0% found this document useful (0 votes)
90 views3 pages

Fumbus - Level 5 Alchemist

This document provides background information on an alchemist named Fumbus. It details his ancestry, abilities, equipment, defenses and feats. Fumbus is a goblin alchemist who specializes in crafting and using bombs in battle. The document provides stats and descriptions of his various alchemical items and abilities.

Uploaded by

Ayeye Brazorf
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
90 views3 pages

Fumbus - Level 5 Alchemist

This document provides background information on an alchemist named Fumbus. It details his ancestry, abilities, equipment, defenses and feats. Fumbus is a goblin alchemist who specializes in crafting and using bombs in battle. The document provides stats and descriptions of his various alchemical items and abilities.

Uploaded by

Ayeye Brazorf
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 3

FUMBUS ALCHEMIST 5

ANCESTRY GOBLIN BACKGROUND PATHFINDER


(CHARHIDE GOBLIN) HOPEFUL

EQUIPMENT
+7 (TRAINED)
SPEED 25 FEET PERCEPTION DARKVISION BULK Worn: 4 ; Stowed: 1, 7 L
ALIGNMENT CHAOTIC NEUTRAL alchemist’s tools, backpack, bracers of missile deflection, crafter’s
eyepiece, Drovan’s wayfinder, leather armor, healer’s tools, sneaky
LANGUAGES COMMON, DRACONIC, GOBLIN, JOTUN, ORCISH, OSIRIANI key (affixed to armor), thieves’ tools, moderate acid flask (3),
WORN moderate alchemist’s fire (3),lesser bomber’s eye elixir (2), lesser
STRENGTH DEXTERITY CONSTITUTION comprehension elixir (2), lesser elixir of life (2), moderate frost vial
MODIFIER MODIFIER MODIFIER (3),+1 striking dogslicer, infiltrator’s elixir (2)
STR 12 (+1) DEX 18 (+4) CON 14 (+2)
STOWED bedroll, flint and steel, formula book, hooded lantern, oil (5 pints),
rations (3 weeks), repair kit, waterskin
INTELLIGENCE WISDOM CHARISMA WEALTH 12 gp, 8 sp
MODIFIER MODIFIER MODIFIER
INT 19 (+4) WIS 10 (+0) CHA 12 (+1)

STRIKES
MELEE [one-action] +1 striking dogslicer +12 (agile, backstabber, finesse, goblin),
2d6+1 slashing
RANGED [one-action] bomb +11 (moderate bomb +12; thrown 30 feet), effect varies

SKILLS
ACROBATICS (DEX) ARCANA (INT) ATHLETICS (STR)
+11 • +4 +8 •
CRAFTING (INT) DECEPTION (CHA) DIPLOMACY (CHA)
+14 •• +1 +8 •
INTIMIDATION (CHA) COOKING LORE (INT) PATHFINDER SOCIETY LORE
+1 +11 • +11 •
MEDICINE (WIS) NATURE (WIS) OCCULTISM (INT)
+7 • +0 +4
PERFORMANCE (CHA) RELIGION (WIS) SOCIETY (INT)
+1 +0 +11 •
STEALTH (DEX) SURVIVAL (WIS) THIEVERY (DEX)
••
+13 +7 • +11 •
• = TRAINED •• = EXPERT ••• = MASTER
FEATS AND ABILITIES
ANCESTRY ABILITIES Burn It!*, darkvision, charhide goblin, Goblin Weapon
Familiarity
CLASS FEATS Calculated Splash*, Far Lobber, Quick Bomber

GENERAL FEATS Breath Control


SKILL FEATS Additional Lore*, Alchemical Crafting, Streetwise, Quiet Allies
CLASS FEATURES alchemy, field discovery (bomber)*, formula book, research
field (bomber)
*Abilities with an asterisk have already been calculated into Fumbus’s
statistics and do not appear elsewhere.

DEFENSES

HIT POINTS ARMOR CLASS RESISTANCE


56 22 FIRE 2 WHAT IS AN ALCHEMIST?
FORTITUDE REFLEX WILL
You are an inventor, tinkerer, and even saboteur, capable of augmenting your
+11 +13 +7
allies with potent elixirs and destroying your enemies with bombs.

©2019 PAIZO INC. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE ONLY.

Pathfinder Lost Omens World Guide
FUMBUS ALCHEMIST 5
type, or 1 item using Quick Alchemy (see below). Fumbus has already spent
EQUIPMENT 7 batches of this ability to craft his alchemical bombs and items for the
day, and has 2 remaining. When you use your infused reagents to create
alchemical items, you do not need to succeed at a Crafting check or spend
Agile (trait): The multiple attack penalty you take on the second attack each round the normal number of days to craft them.
with this weapon is –4 instead of –5, and –8 instead of –10 on the third and any Quick Alchemy [one-action] (manipulate) Cost 1 batch of infused reagents;
further attacks in the round. Requirements You have a free hand; Effect You create a single alchemical
□□□ Acid Flask, Moderate: A thrown acid flask deals 1 acid damage, 2d6 item of your level or lower that’s in your formula book without having
persistent acid damage, and 4 acid splash damage. to spend the normal monetary cost in alchemical reagents or needing to
□□□ Alchemist’s Fire, Moderate: A thrown flask of alchemist’s fire deals 2d8+1 attempt a Crafting check. This item has the infused trait, but it remains
fire damage, 3 persistent fire damage, and 4 fire splash damage. potent only until the start of your next turn.
Backstabber (trait): When you hit a flat-footed creature, this weapon deals 1 Breath Control: You can hold your breath for 25 times as long as usual without
additional precision damage. suffocating. You gain a +1 circumstance bonus to saving throws against inhaled
Backpack: A backpack can hold up to 4 Bulk worth of items. If you’re carrying or threats, such as inhaled poisons, and if you roll a success on such a saving
stowing the pack rather than wearing it on your back, its Bulk is light instead throw, you get a critical success instead.
of negligible. The first 2 Bulk of items stowed in your backpack do not count Charhide Goblin: You gain fire resistance 2 (already factored into Fumbus’s
against your Bulk limits (and are not included in your worn Bulk). statistics).Your flat check to remove any persistent fire damage is DC 10
□□ Bomber’s Eye Elixir, Lesser: Upon drinking this elixir, for the next 5 minutes instead of DC 15, which is reduced to DC 5 if another creature uses a
your alchemical bomb strikes reduce your target’s circumstance bonus to AC particularly appropriate action to help.
for cover by 1. Darkvision: You can see in the dark as well as you can in bright light, though
□ Bracers of Missile Deflection: Activate [reaction] (Interact) Frequency 1/day; Trigger your darkvision is in black and white.
A ranged weapon attack hits you but doesn’t critically hit you; Effect You gain a Far Lobber: Fumbus's thrown bombs have a range of 30 feet.
+2 circumstance bonus to AC against the attack. If this would cause the attack Formula Book: You have a book of alchemical formulas for six different
to be a failure, the attack misses. alchemical items. These appear in the Alchemical Items section below.
□□ Comprehension Elixir, Lesser: Upon drinking this elixir, for the next minute Goblin Weapon Familiarity: You are trained with the dogslicer and
you can understand any language you read written in a common language. horsechopper.
Crafter’s Eyepiece: This grants you a +1 item bonus to Crafting checks (factored Quick Bomber [one-action] You keep your bombs in easy-to-reach pouches and have
in) and when you Repair an item, you restore 15 Hit Points per proficiency rank learned to draw them without thinking. You Interact to draw a bomb then
instead of 10. Strike with it.
□ Drovan’s Wayfinder: This damaged wayfinder was given to Fumbus by his Quiet Allies When you are using the Avoid Notice exploration tactic and your
friend Drovan, a Pathfinder missing in action. It cannot cast light or hold an allies use the Follow the Expert tactic, you and those allies can roll a single
aeon stone, but it still functions as a compass. Once per day you can twist the Stealth check, using the lowest modifier, instead of rolling separately. This
wayfinder’s lid as an Interact action to give himself a +2 circumstance bonus on doesn’t apply to initiative rolls.
the first Pathfinder Society Lore check he attempts within the next hour. Research Field (Bomber): When throwing an alchemical bomb with the splash
□□ Elixir of Life, Lesser: Upon drinking this elixir, you regain 3d6+6 Hit Points trait, you can deal splash damage to only your primary target instead of the
and gain a +1 item bonus to saving throws against diseases and poisons for 10 usual splash area.
minutes. Streetwise You can use your Society modifier instead of your Diplomacy
Finesse (trait): You can use your Dexterity instead of Strength to calculate your modifier to Gather Information. In any settlement you frequent regularly,
attack bonus (but not damage rolls) with this melee weapon. you can use the Recall Knowledge action with Society to know the same
□□□ Frost Vial, Moderate: A thrown frost vial deals 2d6 cold damage, 4 cold sorts of information you could discover with Gather Information (without
splash damage, and the target takes a –10-foot status penalty to its Speeds spending the time to gather it), though the DC is typically higher.
until the end of its next turn .
□□ 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 ALCHEMICAL ITEMS
disguise to Impersonate. You gain a +4 status bonus to your Deception DC to You know how to craft the following alchemical items. Note that damage dealt
avoid others seeing through your disguise, and you add your level to this DC by bombs is higher due to Fumbus’s feats and abilities, and other characters
even if untrained. deal less fire damage and splash damage if you give them these items to use.
Repair Kit: A repair kit is required to Repair items with the Crafting skill. Infiltrator’s Elixir (alchemical, consumable, elixir) Level 2; Usage held in 1
Healer’s Tools: This kit of bandages, herbs, and suturing tools is necessary for hand; Bulk L; Activate [one-action] (Interact); Effect Drinking this elixir grants you
Medicine checks to Administer First Aid, Treat a Disease, Treat a Poison, or the ability to take on the shape of a humanoid creature of your size, which
Treat Wounds. counts as setting up a disguise to Impersonate. You gain a +4 status bonus
Sneaky Key (consumable, evocation, magical, talisman) Activate [one-action] (Interact); to your Deception DC to avoid others seeing through your disguise, and you
Effect When you turn the key to activate it, for the next minute, if the add your level to this DC even if untrained.
outcome of any of your attempts to Pick a Lock is a critical failure, you get Moderate Acid Flask (acid, alchemical, bomb, consumable, splash) Level 3;
a success instead. Usage held in 1 hand; Bulk L; Activate [one-action] (Strike); Effect This flask filled
Splash (trait): If an attack with a splash weapon fails, succeeds, or critically with corrosive acid deals 2 acid damage, 2d6 persistent acid damage, and 4
succeeds, all creatures within 5 feet of the target (including the target) take acid splash damage.
the listed splash damage. On a failure (but not a critical failure), the target of Moderate Alchemist’s Fire (alchemical, bomb, consumable, fire, splash) Level
the attack still takes the splash damage. Add splash damage together with the 3; Usage held in 1 hand; Bulk L; Activate [one-action] (Strike); Effect Alchemist’s fire
initial damage against the target before applying the target’s weaknesses or is combination of several volatile liquids, typically stored in a sealed flask,
resistances. You don’t multiply splash damage on a critical hit. that ignite when exposed to air. Alchemist’s fire deals 2d8+1 fire damage, 3
Thieves’ Tools: You need these tools in order to Pick Locks or Disable Devices. persistent fire damage, and 4 fire splash damage.
Thrown (trait): You can throw this weapon as a ranged attack. 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
FEATS AND ABILITIES 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
Fumbus’s feats and abilities are described below. in 1 hand; Bulk L; Activate [one-action] (Interact); Effect After you drink this elixir,
Alchemical Crafting: You can use the Craft activity to create alchemical items. for the next 5 minutes your alchemical bomb strikes reduce your target’s
Alchemy: You have 9 daily batches of infused reagents that you can use to circumstance bonus to AC for cover by 1.
Craft 3 alchemical bombs of a single type, 2 alchemical items of a single

©2019 PAIZO INC. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE ONLY.

Pathfinder Lost Omens World Guide
FUMBUS ALCHEMIST 5
Lesser Bottled Lightning (alchemical, bomb, consumable, electricity, splash) the body’s natural healing processes and immune system. Upon drinking
Level 1; Usage held in 1 hand; Bulk L; Activate [one-action] (Strike); Effect Bottled this elixir, you regain 3d6+6 Hit Points and gain a +1 item bonus to saving
lightning is packed with volatile reagents that create a blast of electricity throws against diseases and poisons for 10 minutes.
when exposed to air. Bottled lightning deals 1d6 electricity damage and 4 Moderate Frost Vial (alchemical, bomb, cold, consumable, splash) Level 3;
electricity splash damage, and on a hit, the target becomes flat-footed until Usage held in 1 hand; Bulk L; Activate [one-action] (Strike); Effect A frost vial deals
the start of your next turn. 2d6 cold damage and 4 cold splash damage, and the target takes a –10-foot
Moderate Cheetah’s Elixir (alchemical, consumable, elixir) Level 5; Usage status penalty to its Speeds until the end of its next turn.
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. CONDITIONS
Lesser Comprehension Elixir (alchemical, consumable, elixir) Level 2; Usage Your alchemical bombs do persistent damage.
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. PERSISTENT DAMAGE
Lesser Eagle-Eye Elixir (alchemical, consumable, elixir) Level 1; Usage held Persistent damage comes from effects like acid, being on fire, or many other
in 1 hand; Bulk L; Activate [one-action] (Interact); Effect After you drink this elixir, situations. It appears as “X persistent [type] damage,” where “X” is the amount
you gain a +1 item bonus to Perception checks (+2 to find secret doors and of damage dealt and “[type]” is the damage type. Instead of taking persistent
traps) for the next hour. damage immediately, you take it at the end of each of your turns as long as
Lesser Elixir of Life (alchemical, consumable, elixir, healing) Level 5; Usage you have the condition, rolling any damage dice anew each time. After you
held in 1 hand; Bulk L; Activate [one-action] (Interact); Effect Elixirs of life accelerate take persistent damage, roll a DC 15 flat check to see if you recover from the
persistent damage. If you succeed, the condition ends.

©2019 PAIZO INC. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE ONLY.

Pathfinder Lost Omens World Guide

You might also like