FUMBUS
ANCESTRY GOBLIN BACKGROUND PATHFINDER HOPEFUL DEFENSES
CLASS ALCHEMIST 1 PERCEPTION +1 (TRAINED)
HIT POINTS ARMOR CLASS TOUCH AC
ALIGNMENT CHAOTIC NEUTRAL SENSES DARKVISION
15 15 14
LANGUAGES COMMON, DRACONIC, GOBLIN
FORTITUDE REFLEX WILL
STRENGTH DEXTERITY CONSTITUTION +3 +5 +1
MODIFIER MODIFIER MODIFIER
STR 10 (+0) DEX 16 (+3) CON 12 (+1)
INTELLIGENCE WISDOM CHARISMA
MODIFIER MODIFIER MODIFIER
INT 18 (+4) WIS 10 (+0) CHA 12 (+1)
ACTIONS
SPEED: 25 FEET
MELEE: dogslicer +4 (1d6 slashing); agile, backstabber, finesse, goblin
RANGED: bomb +4 touch (effect varies); thrown 20 feet
RANGED: dart +4 (1d4 piercing); agile, thrown 20 feet
SKILLS
ACROBATICS ARCANA ATHLETICS
+2 +5 T –1
CRAFTING DECEPTION DIPLOMACY
+5 T +2 T +0
INTIMIDATION LORE (PATHFINDER SOCIETY) LORE (UNDERWORLD)
+0 +5 T +5 T
LORE (OTHER) MEDICINE NATURE
+3 –1 +1 T
OCCULTISM PERFORMANCE RELIGION
+3 +0 –1
SOCIETY STEALTH SURVIVAL
+3 +4 T –1
THIEVERY
+4 T
FEATS AND ABILITIES
ANCESTRY FEATS: Goblin Weapon Familiarity
CLASS FEATS: Quick Bomber
SKILL FEATS: Additional Lore, Alchemical Crafter
CLASS ABILITIES: Advanced Alchemy, Formula Book, Studied Resonance
WHAT IS AN ALCHEMIST?
You are an inventor, tinkerer, and even saboteur, capable of augmenting
your allies with potent elixirs and destroying your enemies with bombs.
FUMBUS
CLASS ALCHEMIST 1 ▫ ▫ Healing Potion, Minor: This potion restores 1d8 Hit Points.
SmokestickA: With a sharp twist, this item emits thick smoke. The smoke
EQUIPMENT issues forth as a 5-foot radius, creating an area of concealment. The smoke
lasts for 1 minute or until dispersed by a sufficiently strong wind.
4, 5L Thieves’ Tools: You need these tools to Pick Locks or Disable Devices.
BULK
Thrown (trait): You can throw this weapon as a ranged attack.
WORN backpack, leather armor, ordinary clothing
WEAPONS dogslicer, darts (5), alchemist’s fire* (4), bottled lightning* (2) FEATS AND ABILITIES
STOWED bedroll, caltrops, crowbar (expert), flint and steel, formula book,
minor elixirs of life* (2), minor healing potions (2), rations (3 days),
sheath, thieves’ tools, torches (10), waterskin
Fumbus’s feats and abilities are described below. His Additional Lore feat and
WEALTH 30 silver, 7 copper Studied Resonance ability are already applied in his character statistics.
5 (1 remaining, see Advanced Alchemy) Advanced Alchemy: You gain the Alchemical Crafter feat and can create
RESONANCE POINTS
any of the alchemical items listed in your equipment section, denoted with
The following rules apply to Fumbus’s equipment. Fumbus is assumed to a superscript A (A), though their power is fleeting. You can create these items
have spent resonance on equipment marked with an asterisk (*) above. in two different ways, as described below. Each such item gains the infused
Acid FlaskA (bomb): A thrown acid flask targets touch AC, dealing 1d4 trait, meaning it costs you no further Resonance Points to use. With the listed
points of persistent acid damage and 1 point of acid splash damage. gear, Fumbus has one Resonance point remaining.
Agile (trait): The multiple attack penalty you take on the second attack First, you can create these items at the start of the day spending 1
each round with this weapon is –4 instead of –5, and –8 instead of –10 on the Resonance Point to create 2 of any one of these items, ignoring the Crafting
third and any further attacks in the round. check and normal crafting time. You can’t overspend Resonance Points to
▫ ▫ ▫ ▫ Alchemist’s FireA (bomb): A thrown flask of alchemist’s fire craft infused items in this way. The items listed with an asterisk (*) in his
targets touch AC, dealing 1d8 fire damage, 1 persistent fire damage, and 1 weapons and stowed equipment are his default daily creations, but you can
fire splash damage. You, or a creature adjacent to you, can end the persistent select a different set of items from the equipment list.
damage with an Interact action. The persistent damage ends if you are Second, you can create these items on the fly using Quick Alchemy,
submerged in water or otherwise enter an area deprived of air. though less efficiently. As an action, you can create any one of the
AntiplagueA: The drinker of an antiplague gains a +2 item bonus on alchemical objects listed on this sheet by spending 1 Resonance Point. The
Fortitude saving throws against diseases for 24 hours; this applies to his daily item only remains potent until the end of your next turn. If you overspend
save against the disease’s progression. Resonance Points and fail the flat check, you can’t use Quick Alchemy again
Backstabber (trait): When you hit a flat-footed creature, this weapon until the next time you perform your daily preparations.
deals 1 additional precision damage. Darkvision: You can see in darkness and dim light as well as you can see
▫ ▫ Bottled LightingA (bomb): A thrown bottled lightning targets touch in bright light, though your vision is in black and white.
AC, dealing 1d6 points of electricity damage and 1 electricity splash damage, Formula Book: You have a book of alchemical formulas for 8 different
and causing the target to be flat-footed to all creatures until the start of your alchemical items. These appear in the equipment description, marked by a
next turn. superscript A (A).
Caltrops: You can scatter caltrops in an empty square adjacent to you with Goblin Weapon Familiarity: You are trained with the dogslicer
an Interact action. The first creature that moves into that square must succeed and horsechopper.
at a DC 14 Acrobatics check or take 1d4 piercing damage and 1 persistent Quick Bomber: When you draw an alchemical item with the bomb trait
bleed damage. A creature taking bleed damage from caltrops is hampered with the Interact action, you can draw two bombs instead. When using the
5. Spending an Interact action to pluck the caltrops free reduces the DC to Quick Alchemy action to create a bomb, you can draw one bomb as part of
stop the bleeding to 15. Once a creature takes damage from caltrops, enough the Quick Alchemy action.
caltrops are ruined that other creatures moving into the square are safe.
Deployed caltrops can be salvaged to be used again only if no creatures took
damage from them.
Cheetah’s ElixirA: When the drinker of this elixir takes the Stride basic
action, his land Speed is accelerated 5 feet. This lasts for 1 minute.
Eagle Eye ElixirA: The drinker of this elixir gains a +1 item bonus on
Perception checks, and a +2 item bonus on Perception checks to find secret
doors and traps. This lasts for 1 hour.
▫ ▫ Elixir of Life, MinorA: The drinker of this elixir gain 1d6 Hit Points.
If the drinker is at maximum Hit Points when he drinks this elixir, he gains a
+1 item bonus to Fortitude saving throws against toxins, including diseases,
poisons, and venoms, for 1 hour instead.
Finesse (trait): You can choose to use Dexterity instead of Strength on
attack rolls with this melee weapon. You still use Strength on damage rolls.
Goblin (trait): People of the goblin ancestry craft and use these weapons.