Character 13 - Goblin Alchemist (Mutagenist) Character in The World of Cartyrion | World Anvil

Character 13 - Goblin Alchemist (Mutagenist)

You were born into a family of goblins that had established itself in one of the poorer sections of Karnstown, but life there for a goblin was pretty good. Your parents were both good at fixing things, and the Tall Folk had broken things that needed mending. The coins they offered in return went a long way at the local butchers... it was amazing how cheap those shankbones were compared to the prices the Tallfolk paid for the squishy pink bits of a sheep or pig. You learned the family trade -- fixing things -- from an early age, but you were restless.. there had to be more for a goblin in life.

It wasn't hard to become aware that while you were tolerated among the Tallfolk, you weren't really "appreciated". In fact, goblins like you were often laughed at... the subject of crude jokes. Usually, they had to be drunk to do this to your face, but you knew that in their homes, they laughed at goblinkind. It wasn't right... you were as good as them... you should be... "Appreciated".

You really were quite intelligent for a goblin, so when Grick, the goblin mediciner offered to teach you his secrets, you jumped at the chance. You began to learn Alchemy! At first, you learned simple healing draughts and elixirs to counteract things like snakebite and poisonous mushrooms. (Imagine that! Some mushrooms made the Tallfolk sick!) But when Grick saw your natural talent, he began to teach you more interesting stuff. There were some elixirs that, if properly prepared, could actually change the way you looked, or the way you thought, or both - though only for a temporary period. But this concept fascinated you!

Could you breath fire like a dragon? Sprout wings and fly like a bird? What were the limitations? Grick didn't know how to make elixirs that would do these things, but he hinted at the fact that the formulas were probably out there in the world somewhere. This is when you began to think... If you could do fantastic things like that, you would be appreciated. People - Tallfolk and Goblins alike - would come find you to get your fantastic elixirs. And they'd pay you in lots of gold coins - enough to keep your family fed forever!

But for that fame and fortune to happen, you needed the formulas. And that meant... Adventure!!! At least that sounded like fun, too. You had heard about an Inn in the middle of the Feywood where adventurers met and set off on fantastic expeditions. You decided you would go there, find a group and convince them that you could help them, and off you'd go into the world to find those elusive formulas.

And so... ten days after saying goodbye to your parents and old Grick, you find yourself scuttling into the Bugbear's Head Inn. You were ready for adventure, you just need to find others to share it with.
Race
Goblin
Heritage
Tinker
Background
Tinker
Class
Alchemist (Mutagenist)

Trained Skills
Acrobatics, Arcana, Crafting, Intimidation, Medicine, Nature, Occultism, Religion, Society, Stealth, Thievery

Armor
Studded Leather
Melee Weapons
Fist, Dagger, Claws (mutagenic), Jaw (mutagenic)
Ranged Weapons
Dagger, Sling, Alchemical Bombs

Formula Book
Bestial Mutagen (lesser), Acid Flask (lesser), Alchemist's Fire (lesser), Elixir of Life (lesser), Tanglefoot Bag (lesser), Tindertwigs
Children

Physical Description

Goblins are stumpy humanoids with large bodies, scrawny limbs, and massively oversized heads with large ears and beady red eyes. Their skin ranges from green to gray to blue, and they often bear scars, boils, and rashes. Goblins average 3 feet tall. Most are bald, with little or no body hair. Their jagged teeth fall out and regrow constantly, and their fast metabolism means they eat constantly and nap frequently. Mutations are also more common among goblins than other peoples, and goblins usually view particularly salient mutations as a sign of power or fortune. Goblins reach adolescence by the age of 3 and adulthood 4 or 5 years later. Goblins can live 50 years or more, but without anyone to protect them from each other or themselves, but few live past 20 years of age.

Other Characteristics

As a Goblin...

You constantly strive to prove that you have a place among other civilized peoples -- you have an inborn need to be seen as useful if not important. Sometimes you need to even prove this to yourself. You will be willing to fight tooth and nail -- literally, if need be -- to protect yourself and your friends from danger. You will always seek to cheer people up that you perceive as troubled, though sometimes your antics, pranks, and practical jokes may not be viewed in this light. Others will be wary of you, especially whenever you are around fire or breakable things. Many will assume you're illiterate (comical for a "learned" profession such as wizard or alchemist). You will find yourself constantly being asked how goblinkind has survived this long given your gastronomic choices, reckless behavior, and love of fire.

As a Tinker Goblin...

If you see two things that have never been put together before, you have a deep-seated desire to see what you can make of them. If you come across a new device or construct - magical, mechanical, or alchemical, you won't be happy until you've taken it apart to see how it works - and hopefully put it back together again. Your curiosity may get you in trouble from time to time, but your practice at crafting gives you skills that others soon come to appreciate.

As a Former Tinker...

Creating all sorts of minor inventions scratched your itch for problem-solving. Your engineering skills take a particularly creative bent, and no one know what you’ll come up with next. It might be a genius device with tremendous potential... or it might explode. But because of your heritage, you were (and still are) particularly skilled in crafting items when needed.

As a Mutagenist Alchemist...

During combat encounters, you may lob bombs at your foes, but you will also consume your mutagens and alter your own form to take the fight right to the enemy. Your broad knowledge of elixirs will also support the rest of your party. During social encounters, you provide knowledge and experience about alchemical items and related secrets, such as poisons and diseases. While exploring, you keep an eye out for trouble with your bombs and elixirs at the ready, while giving advice on all things alchemical and mysterious. In between adventures, you experiment in an alchemical lab, brewing elixirs, making bombs, and furthering your alchemical knowledge.

You might enjoy tinkering with strange formulas and alchemical reagents, often with a ingle-minded dedication and recklessness that gives others pause. You get a kick out of wreaking havoc with the alchemical concoctions you’ve made, and enjoy watching things burn, dissolve, freeze, and jolt, or experiencing the changes in your own body and mind caused by your mutagens. You endlessly experiment to discover new, more potent alchemical tools. Others probably, think you’re some kind of sorcerer or an eccentric wizard and don’t understand that you don’t cast spells; spellcasters who clumsily dabble in alchemy only heighten this misconception. They don’t understand your zeal for alchemy, creativity, and invention. They will assume that if you haven’t caused a catastrophe with your experimentations, you inevitably will.


Cover image: The Inn from the Bridge over Daphinia's Stream by RPGDinosaurBob (with Flowscape)

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