Full Name |
Cartmanbeck's Pregen - Fumbus |
Classes/Levels |
Fumbus | HP 40/56 | AC 22 20 | resist fire 2 | Fort +11, Ref +13, Will +7 | Infused reagents remaining: 0 | Hero Points: 1/2 |
About Cartmanbeck's Pregen Alias
Fumbus
Male Goblin (Charhide) Pathfinder Hopeful Alchemist 5
CN humanoid (goblinoid)
Senses Perception +7, darkvision
Languages Common, Draconic, Goblin, Jotun, Orcish, Osiriani
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hp 56, AC 22, resist Fire 2
Fort +11, Ref +13, Will +7
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Melee +1 striking dogslicer +11 (agile, backstabber, finesse, goblin), 2d6+1 S
Ranged bomb +11 (thrown 30 ft), effect varies
Special Charhide: Your flat check to remove persistent fire damage is DC 10 instead of DC 15, which is reduced to DC 5 if another creature uses a particularly appropriate action to help.
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Skills Acrobatics +11, Athletics +8, Crafting +14, Diplomacy +8, Cooking Lore +11, Pathfinder Society Lore +11, Medicine +7, Society +11, Stealth +13, Survival +7, Thievery +11
Str 12, Dex 18, Con 14, Int 19, Wis 10, Cha 12
ANCESTRY ABILITIES Burn It!, Darkvision, Charhide Goblin, Goblin Weapon Familiarity*
CLASS FEATS Calculated Splash*, Far Lobber, Quick Bomber
SKILL FEATS Additional Lore, Alchemical Crafting, Streetwise, Quiet Allies
CLASS FEATURES Advanced alchemy, field discovery (bomber)*, formula book, infused reagents, research field (bomber)
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Equipment
BULK 6, 3L
WORN backpack, bracers of missile deflection, crafter’s eyepiece, Drovan’s wayfinder, leather armor
WEAPONS +1 striking dogslicer
STOWED alchemist’s tools, bedroll, flint and steel, formula book, hooded lantern, infiltrator’s elixir (2), lesser bomber’s eye elixir (2), lesser elixir of life (2), moderate acid flask (3), moderate alchemist’s fire (3), moderate frost vial (3), oil (5 pints), rations (3 weeks), repair kit, sheath, waterskin
WEALTH 18 gp, 9 sp, 5 cp
The following rules apply to Fumbus’s equipment (prepared bombs and alchemical items included).
Agile (trait): The multiple attack penalty you take on the second attack each round with this weapon is –4 instead of –5, and –8 instead of –10 on the third and any further attacks in the round.
[ ]□□ Acid Flask, Moderate: A thrown acid flask deals acid damage, 2d6 persistent acid damage, and 4 acid splash damage.
[X][X][X] Alchemist’s Fire, Moderate: A thrown flask of alchemist’s fire deals 2d8 fire+1 damage, 3 persistent fire damage, and 4 fire splash damage.
[ ][ ][ ] Bottled Lightning: Bottled lightning deals 1d6 electricity damage and 1 persistent electricity damage, and on a hit, the target becomes flat-footed until the start of your next turn.
Backstabber (trait): When you hit a flat-footed creature, this weapon deals 1 additional precision damage.
--Bomber’s Eye Elixir, Lesser: Upon drinking this elixir, for the next 5 minutes your alchemical bomb strikes reduce your target’s circumstance bonus to AC for cover by 1.
-- Bracers of Missile Deflection: Activate [reaction] (Interact) Frequency 1/day; Trigger A ranged weapon attack hits you but doesn’t critically hit you; Effect You gain a +2 circumstance bonus to AC against the attack. If this would cause the attack to be a failure, the attack misses.
-- Comprehension Elixir, Lesser: Upon drinking this elixir, for the next minute you can understand any language you read written in a common language.
Crafter’s Eyepiece: This grants you a +1 item bonus to Crafting checks (factored in) and when you Repair an item, you restore 15 Hit Points per proficiency rank instead of 10.
□ Drovan’s Wayfinder: This magical talisman was given to Fumbus by his friend Drovan, a Pathfinder missing in action. The wayfinder seems to be broken and won’t hold an aeon stone, but it still functions as a compass, and once per day Fumbus can tap the talisman as an Interact action to give himself a +2 circumstance bonus on the first Pathfinder Society Lore check he attempts within the next hour.
[x][X][ ][ ][ ][ ] Elixir of Life, Lesser: Upon drinking this elixir, you regain 3d6+6 Hit Points and gain a +1 item bonus to saving throws against diseases and poisons for 10 minutes.
Finesse (trait): You can use your Dexterity instead of Strength to calculate your attack bonus (but not damage rolls) with this melee weapon.
[X][X][ ] Frost Vial, Moderate: A thrown frost vial deals 2d6 cold damage, 4 cold splash damage, and the target takes a -10-foot status penalty to its Speeds until the end of its next turn .
Goblin (trait): People of the goblin ancestry craft and use these weapons.
-- Infiltrator’s Elixir: Drinking this elixir grants you the ability to take on the shape of a humanoid creature of your size, which counts as setting up a disguise to Impersonate. You gain a +4 status bonus to your Deception DC to avoid others seeing through your disguise, and you add your level to this DC even if untrained.
Repair Kit: A repair kit is required to Repair items with the Crafting skill.
Splash (trait): If an attack with a splash weapon fails, succeeds, or critically succeeds, all creatures within 5 feet of the target (including the target) take the listed splash damage. On a failure (but not a critical failure), the target of the attack still takes the splash damage. Add splash damage together with the initial damage against the target before applying the target’s weaknesses or resistances. You don’t multiply splash damage on a critical hit.
Thrown (trait): You can throw this weapon as a ranged attack.
Feats and Abilities
Fumbus’s feats and abilities are described below. His infused reagents ability is already applied in his character statistics.
Bomber: When throwing an alchemical bomb with the splash trait, you can deal splash damage to only your primary target instead of the usual splash area.
Charhide Goblin: Your flat check to remove any persistent fire damage is DC 10 instead of DC 15, which is reduced to DC 5 if another creature uses a particularly appropriate action to help.
Formula Book: You have a book of alchemical formulas for six different alchemical items. These appear in the Alchemical Items section below.
Goblin Weapon Familiarity: You are trained with the dogslicer and horsechopper.
Infused Reagents: You have 9 daily batches of infused reagents that can be used to Craft 3 alchemical bombs of a single type, 2 alchemical items of a single type, or 1 item using quick Alchemy. Fumbus has already spent 6 batches of this ability to craft his alchemical bombs and items for the day, and has 3 remaining.
Quick Alchemy [one-action] Cost 1 batch of infused reagents; Requirements You have a free hand; Effect You create a single alchemical item of your level or lower that’s in your formula book without having to spend the normal monetary cost in alchemical reagents or needing to attempt a Crafting check. This item has the infused trait, but it remains potent only until the start of your next turn.
Quick Bomber [one-action] You keep your bombs in easy-to-reach pouches and have learned to draw them without thinking. You Interact to draw a bomb then Strike with it.
Quiet Allies When you are using the Avoid Notice exploration tactic and your allies use the Follow the Expert tactic, you and those allies can roll a single Stealth check, using the lowest modifier, instead of rolling separately. This doesn’t apply to initiative rolls.
Streetwise You can use your Society modifier instead of your Diplomacy modifier to Gather Information. In any settlement you frequent regularly, you can use the Recall Knowledge action with Society to know the same sorts of information you could discover with Gather Information (without spending the time to gather it), though the DC is typically higher.
Alchemical Items
You know how to craft the following alchemical items. Note that damage dealt by bombs is higher due to Fumbus’s feats and abilities, and other characters deal less fire damage and splash damage with such weapons.
Infiltrator’s Elixir (alchemical, consumable, elixir) Level 2; Usage held in 1 hand; Bulk L; Activate [one-action] (Interact); Effect Drinking this elixir grants you the ability to take on the shape of a humanoid creature of your size, which counts as setting up a disguise to Impersonate. You gain a +4 status bonus to your Deception DC to avoid others seeing through your disguise, and you add your level to this DC even if untrained.
Lesser Antiplague (alchemical, consumable, elixir) Level 1; Usage held in 1 hand; Bulk L; Activate [one-action] (Interact); Effect Upon drinking an antiplague, you gain a +2 item bonus to Fortitude saving throws against diseases for 24 hours; this applies to your daily save against a disease’s progression.
Lesser Bomber’s Eye Elixir (alchemical, consumable, elixir) Level 4; Usage held in 1 hand; Bulk L; Activate [one-action] (Interact); Effect After you drink this elixir, for the next 5 minutes your alchemical bomb strikes reduce your target’s circumstance bonus to AC for cover by 1.
Lesser Bottled Lightning (alchemical, bomb, consumable, electricity, splash) Level 1; Usage held in 1 hand; Bulk L; Activate [one-action] (Strike); Effect Bottled lightning is packed with volatile reagents that create a blast of electricity when exposed to air. Bottled lightning deals 1d6 electricity damage and 1 persistent electricity damage, and on a hit, the target becomes flat-footed until the start of your next turn.
Lesser Comprehension Elixir (alchemical, consumable, elixir) Level 2; Usage held in 1 hand; Bulk L; Activate [one-action] (Interact); Effect Upon drinking this elixir, for the next minute you can understand any language you read written in a common language.
Lesser Eagle-Eye Elixir (alchemical, consumable, elixir) Level 1; Usage held in 1 hand; Bulk L; Activate [one-action] (Interact); Effect After you drink this elixir, you gain a +1 item bonus to Perception checks (+2 to find secret doors and traps) for the next hour.
Lesser Elixir of Life (alchemical, consumable, elixir, healing) Level 5; Usage held in 1 hand; Bulk L; Activate [one-action] (Interact); Effect Elixirs of life accelerate the body’s natural healing processes and immune system. Upon drinking this elixir, you regain 3d6+6 Hit Points and gain a +1 item bonus to saving throws against diseases and poisons for 10 minutes.
Moderate Acid Flask (acid, alchemical, bomb, consumable, splash) Level 3; Usage held in 1 hand; Bulk L; Activate [one-action] (Strike); Effect This flask filled with corrosive acid deals 2 acid damage, 2d6 persistent acid damage, and 4 acid splash damage.
Moderate Alchemist’s Fire (alchemical, bomb, consumable, fire, splash) Level 3; Usage held in 1 hand; Bulk L; Activate [one-action] (Strike); Effect Alchemist’s fire is combination of several volatile liquids, typically stored in a sealed flask,
that ignite when exposed to air. Alchemist’s fire deals 2d8+1 fire damage, 3 persistent fire damage, and 4 fire splash damage.
Moderate Cheetah’s Elixir (alchemical, consumable, elixir) Level 5; Usage held in 1 hand; Bulk L; Activate [one-action] (Interact); Effect Enzymatic compounds in this elixir strengthen and excite the muscles in your legs. You gain a +10‑foot status bonus to your Speed for 10 minutes.
Moderate Frost Vial (alchemical, bomb, cold, consumable, splash) Level 3; Usage held in 1 hand; Bulk L; Activate [one-action] (Strike); Effect A frost vial deals 2d6 cold damage and 4 cold splash damage, and the target takes a –10-foot status penalty to its Speeds until the end of its next turn.
Conditions
Your alchemical bombs do persistent damage.
PERSISTENT DAMAGE
Persistent damage comes from effects like acid, being on fire, or many other situations. It appears as “X persistent [type] damage,” where “X” is the amount of damage dealt and “[type]” is the damage type. Instead of taking persistent damage immediately, you take it at the end of each of your turns as long as you have the condition, rolling any damage dice anew each time. After you take persistent damage, roll a DC 15 flat check to see if you recover from the persistent damage. If you succeed, the condition ends.
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