Uzbin Parault

Rubedo Grimoire's page

25 posts. Alias of CloakedInSmoke.


Full Name

Dr. Rubedo Cupell Grimoire

Race

Half-elf

Classes/Levels

Alchemist 10

Gender

M

Size

M

Age

42

Special Abilities

+2 saves vs. enchantment, immune to magic sleep effects, poison, cold, nonlethal damage, and paralysis

Alignment

N

Languages

Common, Elven, Dwarven, Draconic, Celestial, Infernal

Strength 8
Dexterity 14
Constitution 10
Intelligence 24
Wisdom 12
Charisma 14

About Rubedo Grimoire

Hello! 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:

  • Index of Alchemic Reagents and Inherently Magical Materials (a guide to every known material that can be used in alchemic reactions)
  • The Alchemist's Way (a guide to every aspect of the alchemist class)
  • Stones and Founts: Legends & Lore in Alchemy (a guide to all known alchemic myths, legends, and their theoretical plausibility
  • Learning from Mummy Dearest (a paper detailing his transformation into a "living mummy"


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
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DEFENSE
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AC 12, touch 12, flat-footed 10. . (+2 Dex)
hp 80 (1d8)
Fort +7, Ref +9 Will +6
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OFFENSE
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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)
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STATISTICS
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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
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SPECIAL ABILITIES
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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.
Drawing the components of, creating, and throwing a bomb requires a standard action that provokes an attack of opportunity. Thrown bombs have a range of 20 feet and use the Throw Splash Weapon special attack. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, an alchemist’s bomb inflicts 1d6 points of fire damage + additional damage equal to the alchemist’s Intelligencemodifier. The damage of an alchemist’s bomb increases by 1d6 points at every odd-numbered alchemist level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). Splash damage from an alchemist bomb is always equal to the bomb’s minimum damage (so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire damage). Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier.

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.
Vestigial Arm (x2) (alchemist discovery) The alchemist grows an extra arm. This does not give him more attacks or actions, but enables the use of a two-handed and one handed weapon, etc.
Cognatogen (alchemist discovery) As mutagen, but provide bonuses to mental stats and penalties to physical stats.
Preserve Organs (alchemist discovery) Anytime a sneak attack or critical hit is scored against the alchemist, there is a 25% chance only normal damage is rolled.
Mummification (alchemist discovery) After a 30 day regimen of special diet, rigorous exercise, and drinking a mildly poisonous alchemical tea, the alchemist falls unconscious for 1 day and then wakes up as a "living mummy." Although the alchemist's type does not change, he becomes immune to cold, nonlethal damage, magical sleep, and paralysis.
Spontaneous Healing (alchemist discovery) The alchemist gains the ability to heal from wounds rapidly. As a free action once per round, he can heal 5 hit points as if he had the fast healing ability. He can heal 5 hit points per day in this manner for every 2 alchemist levels he possesses. If the alchemist falls unconscious because of hit point damage and he still has healing available from this ability, the ability activates automatically each round until he is conscious again or the ability is depleted for the day.
Extend Potion (alchemist discovery) A number of times per day equal to his Intelligence modifier, the alchemist can cause any potion he drinks that does not have an instantaneous duration to function at twice its normal duration. This does not apply to extracts.
Poison Conversion (alchemist discovery) By spending 1 minute, the alchemist can convert 1 dose of poison from its current type (contact, ingested, inhaled, or injury) to another type. For example, the alchemist can convert a dose of Small centipede poison (an injury poison) to an inhaled poison. This process requires an alchemy lab.
Healing Touch (alchemist discovery) The alchemist gains the ability to heal other creatures. As a standard action, he may touch a creature and apply 1 round’s effect of his spontaneous healing discovery to that creature; this counts toward his spontaneous healing limit for the day. The alchemist’s daily limit for hit points healed by spontaneous healing increases to 5 × his alchemist level. This ability only functions if the target is the same type of creature (humanoid, undead, and so on) as the alchemist.


Weapons, Gear, & Equipment:

  • masterwork silver dagger
  • Vest of Stable Mutation (20,000 gp) While under the effect of any type of mutagen, the wearer takes no penalty to mental ability scores from that mutagen.
  • Ring of Protection +3 (18,000 gp) Provides a +3 deflection bonus to AC.
  • Headband of Mental Prowess (INT & CHA) +2 (10,000 gp)
  • Handy Haversack (2,000 gp)
  • Potion of "Armored Charge" [Force Shield+Dash] (self-brewed): Drinker gains +30 ft land speed and +4 (armor) AC for 10 minutes
  • Potion of Altered Form (self-brewed): Drinker transforms, giving a +2 (size) to STR, 30 ft swim speed, & 60 ft darkvision for 10 minutes
  • Potion of Disappear (self-brewed): Invisible for 10 rounds or until drinker takes an offensive action
  • Potion of Moderate Cure (self-brewed): Heals 2d6+10 hp of damage