![]()
About Rubedo GrimoireHello! Well met. I'm Dr. Rubedo Cupell Grimoire, but please, call me Rubedo. Or, if you're feeling especially cheeky, my childhood nickname of Grim. *chortles* Anyway, I would be perfect as potions master and head of alchemy at your school, headmaster. Oh those? That's my third and fourth arms. Got them almost a decade ago now. I'm a pioneer in the field, love experimenting, and that was my attempt to make myself permanently heal quickly from any injury. Added a tad too much mandrake, though, and instead it made me grow another arm! Felt a little lopsided, so I took a second dose! Dead "hand"y *chortles* for an alchemist to have an extra hand, though. Anyway, that's neither here nor there. I've since perfected that particular alchemic regimen and can now heal quickly from injuries. I'm sure you've read the three of my seminal works I've submitted, to remind you, they were the Index of Alchemic Reagents and Inherently Magical Materials, The Alchemist's Way (my comprehensive guide to potioneering, creating magical extracts, bomb-crafting, and the brewing of mutagens), and finally, Stones and Founts: Legends and Lore in Alchemy, in which I relate everything we know of alchemic myths such as the philosopher's stone and the fountain of youth. I think you will find them indispensable for teaching budding alchemists and potioneers of all skills and ages. I am not only a master fit for teaching students, but an active scholar in the field. Just last year I penned an award-winning paper in Journal of Advanced Alchemy regarding mummification and how, by a month-long regimen of diet, exercise, and a carefully brewed, slightly poisonous alchemic tea, you can give a living body key immunities the undead--and now, thanks to the regimen, myself--enjoy. Don't worry, I am quite aware that only an advanced alchemist like myself--one immune to poison due to his frequent and prolonged exposure to chemicals--could have pulled off this and any student who attempted my regimen would undoubtedly kill himself in the process. I also work well leading others. Much advanced alchemy is a team affair, considering the complex brews that must be completed often simultaneously, and I am gifted at directing multiple assistants and monitoring their work even as I complete my own. I look forward to taking up the post at your school! Appearance:
Rubedo is tall and stocky (5'10" and 170 lbs) with platinum blonde hair and violet eyes (from his mum) and tan skin (from his dad). He wears billowy black scholar's robes with a red and gold stole (signifying an alchemist). His most unusual features are his third arm (under his right arm) and a slightly chapped look to his skin, a side effect of his mummification.[/b] Motives:
Rubedo is consumed--though he would never admit it to himself or anyone else--with overcoming his mortality. He feels a void in his life because his elf mother had a fling with his human dad, thereby consigning him to a relatively short life. He truly enjoys alchemy for its own sake (and thus would not be affected too much in his pursuit of alchemic mastery), but he tends to focus all his research on using alchemy to overcome death. He does not rule out undeath entirely, although he does not have the stomach or the heart to become a lich, but he does study the undead to duplicate their immunities. He is confident, though, that alchemy, and not necromancy, will ultimately enable him to live forever. If he were to have an alignment, he would probably hover between N and CN. Academic Accomplishments:
Crunch:
RUBEDO GRIMOIRE
Male Elf Alchemist 1 CG Medium Humanoid (human and elf) Init +2; Senses Low-light vision; Perception +16 Favored Class Alchemist & Master Chymist -------------------- DEFENSE -------------------- AC 12, touch 12, flat-footed 10. . (+2 Dex) hp 80 (1d8) Fort +7, Ref +9 Will +6 -------------------- OFFENSE -------------------- Spd 30 ft. Melee Masterwork Silver Dagger +7/+2 (1d4+1/19-20/x2) and . . Unarmed Strike +6/+1 (1d3-1 nonlethal/x2) Ranged Alchemist Bombs +9 (5d6+7 fire/12 splash dmg/x2/30 ft) . . Masterwork Silver Dagger +10 (1d4+1/19-20/x2/10 ft) Alchemist Words of Power Formulæ (CL 10): Lvl 4 (2/day) Purify Lvl 3 (5/day) Altered Form, Soar, Translate Lvl 2 (6/day) Disappear, Enhance Form, Moderate Cure Lvl 1 (7/day) Dash, Decipher, Fade, Force Shield, Fortify, Glide Meta (5/day) Boost (+0), Lengthy (+0) -------------------- STATISTICS -------------------- Str 8, Dex 14, Con 10, Int 24*, Wis 12, Cha 14 Base Atk +7/+2; CMB +6; CMD 18 Feats 1st Extra Discovery: Vestigial Arm, 3rd Extra Discovery: Extend Potion, 5th Extra Discovery: Spontaneous Healing, 7th Extra Discovery: Healing Touch; 9th Extra Discovery: Poison Conversion Traits Trained Skills Craft (alchemy) +30, Disable Device +15, Fly +10, Heal +14, Knowledge (arcana) +20, Knowledge (nature) +20, Knowledge (engineering) +8, Knowledge (planes) +8, Knowledge (history) +17, Linguistics +17, Perception +16, Profession (teacher) +5, Sleight of Hand +6, Spellcraft +20, Use Magic Device +21 Languages Common, Elven, Dwarven, Draconic, Celestial, Sylvan, Aklo, Ancient Osiriani, Auran, Aquan, Terran, Ignan, Abyssal, Infernal, Undercommon, Halfling, Gnome, Giant SQ immune to magic sleep effects, poison, paralysis, nonlethal damage, and cold Combat Gear masterwork silver dagger, Ring of Protection +3 Other Gear Headband of Mental Prowess (+2 INT & CHA), Vest of Stable Mutation, Handy Haversack, formula book -------------------- SPECIAL ABILITIES -------------------- Dual-Minded (racial trait) +2 to Will saves Brew Potion (bonus feat) Throw Anything(bonus feat) no penalties for improvised ranged weapon, +1 to thrown splash weapons and add Int to damage and splash damage from thrown splash weapons Alchemy (class feature) Alchemists are not only masters of creating mundane alchemical substances such as alchemist’s fire and smokesticks, but also of fashioning magical potionlike extracts in which they can store spell effects. In effect, an alchemist prepares his spells by mixing ingredients into a number of extracts, and then “casts” his spells by drinking the extract. When an alchemist creates an extract or bomb, he infuses the concoction with a tiny fraction of his own magical power—this enables the creation of powerful effects, but also binds the effects to the creator. 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. Mutagen (class feature) At 1st level, 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. Bomb (class feature) An alchemist can use a number of bombs each day equal to his class level + his Intelligence modifier. Bombs are unstable, and if not used in the round they are created, they degrade and become inert.
Poison Resistance (Ex) (class feature) At 2nd level, an alchemist gains a +2 bonus on all saving throws against poison. This bonus increases to +4 at 5th level, and then again to +6 at 8th level. At 10th level, an alchemist becomes completely immune to poison. Poison Use (Ex) (class features) Alchemists are trained in the use of poison and starting at 2nd level, cannot accidentally poison themselves when applying poison to a weapon. Swift Alchemy (Ex) (class feature) At 3rd level, an alchemist can create alchemical items with astounding speed. It takes an alchemist half the normal amount of time to create alchemical items, and he can apply poison to a weapon as a move action. Swift Poisoning (Ex) (class feature) At 6th level, an alchemist can apply a dose of poison to a weapon as a swift action. Infusion (alchemist discovery) When the alchemist creates an extract, he can infuse it with an extra bit of his own magical power. The extract created now persists even after the alchemist sets it down. As long as the extract exists, it continues to occupy one of the alchemist’s daily extract slots. An infused extract can be imbibed by a non-alchemist to gain its effects.
Weapons, Gear, & Equipment:
|