feet rather than 5 feet. Creatures that take a direct hit from an explosive bomb catch fire, taking 1d6 points of fire damage each round until the fire is extinguished. Extinguishing the flames i
Fortified Drinker +2 save vs. mind-affecting for 1 hr after drinking alchohol.
Hatred +1 Gain a bonus to attack vs goblinoid/reptilian humanoids.
Iron Liver +2 to Fort saves vs. poison and drugs, or +4 vs. alcohol.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mutagen (DC 14) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 20 minutes.
Poison Resistance +2 (Ex) +2 to save vs. Poison.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.