Beltias Kreun

Rufus Infernobasket's page

26 posts. Alias of Scipion del Ferro (RPG Superstar 2011 Top 4).


About Rufus Infernobasket

RUFUS INFERNOBUCKET
Gnome Alchemist (2) Fav. Class Bonus +1 Bomb/day
Small Humanoid
Init +2; Senses Perception +2 low-light vision

-=DEFENSE=-
AC 13, touch 13, flat-footed 11 (dex +2, size +1, armor +2)
HP 20 (2d8+8); Current = 20
Fort +7, Ref +5, Will -1

-=OFFENSE=-
Speed 20ft
Range Touch Bomb +4 (2d6+3 20/x2) Type: Fire Range Incr: 20ft
Ammo; 7 [ ][ ][ ][ ][ ][ ][ ]
Breakdown: +1 BAB, +2 Dex, +1 Size
Range MW Repeating Crossbow, small +5 (1d6 x3) Type: Piercing; Range Incr: 100ft
Ammo: (19) [X][ ][ ][ ][ ]
Breakdown: +1 BAB, +2 Dex, +1 Size, +1 MW

-=OTHER=-
Str 5, Dex 14, Con 18, Int 16,Wis 9, Cha 12
BAB +1 ; CMB -3; CMD 9

Feats 1st- Master Alchemist, Bonus Feat- Brew Potion, Bonus Feat- Throw Anything

Skills 7= 4 Class, +3 Int
Name(stat) +mod = ranks+stat+class+misc
Appraise (Int) +8 = 2+3+3
Craft [alchemy] (Int) +20 = 2+3+3+12 (+2 class +2 feat, +2 racial, +2 trait, +4 mw. lab)
Craft [weaponsmithing] (Int) +10 = 2+3+3+2 (+2, mw. tools)
Disable Device (Dex) +8 = 2+2+3+1 (+1 racial)
Heal (Wis) +6 =+2-1+3+2 (+2 kit)
Perception (Wis) +2 = 0-1+2
Spellcraft (Int) +8 = 2+3+3
Languages; Common, Draconic, Giant, Terran, Ignus

Racial, Traits, Class abilities:
-=Racial=-
Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light.

Master Tinker: Gnomes experiment with all manner of mechanical devices. Gnomes with this racial trait gain a +1 bonus on Disable Device and Knowledge (engineering) checks. They are treated as proficient with any weapon they have personally crafted. This racial trait replaces the defensive training and hatred racial traits.

Pyromaniac: Gnomes with this racial trait are treated as one level higher when when determining the damage of alchemist bombs that deal fire damage. Gnomes with Charisma of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, flare, prestidigitation, produce flame. The caster level for these effects is equal to the gnome’s level; the DCs are Charisma-based. This racial trait replaces the gnome magic and illusion resistance racial traits.

Keen Senses: Gnomes receive a +2 racial bonus on Perception skill checks.

Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice. (Alchemy)

Weapon Familiarity: Gnomes treat any weapon with the word “gnome” in its name as a martial weapon.

-=Traits=-
Accelerated Drinker (Combat Trait)
You know how to drink a potion efficiently, such as by not using your hands, tossing it in the air and catching it in your mouth, or opening it with your teeth.
You may drink a potion as a move action instead of a standard action as long as you start your turn with the potion in your hand.

Collector (Gnome, Social Trait)
You have a small, bizarre collection of apparently worthless items, such as rusty nails, animal droppings, clockwork cogs, or bent spoons. You find this strange menagerie useful in ways no non-gnome could understand. Seeking new items to add to this collection is endlessly fascinating to you, and while no one else may understand why a Chelish horsenail is worthy to add to your collection when a dwarven wheelbarrow nail is not, it all makes sense to you.
Benefit: Whenever you have your collection within 5 feet of you, you gain a +2 trait bonus on all craft (alchemy) checks.

-=Class Abilities=-
Favored Class: +1 Bomb/day

Alchemy: See Extracts

Bombs (Su): 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 (see page 202 of the Pathfinder RPG Core Rulebook). 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 Intelligence modifier. 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.

Brew Potion (Ex): At 1st level, alchemists receive Brew Potion as a bonus feat.

Throw Anything (Ex): All alchemists gain the Throw Anything feat as a bonus feat at 1st level.

Discovery (Su): At 2nd level, and then again every 2 levels thereafter (up to 18th level), an alchemist makes an incredible alchemical discovery.

[2nd lvl] Precise bombs: Whenever the alchemist throws a bomb, he can select a number of squares equal to his Intelligence modifier that are not affected by the splash damage from his bombs. If the bomb misses, this discovery has no effect.

Poison Resistance (Ex): At 2nd level, an alchemist gains a +2 bonus on all saving throws against poison.

Poison Use (Ex): Alchemists are trained in the use of poison and starting at 2nd level, cannot accidentally poison themselves when applying poison to a weapon.


Formulae and Extracts:
Prepared Extracts
1st (2+1): bomber's eye, reduce person, shield

Formula Book
1st- bomber's eye, comprehend languages, crafter's fortune, cure light wounds, reduce person, shield


Equipment:
Wealth 10g 7s 50c
-------
(10)[7.5] leather armor (only worn while, "adventuring")
(376)[3] masterwork repeating crossbow, "Chanticleer"

(20)[.75] adventure's sash
(4)[2]x2 bottle, glass
(.05)[-]x5 chalk
(1)[-] flint and steel
(30)[3]x3 acid flask
(2)[.5] dagger
potions on the sash
-crafter's fortune
-comprehend languages
-cure light wounds
-shield

(2)[.5] backpack
(10)[1] formula book (spare)
(2)[1]x2 bolt clip
(30)[1] thieve's tools
(50)[1] healer's kit

Items at shop
(250) masterwork alchemist's lab
(50) masterwork weaponsmith tools
(.1)[1.25] bedroll
(20)[10]x10 bottle, glass
(.1)[3] hammock
(40)[1] lock (on shop door)
(10)[1] formula book (spare)
(2)[20]x20 vial, iron[/spoiler

Carried Weight 13.75bs
Light: 16lb Med: 33lb Hvy: 50lb


Description:
A slight gnome, weak in the limb due to childhood infirmities, but strong in the mind and nimble fingers. Having grown up with once brilliant parents he was constantly surrounded by new inventions, oddities, and the most mysterious of all...alchemy. Each night was a new adventure paging through his parents works and watching as they worked hard in their shop for customers. The more open-minded adventurers would frequently frequent Infernobucket Contraptions, Conflagrations & Confirmatory for all things ranging from tanglefoot bags to 20 barrels of oil rigged to explode two Thursdays from now to the reason water doesn't stay square when taken out of a square box.

After a fruitful apprenticeship under his father Rufus spent several years at the Absalom Academy surrounded by magics, of both knowledge and power. Lost among the exciting whirl of arts and alchemy Rufus forgot to visit his very parents. His mind enthralled, buried deep within the Academy's library soon led him to the top of his class. After graduating as a full fledged alchemist the young man returned to his family home on the far side of town.

A pale, wispy version of his mother answered the door. A distant look in her eye. She explained with a bored, dispassionate tone that a customer, injured with one of their works through his own foolishness, had come back. During the night, some years ago, the hooligan with a gang of friends raided the shop breaking and stealing everything within. Rufus' father was held down and had dozens of chemicals poured over his head until little remained of the poor gnome. Broken and traumatized by the event his mother stopped caring about the world, stopped seeking new formulae, new inventions, her life no longer mattered to her. After cleaning and repairing the empty shop she would sit in their lone chair and stair and the acid etched wood were her husband died.

In the time following Rufus Infernobucket has established himself as an equal to his parents and reopened the shop. During the evening, after the doors are locked, he spends his time puzzling through street crimes, inspecting scenes or violence and testing out new concoctions. Though he will always be haunted by the dark night after returning home. Scrambling through his alchemy kit, drinking every potion, elixir, and chemical that might would turn him into a monster for just one night, long enough revenge his parents.