Ump'Tup, Goblin Alchemist and Garbage Connoisseur

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Ump'Tup
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Joined: Tue Oct 18, 2022 8:25 pm

Ump'Tup, Goblin Alchemist and Garbage Connoisseur

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Ump'Tup
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Ump'Tup was left at the orphanage's door in a cage. The matron was hesitant to take in a goblin child of all things, but the other children thought year old Ump'Tup was cute in an ugly way and convinced her to do her duty. Young Ump'tup spent a year getting into mischief at the orphanage, and making the matron regret not keeping the cage. When she was approached by a shifty old man enough was enough, and Ump'Tup was "reverse adopted" to him for a respectable sum that would go a long way to keeping the orphanage's doors open.
The old man was one Gaedren Lamm, and a goblin youth was seemingly a perfect "recruit" for his little operation - food for dishonest work. No one would miss Ump'tup, a goblin, if something happened, and goblins were known to be notoriously tricksy. Unfortunately, Goblins are also accident prone and eccentric.
Two years of failures and mischief were all Lamm could tolerate. At the cusp of adulthood, four year old Ump'Tup pulled his final prank. His latest experiment with alchemy, and a precursor to "Fire Sneeze," was a tincture he dubbed "Rumble Butt." It was supposed to cause extreme flatulance. Instead, it produced a fiery flatulence that caused the contents of Lamm's chamber pot to catch fire, and the prank supposedly resulted in minor burns.
Once the Rumble Butt's effects faded, Gaedrem snatched Ump'Tup up in a fit of black fury and savagely beat him. Rage faded to wrath, and with a cold glint in his eye, Gaedrem carried limp Ump'Tup to the nearest garbage heap. Once there, Gaedren stabbed him several times and tossed him into the refuse. No one would question a dead goblin, after all, so why bother hiding it?
A rare kind soul and fellow alchemist, Faedun, fished Ump'tup out of the dump and nursed the young adult Goblin back to health. Faedun taught Ump'Tup his first real potion, Feather Fall, and gifted him a professional alchemy set and formula book for his coming-of-age as a five year old adult.
Since then, Ump'Tup has plotted his revenge and improved his craft. He has had two years to prepare, and one day soon, Ump'Tup knows he will have his chance to return Lamm's favor.


Ancestry: Goblin; Class: Alchemist; Alignment: Chaotic Neutral
Pace: 6(d6); Parry: 5(1); Toughness: 6(2)
Attributes: Agility d8, Smarts d8, Spirit d6, Strength d6, Vigor d6
Skills: Alchemy d8, Athletics d6, Common Knowledge d6, Fighting d4, Notice d4, Occult d6, Persuasion d4, Stealth d6, Survival d4, Repair d8
Languages: Common, Draconic, Goblin, Gnome, Undercommon
Hindrances:
Whenever your hero commits to something, she sees it through to the end, even to the excluson of other studies.
A character with this Hindrance can only have one core Class Edge and cannot take any Prestige Edges.
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You once stood helpless as a great harm befell a loved one, and that paralysis sometimes returns when an ally is in a dire position.
As a Minor Hindrance, whenever this character sees an ally suffer a Wound, he is Distracted.
(Minor),
This stalwart defender risks her life for friends without hesitation. Some Loyal heroes may not act veyr nice, but are the first to come to their friends' rescue when they're threatened.
,
Almost every non-goblin culture is suspicious of goblins. They subtract 2 from all Persuasion rolls and are often bullied by others.
(Major)
Edges:
Whether secreted away in a smoky basement laboratory or gleefully experimenting in a well-respected school of magic, the alchemist is often regarded as being just as unstable, unpredictable, and dangerous as the concoctions he brews. While some creators of alchemical items content themselves with sedentary lives as merchants, providing tindertwigs and smokesticks, the true alchemist answers a deeper calling.
Rather than casting spells like a sorcerer or wizard, an alchemist captures arcane essences within strange liquids and extracts, infusing mysterious concoctions with spell-like abilities, combustible energy, and transformative mutagens.
  • Arcane Background (Alchemist)
    • Alchemists use Alchemy as their arcane skill. This gives them 10 Power Points and two powers from the list below.
      Available Powers: Arcane protection, boost/lower Trait, burst, damage field, darksight, deflection, detect/conceal arcana, disguise, environmental protection, fly, growth/shrink, healing, invisibility, intangibility, magic jar, protection, relief, shape change, speak language, speed, wall walker, warriors gift.
  • Armor Interference (Light)
    • While wearing medium or heavy armor or using medium or heavy shields, the character's Alchemy rolls suffer a –4 penalty. The hero cannot use other abilities granted by this Edge or any Edge that has this Edge as a Requirement.
  • Alchemical Identification
    • An alchemist can use Alchemy to identify a potion as if using detect arcana.
  • Bombs and Mutagens
    • Alchemists may create bombs and mutagens with their chemicals and reagents. See page 40.
  • Extracts
    • Potions are permanent magic items such as those listed in the Magic Items chapter of Pathfinder for Savage Worlds. Extracts are temporary concoctions imbued with powers and use the creator's Alchemy skill. They behave like spells, and can be dispelled by effects like dispel.
      Extracts are prepared "off camera," requiring an hour's time, the alchemist's personal formulae book where his powers are recorded, and an alchemist's kit. Without his formulae book, he may cast as usual but cannot refresh his "supplies" (his Power Points do not recharge).
      All of the alchemist's powers except burst and damage field with a Range greater than Touch must take the Touch Limitation (since extracts must be consumed or applied to be used). The Power Point cost is reduced as usual. The template for Burst and damage field (with the Blast Template modifiers) emanate from the character who imbibed the extract, but the alchemist still makes the arcane skill roll.
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Boost/Lower Trait and Burst.
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Wizards, sorcerers, and other arcane types always want more power. This Edge grants them an additional 5 Power Points.
Power Points may be selected more than once, but only once per Rank. It may be taken as often as desired at Legendary Rank, but each grants only 2 additional points.

Ancestral Abilities:
Raised with little or no proper food, many goblins have learned to survive by eating whatever they happen across and can digest nearly anything without getting sick. Goblins with this ability get a free reroll on Survival checks to forage for food and a +2 bonus on Vigor checks caused by consuming toxic substances. This ancestral ability replaces Capable Rider.
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Goblin eyes are able to pierce the darkness. They ignore penalties for Illumination up to 10" (20 yards).
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Averaging roughly three feet tall, goblins reduce their Size and Toughness by 1.

Complex Cantrips:
  • A staple potion for the cautious adventurer used to guard against deadly pitfalls and unexpected cliffs, Featherfall is an extract Ump'Tup learned early in his career from a real alchemist. It even uses common, everyday normal ingredients, usually, and if he has them available.
    Range: Touch
    Duration: 5
    The affected target falls slowly. Feather fall instantly changes the rate at which the targets fall to a mere 60 feet per round, and the subjects take no damage upon landing while the spell is in effect. When the spell duration expires, a normal rate of falling resumes.
    (Feather Fall) - 0 PP
  • A small firebomb created with leftover bits and baubles from Ump'Tup's ingredient stash. Rarely powerful enough to do real harm, but a well thrown mini-bomb is nothing to laugh at.
    Range: Smarts
    Duration: Instant
    Minor bolt sends damaging bursts of energy, streaks of holy light, or shards of matter toward one's foes.
    There are no Range penalties, but the arcane skill roll is affected by Cover, Illumination, and all other usual penalties.
    The damage is 2d4.
    (Minor Bolt) - 0 PP
  • Congealed Mojo is more an artform of alchemy than formula. This potion is brewed with whatever ingredients are on hand. It probably shouldn't even work, but it does. It grants the user minor magical abilities that are perfect for an impish goblin up to a little mischief.
    Range: Touch
    Duration: 1 hour
    Prestidigitations are minor tricks that novice spellcasters use for practice. Once cast, a prestidigitation spell enables you to perform simple magical effects for one hour. The effects are minor and have severe limitations. A prestidigitation can slowly lift one pound of material. It can color, clean, or soil items in a 1-foot cube each round. It can chill, warm, or flavor one pound of nonliving material.
    It cannot deal damage or affect the concentration of spellcasters. Prestidigitation can create small objects, but they look crude and artificial. The materials created by a prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell components. Finally, prestidigitation lacks the power to duplicate any other spell effects. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only one hour.
    (Prestidigitation) - 0 PP
Powers: (15 PP)
  • Big Power Goblin Juice is surprisingly tasty. The secret ingredient is never revealed. Not knowing is for the best. Once its down the hatch, Big Power Goblin Juice grants an increase to whatever ability is most needed. Which, in typical Goblin fashion, might not always be the skill expected.
    Stabby sauce is a faintly glowing black viscous goop which briefly clings to whatever implement it is applied to. Whoever is attacked with this extract finds themselves drained of power for a short time.

    Rank: Novice
    Range: Touch
    Duration: 5 (boost); Instant (lower)
    School: Transmutation
    Limitations: Touch (-1 PP)
    This power allows a character to increase or decrease a target’s Trait (attribute or skill).
    Boosting an ally’s Trait increases the selected Trait one die type, or two with a raise.
    Lowering an enemy’s Trait has a Duration of Instant and lowers the selected attribute or skill a die type with success, or two with a raise (to a minimum of d4). A victim automatically tries to shake off the effect with a Spirit roll as a free action at the end of his following turns. Success improves the effect one die type, and a raise removes the effect entirely.
    Additional castings don’t stack on a single Trait (take the highest), but may affect different Traits
    • Additional Recipients (+1): The power may affect more than one target for 1 additional Power Point each.
    • Strong (+1): Lower Trait only. The Spirit roll to shake off the effect is made at -2.
    (Boost/Lower Trait) - 2 PP
  • This foul tincture creates a protective membrane inside the imbiber that protects against fire. Then it forces a sneeze reaction which comes out as a gout of flame instead of the usual goblin gunk.
    Rank: Novice
    Range: Cone or Stream Template
    Duration: Instant
    School: Evocation
    Burst produces a large fan of energy that bathes its targets in red-hot fire, a cone of cold, or other damaging matter or energy.
    Success creates a Cone or Stream Template starting at the caster and extending outward (see Area Effect Attacks, page 129). Everything within suffers 2d6 damage (or 3d6 with a raise).
    • Damage (+2): The burst causes 3d6 damage, or 4d6 with a raise.
    (Burst) - 2 PP
  • Usually containing at least one creature's tongue, and always including various ingredients of dubious origin, this potion allows the imbiber to speak and understand another language.
    Rank: Novice
    Range: Touch
    Duration: 10 minutes
    School: Divination
    Limitations: Touch (-1 PP / +1 Alchemy)
    This power allows a character to speak, read, and write a sapient language other than his own. A raise on the arcane skill roll allows the user to appropriately use and understand slang and dialect as well.
    • Additional Recipients (+1): The power may affect more than one target for 1 additional Power Point each.
    (Speak Language) - 1 PP
  • Originally named Sticky Feets, this concoction has been definitively dubbed Stinky Feet. The foulest ingredients imaginable are brewed together to create this potion, but fortunately it need not be drunk. Simply apply Stinky Feet to your feet or footware, and it will allow the user to walk along walls. Do not apply before social functions.
    Rank: Novice
    Range: Touch
    Duration: 5
    School: Transmutation
    Limitations: Touch (-1 PP)
    Wall Walker allows the recipient to walk on vertical or horizontal surfaces. With success, she moves at half her normal pace. With a raise, she may move at full Pace and even run.
    If forced to make an Athletics roll to climb or hang on to a surface, she adds +4 to the total.
    • Additional Recipients (+1): The caster may affect others at the cost of 1 Power Point each.
    (Wall Walker) - 2 PP
  • Alchemists can swiftly mix jars and vials of volatile chemicals from their alchemists' kits and turn them into hasty explosives.
    Creating an alchemist's bomb and throwing it is a limited action that costs two Power Points and uses the Alchemy skill. Alchemical bombs have a Range of 10" (20 yards) and cause 2d6 Damage in a Small Blast Template. The alchemist can spend +1 Power Point to increase the damage to 3d6 and +1 Power Point to change his bomb to a Medium Blast Template.
    An alchemist's bombs are an extension of their own personal magic and must be used instantly—they cannot be stored or given to others. They aren't powers, and can't use the Selective Power Modifier (although they can use other power modifiers, such as lingering damage)—allies must beware getting caught in the splash zone!
    A Critical Failure when creating a bomb means the alchemist has run out of volatile chemicals and cannot use this ability again until he refreshes his supplies (in a shop, a few hours gathering ingredients and a Survival roll, etc).
    - 2 PP
  • Mutagens alter the alchemist's form, increasing his physique for one hour at the cost of mental impairment.
    Brewing a mutagen costs an hour's work and two Power Points but no arcane skill roll. The Power Points are stored and don't replenish until the mutagen is consumed or destroyed. An alchemist may only have one active mutagen in existence at a time.
    Choose one of the three options below when the mutagen is created. Drinking it has the listed effect and also hardens the imbiber's skin, increasing Toughness by +1.
    • Strength: +2 to Strength and melee damage rolls but -2 on Academics, Common Knowledge, Occult, Repair, Science and arcane skill rolls.
    • Agility: Opponents subtract 1 when making direct attacks against the alchemist. The alchemist subtracts 2 from Healing, Notice, Survival, and Taunt rolls.
    • Vigor: +2 to Vigor rolls but -2 to Battle, Gambling, Performance, and Persuasion rolls.
    - 2 PP

Carried: 35.5/40 lbs
Total: 50.5 lbs
Gear:
Str+d6; Min Str. d6; Weight 6; Cost 2gp; Reach 1; Parry +1 if used Two Hands.
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Athletics (Throwing); 4/8/16; Str+d4 Damage; RoF 1; Min Str d4 (0gp, 1lb)
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Woven with great skill from available flotsam, goblin felt is a patchwork of wool and burlap, pieces of metal, wood and lint.
(+2 Armor; Head, Torso, Arms, Legs; Min Str. d6; Weight 20; Cost 50gp)
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Free reroll to resist effects that require sight. -2 penalty on sight-based rolls and enemies count as having light cover. (10gp, 0 lbs)
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Required for making alchemical items. (25gp, 5 lbs)
  • Alchemy: A few "true" alchemists (such as those described on page 38) imbue potions with powerful magical qualities, but most "common" alchemists focus on relatively mundane but useful saleable items such as flash powder, alkali flasks, and the
    "Alchemical Items" described in Pathfinder for Savage Worlds and the new additions on page 89.
    Creating common alchemical items is not nearly as time consuming as creating magical ones. For every 10 gp an item costs (round up) the alchemist must spend an hour working on it. Once the required time is invested, the creator makes an Alchemy roll (plus or minus any listed modifiers). Success creates the device; failure destroys it and the alchemist must start again
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Backpack, bedroll, candle, chalk, extra clothing, flint and steel, grapling hook, bullseye lantern, small mirror, hemp rope, oil, shovel, soap, 3x torches, waterskin, whetstone, 1 weeks meals. (Cost 50, 10 lbs.)
.
2x
3/6/12; 2d4 Damage; SBT; Notes: Thrown like a grenade. Those within the template take 2d4 damage when hit and 2d4-2 damage at the start of their next turn unless the acid is washed off somehow. (10gp/1 lb each)
, 3x
3/6/12; 2d4 Damage; SBT; Notes: A sticky, flammable liquid that ignites on impact. Heavy Weapon. Those within the template take 2d4 damage when hit and 2d4-2 damage at the start of their next turn unless dowsed with water. Target might catch Fire (see page 154). (20 gp/1 lb each)
, 1x
Notes: Stored in the form of small, salty pellets in a dry container, this reagent can be mixed with a flask of water and stored safely. Nushadir neutralizes acid; a vial of pellts or a flask of nushadir-water is enough to render a cubic foot of acid safe to touch in one minute, though this is usually too slow to prevent damage from a thrown vial of acid or the contents of a large monster's gullet. (10gp/1 lb each)
, 1x
Notes: These sharply scented gray crystals cause people to regain consciousness when inhaled. Smelling salts grants a sleeping person a Spirit roll to wake up from both magical and mundane sleep. A container has 12 uses if stoppered after each use, but depletes in a matter of hours if left open. (12/12; 25 gp, 1 lb)
, 2x
3/6/12; MBT; Notes: An alchemically treated stick that creates thick smoke (Dark illumination) in a Medium Blast Template for one minute. Dissipates in a strong wind in one round. (20gp, 1/10th lb)
, 1x
1d6 Damage; Notes: A gold-tipped iron rod that provides normal light in a 30 foot radius for six hours. It increases illumination one level for another 30' beyond that. It emits no heat, and counts as sunlight. (2gp, 1 lb)
, 3x
Notes: A thin stick that alights with flame when struck against a hard surface. It allows torches and other flammable substances to be lit in a single action. (1gp, 1/10th lb)

20x Sling Stones (1SP/10 Stones, 1lbs/20 each)

Currency: 2GP, 8SP

Advancement
  • Initial: Alchemist, New Powers, Power Points
Ump'Tup
Pace: 6(d6); Parry: 5(1); Toughness: 6(2)
Aignment Chaotic Neutral
Relevant Combat Effects
  • Darkvision: Goblin eyes are able to pierce the darkness. They ignore penalties for Illumination up to 10" (20 yards).
    Size -1
Wounds: 0/3; Fatigue: 0/2; PP: 15/15
Bennies: 4/3; Conviction: 1/1
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