Mogmurch

Valen's Pregen's page

58 posts. Alias of Lysle.


Race

dogslicer +6 (1d6 slashing)[agile, backstabber, finesse, goblin] | bomb +6 touch (varies); thrown 20 feet

Classes/Levels

Skills:
Acrobat +6T, Arcana +4, Athletic +3T, Craft +7T, Decept +1, Diplom +4T, Intim +1, Lore (Cooking, PFS) +7T, Medicine +3T, Nature +0, Occult +4, Perform +1, Relig +0, Society +7T, Stealth +6T, Survival +3T, Thievery +6T

Gender

"Fumbus" | HP: 15/15 | AC: 17 (Fire resistance 1) | Speed: 25 ft. | F: +6, R: +8, W: +3 | Perception +3T; darkvision |

About Valen's Pregen

Fumbus - Alchemist Level 1

BACKGROUND:

Born in Isger's Chitterwood, Fumbus's early life was practically idyllic, at least by goblin standards. The Chitterwood has been largely left to the goblins since the end of the Goblinblood Wars nearly twenty years ago, its goblin inhabitants now free of the militant influence of their hobgoblin cousins, most of whom were eradicated or driven out of Isger at the closing of the war.

Fumbus had the honor of serving as apprentice to the Fire-Eater goblin clan's chief pickle-maker, a position which gave him a fair amount of standing amongst his kin. Unfortunately, Fumbus had a particular penchant for experimentation that led to spectacular failures as often as it led to new delicacies. When a particularly unstable batch of "spicy pickle brine" exploded in the middle of the Fire-Eater encampment, Fumbus fled the Chitterwood, fearing that the reprisal from his fellow goblins for destroying both the clan's precious pickle barrel and a significant supply of cucumbers would be swift and violent.

Fumbus's initial forays into the wider world were truly terrifying. Scavenging from human farms usually ended poorly,as vicious dogs and horrifying horses would bite, chase, or stomp the poor goblin if they caught wind of his presence. The humans themselves were often even more terrifying, and Fumbus found himself fleeing pitchfork-wielding mobs with stolen, smelly shoes (easiest to find without a light and useful as either food or clothing) tucked under one arm far more often than he found a safe place to fill his belly and sleep. Fumbus's life likely would have ended at the hands of one of these mobs had he not encountered a passing half-orc Pathfinder named Droven whose initial reaction to the little goblin was humor, rather than fear or violence.

Used to dealing with a certain amount of prejudice and distrust himself, Droven dissuaded the mob from pursuing their vendetta against the goblin and allowed Fumbus to accompany him on his mission.

Droven's heroics entranced young Fumbus, particularly the alchemical fire and other concoctions the half-orc used to defeat his opponents. When Droven completed his mission for the Pathfinder Society, he brought Fumbus back with him to Absalom. Droven helped secure a home for the little goblin in the Puddles district, where Fumbus's presence would be less likely to cause a stir, and shared what he knew of alchemy with the eager goblin. While Fumbus was terrified at the thought of needing to write down formulas, his mind was sharp and he quickly mastered the art of reading; to Fumbus, collecting these foolishly discarded thoughts was no different than surviving off the trash and scraps left on the outskirts of towns and cities. Fumbus came up with his own system for creating and remembering formulas using small tokens engraved with pictographic runes and a series of leather cords, which he would use to bind certain ingredients in specific orders. Together these implements allowed him to practice alchemy without risking his goblin soul or precious thoughts by performing the obscene act of writing anything down. Of further benefit to Fumbus, his new home's location in the Puddles allows the little goblin to experiment with all manner of inflammable and unstable concoctions with little fear of wreaking destruction beyond the building's water-logged rooms.

Droven offered to sponsor Fumbus into the Pathfinder Society, but the goblin was so impressed by Droven that he truly believed he would not be able to pass the Society's rigorous entry exams. Determined to prove himself, Fumbus busily applied his time and energy to creating new alchemical formulas and perfecting his system for recording his discoveries. As Fumbus's confidence grew, he began to believe that perhaps he might find a place in the Pathfinder Society after all. Skulking through the alleys of Absalom, Fumbus made his way to the Grand Lodge. Upon his arrival, Fumbus learned that Droven had left on a mission several weeks ago and was overdue to report in; his ship was believed lost at sea. Droven had left a letter of sponsorship as well as some funds to secure the goblin a chance to learn at the Society's institutions but Fumbus was unwilling to begin his training without the half-orc present.

Months have passed and Droven has still not returned. Fumbus spends his time perfecting his alchemy, seeking news of his lost friend, and looking for opportunities to ingratiate himself to the Pathfinder Society, despite multiple assurances from the Society's members and leadership that Fumbus's welcome was already secured by his half-orc friend. Something in Fumbus's mind refuses to let go of the idea that he must prove himself to be a worthy explorer of the same caliber as Droven, whose heroics and skill are unmatched in Fumbus's view. The little goblin has made a decision that he holds sacrosanct: he will earn his entrance to the Society by either finding his friend Droven and bringing the half-orc home, or by performing a truly heroic act worthy of the reputation Droven holds in Fumbus's own eyes.


SPEED: 25 FEET
Ancestry Charhide Goblin
Background Pathfinder Hopeful
Alignment Chaotic Neutral
Languages Common, Draconic, Goblin, Jotun, Orcish, Osiriani
Perception +3 (Trained); Darkvision

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Statistics
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Str 10, Dex 16, Con 12, Int 18, Wis 10, Cha 12

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Actions
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Speed 25 feet
Melee dogslicer +6 (1d6 slashing)[agile, backstabber, finesse, goblin]
Ranged bomb +6 touch (varies); thrown 20 feet

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Defenses
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Hit Points 15 HP
AC 17 Fire resistance 1
Fort +6, Ref +8, Will +3
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
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Acrobatics +6T, Arcana +4, Athletics +3T, Craft +7T, Deception +1, Diplomacy +4T, Intim +1, Lore (Cooking, PFS) +7T, Medicine +3T, Nature +0, Occult +4, Perform +1, Religion +0, Society +7T, Stealth +6T, Survival +3T, Thievery +6T
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Feats and Abilities
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ANCESTRY ABILITIES Darkvision, Charhide Goblin, Goblin Weapon Familiarity*
CLASS FEATS Quick Bomber
SKILL FEATS Additional Lore, Alchemical Crafting
CLASS FEATURES Advanced alchemy, formula book, infused reagents, research field (bomber)

EQUIPMENT
BULK: 4, 7L
WORN: backpack, leather armor
WEAPONS dogslicer
STOWED:
alchemist’s tools, bedroll, flint and steel, formula book, hooded lantern, lesser acid flask (2), lesser alchemist's fire (4), minor elicit of life (2), oil (5 points), rations (3 weeks), repair kit, sheath, waterskin
WEALTH 3 gp, 4 sp, 5 cp

The following rules apply to Fumbus’s equipment (including his prepared bombs and alchemical items).

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, Lesser: A thrown acid flask deals 1 acid damage, 1d6 persistent acid damage, and 1 acid splash damage.

□□□□ Alchemist’s Fire, Lesser: A thrown flask of alchemist’s fire deals 1d8 fire damage, 1 persistent fire damage, and 1 fire splash damage.

Backstabber (trait): When you hit a flat-footed creature, this weapon deals 1 additional precision damage.

□□ Elixir of Life, Minor: Upon drinking this elixir, you regain 1d6 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.

Goblin (trait): People of the goblin ancestry craft and use these weapons.

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.

Formula Book: You have a book of alchemical formulas for six different alchemical items. These appear in the Alchemical Items section below.

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. Goblin Weapon

Familiarity: You are trained with the dogslicer and horsechopper.

Infused Reagents: You have 5 daily batches of infused reagents that can be used to Craft 2 alchemical items of a single type, or 1 item using quick Alchemy. Fumbus has already spent 4 batches of this ability to craft his alchemical bombs and items for the day, and has 1 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.

ALCHEMICAL ITEMS
You know how to craft the following alchemical items.

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 Acid Flask (acid, alchemical, bomb, consumable, splash) Level 1; Usage held in 1 hand; Bulk L; Activate [one-action] (Strike); Effect This flask filled with corrosive acid deals 1 acid damage, 1d6 persistent acid damage, and 1 acid splash damage.

Lesser Alchemist’s Fire (alchemical, bomb, consumable, fire, splash) Level 1; Usage held in 1 hand; Bulk L; Activate [one-action] (Strike); Effect Alchemist’s fire is a combination of several volatile liquids, typically stored in a sealed flask, that ignite when exposed to air. Alchemist’s fire deals 1d8 fire damage, 1 persistent fire damage, and 1 fire splash damage.

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 Cheetah’s Elixir (alchemical, consumable, elixir) Level 1; 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 +5-foot status bonus to your Speed for 1 minute.

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 Frost Vial (alchemical, bomb, cold, consumable, splash) Level 1; Usage held in 1 hand; Bulk L; Activate [one-action] (Strike); Effect A frost vial deals 1d6 cold damage and 1 cold splash damage, and the target takes a –5-foot status penalty to its Speeds until the end of its next turn.

Minor Elixir of Life (alchemical, consumable, elixir, healing) Level 1; 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 1d6 Hit Points and gain a +1 item bonus to saving throws against diseases and poisons for 10 minutes.

CONDITIONS:
Your alchemical bombs deal 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.