Diseased Rat

Bubo Sraga's page

106 posts. Alias of rashly5.


Full Name

Bubo Sraga

Race

Ratfolk

Classes/Levels

Alchemist (Plague Bringer) 4

Quick Reference:
[ HP 27/27 | AC 17/13/15, CMD 14, Fort +5, Ref +6, Will +2 | Init +2; Darkvision (60 ft.); Perception +10 ]

Gender

Male

Size

Small (3'11" height, 72 lbs. weight)

Age

22

Special Abilities

Darkvision (60 ft.)

Alignment

Neutral

Deity

Non-religious (familiar with Erastil from family, interested in Ghlaunder lore)

Location

Somewhere in Cheliax

Languages

Common, Draconic, Dwarven, Elven, Gnome, Halfling, Orc

Occupation

Merchant

Strength 10
Dexterity 14
Constitution 12
Intelligence 21
Wisdom 12
Charisma 10

About Bubo Sraga

A Ratfolk Alchemist particularly interested in the origin and mechanisms of disease and the strange small organisms that cause them.

Tracking:

Meticulous Concoction: 1/1
Bomb: 8/9

Extracts:
1st: [Open Slot], [Open Slot], [Open Slot], True Strike, True Strike
2nd: Alchemical Allocation, Alchemical Allocation

Spring-loaded wrist sheath (left): Potion of Cure Light Wounds
Spring-loaded wrist sheath (right): Potion of True Strike

Stat Block:

Bubo Sraga
Male Ratfolk Alchemist (Plague Bringer) 3
N Small humanoid (ratfolk)
Init +2; Senses darkvision 60 ft.; Perception +10
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 15 (+1 size, +2 dex, +4 armor); +2 dodge vs. animals
hp 27 (23+4)
Fort +5, Ref +6, Will +2; +2 vs. disease, +1 Fort vs. airborne toxins and scent-based effects, +2 Fort vs. contact diseases
--------------------
Offense
--------------------
Spd 20 ft.
Melee +4 dagger (1d3, 19-20/x2, 10 ft., P/S)
Ranged +6 light crossbow (1d6, 19-20/x2, 80 ft., P)
Special Attacks +7 bomb 9/day (2d6+5 fire, DC 17)
Extracts (CL 4th, touch +4, ranged touch +6, concentration +9):
see Extracts below.
--------------------
Statistics
--------------------
Str 10 (+0), Dex 14 (+2), Con 12 (+1), Int 21 (+5), Wis 12 (+1), Cha 10 (+0)
Base Atk +3; CMB +2; CMD 14 (16 vs animals)
Feats Brew Potion, Extra Discovery, Splash Weapon Mastery, Throw Anything
Traits Accelerated Drinker, Meticulous Concoction
Skills Appraise +9, Craft (alchemy) +14, Disable Device +9, Fly +6, Heal +5, Knowledge (arcana) +10, Knowledge (dungeoneering) +6, Knowledge (engineering) +6, Knowledge (history) +6, Knowledge (local) +6, Knowledge (planes) +6, Knowledge (nature) +10, Knowledge (religion) +6, Linguistics +6, Perception +10, Profession (merchant) +5, Sleight of Hand +6, Spellcraft +12, Stealth +6, Use Magic Device +9; +4 to Craft (alchemy) when making alchemical items
Languages Common, Draconic, Dwarven, Elven, Gnome, Halfling, Orc
SQ alchemy (alchemy crafting +4, identify potions), cornered fury, discoveries (precise bombs, smoke bomb, stink bomb), plague vial (40 minutes, DC 17), poison use, unnatural
--------------------
Special Abilities
--------------------
Cornered Fury: Whenever a ratfolk with this racial trait is reduced to half or fewer of his hit points, and has no conscious ally within 30 feet, he gains a +2 racial bonus on melee attack rolls and to Armor Class.

Meticulous Concoction: Once per day, you can either add a +2 trait bonus to the save DC for one bomb you throw or extend the duration of one extract you imbibe by 2 rounds. Extracts with an instantaneous duration are not affected by this trait.

Unnatural: These ratfolk take a –4 penalty on all Charisma-based skill checks to affect creatures of the animal type, and receive a +2 dodge bonus to AC against animals.

Stats:

Ability Scores
Strength 10 (+0)
Dexterity 14 (+2)
Constitution 12 (+1)
Intelligence 21 (+5)
Wisdom 12 (+1)
Charisma 10 (+0)

Saving Throws
Fortitude: +5 = 4 [base] + 1 [con]
Reflex: +6 = 4 [base] + 2 [dex]
Will: +2 = 1 [base] + 1 [wis]

AC: 17 = 10 + 1 [size] + 2 [dex] + 4 [armor]
Touch: 13, Flat-footed: 15
HP: 27 = 8 [1d8 max] + 15 [3d8 half plus 3] + 4 [con]

BAB: +3 = 3 [base]
CMB: +2 = 3 [BAB] - 1 [str]
CMD: 14 = 10 + 3 [BAB] - 1 [str] + 2 [dex]
Melee Attack Base: +4 = 3 [BAB] + 1 [size] + 0 [str];
Range Attack Base: +6 = 3 [BAB] + 1 [size] + 2 [dex];

Base Speed: 20 ft. = 20 [base]
Initiative: +2 = 2 [dex]
SR: 0
Concentration: +9 = 4 [CL] + 5 [int]

Favored Class Bonus: 4/6 new discovery
Ability Score Bonus: +1 INT (4th)

Extracts:

Extract List
Save DC - Level - Extracts Per Day - Bonus Extracts
16 - 1st - 3 - 2
17 - 2nd - 0 - 1
18 - 3rd - 0 - 1
19 - 4th - 0 - 1
20 - 5th - 0 - 1

--------------------
1st
--------------------
Comprehend Languages
Crafter's Fortune
Cure Light Wounds
Disguise Self
Enlarge Person
Identify
Reduce Person
Touch of the Sea
True Strike

--------------------
2nd
--------------------
Alchemical Allocation

Feats, Traits, Abilities:

--------------------
Traits
--------------------
Racial
Tinker - +2 Craft (alchemy), +2 Perception, +2 Use Magic Device
Cornered Fury - when reduced to half or fewer HP, and no conscious ally within 30 feet, gain +2 racial bonus on melee attack rolls and to Armor Class
Unnatural - -4 penalty on charisma-based skill checks to creatures of animal type, +2 dodge bonus to AC against animals. Animal's starting attitude is one step worse than normal.
Darkvision (60 ft.): can see in the dark

Accelerated Drinker - drink potion as move action when starting turn with potion in hand
Meticulous Concoction - 1/day, add +2 trait bonus to save DC of bomb, or extend duration of one extract imbibed by 2 rounds

--------------------
Feats
--------------------
Brew Potion - create a potion of any 3rd-level or lower spell
Extra Discovery - Smoke Bomb
Splash Weapon Mastery - –1 penalty per full range increment for splash weapons, when hit with splash weapon select additional square adjacent to splash area to take splash damage, when miss with splash weapon, may adjust miss direction on grid by +1 or -1
Throw Anything - add int mod to splash weapon damage, +1 circumstance to attack roll with thrown splash weapons, no penalties from using improvised ranged weapon

--------------------
Alchemist (Plague Bringer)
--------------------
Alchemy - add alchemist level to alchemy crafting, identify potions with Craft (alchemy)
Bomb 2d6+int mod dmg - DC is 10 + 1/2 alchemist level + int mod, CL+int mod per day
Brew Potion - get as bonus feat
Throw Anything - get as bonus feat
Plague Vial - DC is 10 + 1/2 alchemist level + int mod, lasts for 10 minutes per class level, sicken for 1 round per alchemist level
Disease Resistance +2
Poison Use
Swift Alchemy - apply poison as move action, half amount normal time to create alchemical items

Discoveries:
Precise Bombs - on a hit, select number of squares equal to int mod not affected by splash
Smoke Bomb - have bomb function as fog cloud
Stink Bomb - have bomb function as stinking cloud

Skills:

Skill Name: Total Bonus = Ability Modifier + Ranks + Misc. Modifier

Acrobatics`: +2 = 2 + 0 + 0
Appraise: +9 = 5 + 1 + 3 [class]
Bluff: +0 = 0 + 0 + 0
Climb`: +0 = 0 + 0 + 0
Craft (alchemy): +14 = 5 + 4 + 3 [class] + 2 [tinker]
Craft (X): +5 = 5 + 0 + 0
Diplomacy: +0 = 0 + 0 + 0
Disable Device`*: +9 = 2 + 4 + 3 [class]
Disguise: +0 = 0 + 0 + 0
Escape Artist`: +2 = 2 + 0 + 0
Fly`: +6 = 2 + 1 + 3 [class]
Handle Animal*: +0 = 0 + 0 + 0
Heal: +5 = 1 + 1 + 3 [class]
Intimidate: +0 = 0 + 0 + 0
Knowledge (arcana)*: +10 = 5 + 2 + 3 [class]
Knowledge (dungeoneering)*: +6 = 5 + 1 + 0
Knowledge (engineering)*: +6 = 5 + 1 + 0
Knowledge (history)*: +6 = 5 + 1 + 0
Knowledge (local)*: +6 = 5 + 1 + 0
Knowledge (nature)*: +10 = 5 + 2 + 3 [class]
Knowledge (planes)*: +6 = 5 + 1 + 0
Knowledge (religion)*: +6 = 5 + 1 + 0
Linguistics*: +6 = 5 + 1 + 0
Perception: +10 = 1 + 4 + 3 [class] + 2 [tinker]
Perform (X): +0 = 0 + 0 + 0
Profession (merchant)*: +5 = 1 + 1 + 3 [class]
Ride`: +2 = 2 + 0 + 0
Sense Motive: +1 = 1 + 0 + 0
Sleight of Hand`*: +6 = 2 + 1 + 3 [class]
Spellcraft*: +12 = 5 + 4 + 3 [class]
Stealth`: +6 = 2 + 0 + 4 [size]
Survival: +1 = 1 + 0 + 0
Swim`: +0 = 0 + 0 + 0
Use Magic Device*: +9 = 0 + 4 + 3 [class] + 2 [tinker]

*trained only
`affected by ACP

Items:

Gold: 871 gp 4 sp

--------------------
Unique
--------------------
Handy Haversack [5 lb]
Traveler's Any-Tool [2 lb]

--------------------
Magic Item Slots
--------------------
Head:
Headband:
Eyes:
Neck:
Shoulders:
Body:
Chest:
Belt:
Hands:
Wrists: Sleeves of Many Garments
Ring 1:
Ring 2:

Sleeves of Many Garments usually used to duplicate Doctor's Mask (+1 Fort vs. airborne toxins and scent-based effects) and Doctor's Outfit (+2 Fort vs. contact diseases)
--------------------
Weapons
--------------------
Alchemical Silver Dagger (1d3, 19-20/x2, 10 ft., P/S) [0.5 lb]
Cold Iron Dagger (1d3, 19-20/x2, 10 ft., P/S) [0.5 lb]
Crossbow, light (1d6, 19-20/x2, 80 ft., P) [2 lb]

--------------------
Armor
--------------------
Pickpocket's Outfit (0.75 lb)
Mithral Shirt [5 lb]
Poison Pill Ring
Spring-loaded Wrist Sheath x2 [1 lb ea.]

--------------------
General
--------------------
Alchemy Crafting Kit [5 lb]
Backpack, masterwork [1 lb]
Bandolier x2
Bag, waterproof [0.5 lb]
Flask, Hip [0.125 lb]
Flint and Steel
Formulae Book [3 lb]
Inkpen
Pouch, Belt [0.125 lb]
mwk Thieves' Tools [2 lb]

--------------------
Consumables
--------------------
Chalk x10
Crossbow Bolt x10 [0.5 lb]
Ink (1 oz.)
Paper x5

--------------------
Alchemical
--------------------
Alchemist's Fire [1 lb]
Acid [1 lb]
Alkali Flask [1 lb]
Blue Whinnis Poison
Smoke pellet, smog

Air Crystal x3
Antiplague
Antitoxin
Meditation Tea
Peptus Salix
Smelling Salts
Stillgut
Twitch Tonic
Vermin Repellant

Tindertwig
Sunrod [1 lb]

--------------------
Magic
--------------------
Elixir of Hiding
Elixir of Tumbling
Elixir of Vision
Potion of Comprehend Languages [CL 1]
Potion of Cure Light Wounds [CL 1] x3 (1 blue)
Potion of Disguise Self [CL 1]
Potion of Enlarge Person [CL 1]
Potion of Reduce Person [CL 1]
Potion of Touch of the Sea [CL 1]
Potion of True Strike [CL 1]
Wand of False Life (50 charges) [CL 1]

--------------------
In Town
--------------------
Alchemist's Lab [40 lb] - +2 circumstance to Craft (alchemy)

--------------------
Carrying Capacity
Strength: 10
--------------------
Current Encumbrance: (not bothering to keep track) (Light Load)

Light Load: 24.75 lbs. or less
Medium Load: 25.5–49.5 lbs.
Heavy Load: 50.25–75 lbs.

Appearance & Personality:

Appearance: A small ratlike humanoid covered in dull black fur. His ruby eyes appear black in low light. Bubo usually wears enough coverings to suitably protect himself when handling alchemical substances and pathogens, taking to wearing thick gloves everywhere as well as a ratlike mask of glassed eye openings shapes for his whiskered snout. His daily outfit consists of sturdy boots, leather pants, a belt, a shirt with a jacket, and a heavy waxed cloak that covers his body and whose hood is usually kept up. Not a hint of flesh can be seen except for his tail, which confirms him a ratfolk at first glance. Multiple pockets line all his clothes, perhaps filled with a variety of items.

His pointed ears display two copper piercings each while his leathery tail shows signs of multiple old burns.

Personality: Bubo holds himself aloof, finding little interest in social niceties though he does still see the value of politeness especially when doing business. He values his family and close friends but is generally indifferent to those he does not know.

He is open-minded and holds no bias. However, he doesn't like doing things that don't potentially benefit him. The usual ratfolk propensity to hoarding manifests itself in him and, tempered by his merchant lifestyle, drives him to collect various objects that he may deem 'interesting' or 'useful' which he may sell later.

Bubo values knowledge and competence and may become impatient and demanding when other people do not meet his standards, or when misunderstandings occur.

History:

Born to a relatively small warren in the east of the nation of Cheliax, Bubo had a difficult time growing up with his down-to-earth relatives. He was seen as strange due to his more reserved nature and being seemingly distant. He did love them; he just didn't feel the need to express it.

His interest in disease stems from an early passing mention of bacteria by one of his uncles, who was an alchemist. The idea of such small beings being related to sickness fascinated him and became a subject of his curiosity for many years. Bubo asked for his uncle to teach him what he knew.

Upon reaching adulthood, he left home, both to learn more about what fascinated him and also to make space in the increasingly crowded warren.

Lately, he spends time travelling, researching diseases, studying alchemy, and heading for places where outbreaks occurred (to possibly obtain a sample) all the while selling his wares and collecting items. He visits home sometimes, wanting to see his family ever so often but also to hide more objects in the increasingly large hoard he keeps near his home.

Player Notes:

Archetype: Plague Bringer
Traits: Accelerated Drinker/Firebug, Heirloom Weapon (gun)/Student of Philosophy

Discoveries: Blinding Bomb, Confusion Bomb, Fast Bombs, Frost Bomb, (Infusion?), Madness Bomb, Precise Bombs, Stink Bomb, (Spontaneous Healing?), Sticky Bomb, (Vestigial Arm?), Smoke Bombs

Feasts: Extra Discovery (duh!), Improved Initiative?, Point Blank Shot, Rapid Shot, (manyshot?), (additional traits), (clustered shots), splash weapon mastery

Extracts: CLW, Reduce Person, alchemical allocation, fox's cunning, invisibility, vomit swarm, amplify elixir, arcane sight, countless eyes, fly, monstrous physique I,
combined: True STrike, Targated Bomb ADmixture

Weapons: Crossbow, Dagger, Spiked Gauntlets,
Armor: chain shirt, buckler
alchemical items: acid, alchemist fire, burst jar, ghast retch flask, holy water, liquid blade, tangleburn bag, tanglefoot bag, unstable accelerant
misc: air crystals, alchemical cement, alchemical glue+accelerant, alchemical solvent, portable alchemy lab, alchemy crafting kit, antiplague, antitoxin, buoyant balloon, deoderizing agent, phospherecent gel, powder, cardice oil, rusting powder, smoke pellet+smog, troll styptic
more: bandolier, iron vials, MW thieves' tool, pocketed scarf, spring loaded wrist sheathe, poison pill ring, superior loaded dice, hollowed pommel, glass cutter
magical items: ring of sustenance, headband of vast intelligence, cloak of resistance
else: hybridization funnel, handy haversack, boro bead (2nd)

potions: endure elements (CL 1), shield of faith (CL 18), barkskin (CL 12), protection from energy (CL 10), DIMENSION DOOR (CL 7+),

Old Stats:

[spoiler=Crunch
Bubo Sraga
Male Ratfolk Alchemist (Plague Bringer) 1
CN Small humanoid (ratfolk)
Init +1; Senses darkvision 60 ft.; Perception +7
--------------------
Defense
--------------------
AC 14, touch 13, flat-footed 12 (+2 Armor, +1 Dex, +1 Size)
hp 9 (8+1)
Fort +3, Ref +3, Will +1;
--------------------
Offense
--------------------
Spd 20 ft.
Melee Dagger +1 (1d3,19-20/x2)
Space 5 ft.; Reach 5 ft.
Special Attacks Bomb +2 (1d6+3, 20 ft.; ranged touch), swarming
Extracts see Extracts below
--------------------
Statistics
--------------------
Str 11 (+0), Dex 13 (+1), Con 12 (+1), Int 17 (+3), Wis 13 (+1), Cha 11 (+0)
Base Atk +0; CMB -1; CMD +11
Feats Throw Anything, Splash Weapon Mastery
Skills Appraise +7, Craft (Alchemy) +9, Heal +5, Handle Animal +0 (+4 with rodents), Knowledge (Nature) +7, Perception +7, Profession (Merchant) +5, Stealth +5, Use Magic Device +6
Languages Common (Taldane), Chelaxian, Halfling, Varisian
Gear See Items.
--------------------
Special Abilities
--------------------
Swarming (Ex): Ratfolk are used to living and fighting communally, and are adept at swarming foes for their own gain and their foes' detriment. Up to two ratfolk can share the same square at the same time. If two ratfolk in the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.

Bomb (Su): An alchemist can use a number of bombs each day equal to his class level + his Intelligence modifier. Splash damage from an alchemist bomb is always equal to the bomb’s minimum damage. Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier. Drawing the components of, creating, and throwing a bomb requires a standard action that provokes an attack of opportunity. Thrown bombs have a range of 20 feet and use the Throw Splash Weapon special attack.
[/spoiler
[spoiler=Stats]
HP: 9 (8+1)

Stat Modifiers:
STR 0
DEX 1
CON 1
INT 3
WIS 1
CHA 0

Saving Throws:
Fortitude: 3 = 2 base + 1 ability
Reflex: 3 = 2 base + 1 ability
Will: 1 = 1 ability

AC: 14 = 10 base + 2 armor + 1 dex + 1 size
Touch: 12, Flat-footed: 13
BAB: 0
Initiative: 1 = 1 dex
CMB: -1 = -1 size
CMD: 10 = 10 base + 1 dex - 1 size
SR: 0
Land Speed: 20 ft.

Favored Class Bonus: 1/6 of New Discovery
[/spoiler
[spoiler=Extracts
Extract List
Save DC - Level - Extracts Per Day - Bonus Extracts

14 - 1st - 1 - 1

--------------------
1st
--------------------
Cure Light Wounds
Identify
Negate Aroma
Reduce Person
True Strike
[/spoiler
[spoiler=Feats, Traits, Abilities]
Racial
Tinker (+2 Craft (Alchemy), +2 Perception, +2 UMD)
Rodent Empathy (+4 Handle Animal for rodents)
Swarming (2 ratfolk in same square attacking same foe considered to flank)
Darkvision (60 ft.)

Feats
Brew Potion
Throw Anything (no penalty improvised ranged weapon; +1 circumstance on attack roll for thrown splash weapons)
Splash Weapon Mastery (only –1 penalty per full range increment w/ thrown splash; when hit w/ splash, can select additional square adjacent to splash area to take splash damage; when miss, can adjust miss direction of grid by +1 or -1)

Class
Alchemy
Bomb 1d6 (class level + int modifier per day)
Plague Vial (10 min/class level)
[/spoiler
[spoiler=Skills]
Skill Name: Total Bonus = Ability Modifier + Ranks + Misc. Modifier [+ Class Skill Bonus]

Acrobatics: 1 = 1 + 0 + 0
Appraise: 7 = 3 + 1 + 0 [+3]
Bluff: 0 = 0 + 0 + 0
Climb: 0 = 0 + 0 + 0
Craft (Alchemy): 9 = 3 + 1 + 2 (Tinker) [+3]
Craft (X): 3 = 3 + 0 + 0 [+3]
Diplomacy: 0 = 0 + 0 + 0
Disable Device*: 0 = 1 + 0 + 0 [+3]
Disguise: 0 = 0 + 0 + 0
Escape Artist: 1 = 1 + 0 + 0
Fly: 1 = 1 + 0 + 0 [+3]
Handle Animal*: 0 = 0 + 0 + 0
Heal: 5 = 1 + 1 + 0 [+3]
Intimidate: 0 = 0 + 0 + 0
Knowledge (Arcana)*: 0 = 3 + 0 + 0 [+3]
Knowledge (Dungeoneering)*: 0 = 3 + 0 + 0
Knowledge (Engineering)*: 0 = 3 + 0 + 0
Knowledge (Geography)*: 0 = 3 + 0 + 0
Knowledge (History)*: 0 = 3 + 0 + 0
Knowledge (Local)*: 0 = 3 + 0 + 0
Knowledge (Nature)*: 7 = 3 + 1 + 0 [+3]
Knowledge (Nobility)*: 0 = 3 + 0 + 0
Knowledge (Planes)*: 0 = 3 + 0 + 0
Knowledge (Religion)*: 0 = 3 + 0 + 0
Linguistics*: 0 = 3 + 0 + 0
Perception: 7 = 1 + 1 + 2 (Tinker) [+3]
Perform (X): 0 = 0 + 0 + 0
Profession* (Merchant): 5 = 1 + 1 + 0 [+3]
Ride: 1 = 1 + 0 + 0
Sense Motive: 1 = 1 + 0 + 0
Sleight of Hand*: 0 = 1 + 0 + 0
Spellcraft*: 0 = 3 + 0 + 0 [+3]
Stealth: 5 = 1 + 0 + 4 (Small)
Survival: 1 = 1 + 0 + 0
Swim: 0 = 0 + 0 + 0
Use Magic Device*: 6 = 0 + 1 + 2 (Tinker) [+3]

*trained only
[/spoiler
[spoiler=Items]
Money: 8sp 7cp

--------------------
Weapons
--------------------
Dagger (0.5 lb)

--------------------
Armor
--------------------
Explorer's Outfit (2 lb)
Leather Armor (7.5 lb)
Mask, Doctor's (0.5 lb)

--------------------
General
--------------------
Alchemist's Kit (5 lb)
Alchemist's Lab, Portable
Backpack, common (0.5 lb)
Bag, waterproof (0.5 lb)
Bedroll (1.25 lb)
Blanket, common (0.25 lb)
Flask (1 lb)
Flint and Steel
Formulae Book (3 lb)
Inkpen
Pouch, Belt (0.125 lb)
Waterskin (1 lb)

--------------------
Consumables
--------------------
Cheese (hunk) x2 (0.5 lb each)
Ink (1 oz. vial)
Rations x4 (0.5 lb each)
Soap 0 / 50 (1 lb)
Sunrod (1 lb)

--------------------
Load
--------------------
Current Load: 28.125 lb (light)

Light load: 29 lb or less
Medium load: 29-57 lb.
Heavy load: 58-86 lb.
Lift over head: 86 lb.
Lift off ground: 173 lb.
Push or drag: 431 lb.

[/spoiler
[spoiler=Appearance & Personality]
Appearance: A small ratlike humanoid covered in dull black fur. His ruby eyes appear black in low light. Bubo usually wears enough protection to suitably protect himself when handling alchemical substances and pathogens, taking to wearing thick gloves everywhere as well as a ratlike mask of glassed eye openings shapes for his whiskered snout. His daily outfit consists of sturdy boots, leather pants, a belt, a shirt with a jacket, and a heavy waxed cloak that covers his body and whose hood is usually kept up. Not a hint of flesh can be seen except for his tail, which confirms him a ratfolk at first glance. Multiple pockets line all his clothes, perhaps filled with a variety of items.

His pointed ears display two copper piercings each while his leathery tail shows signs of multiple old burns.

Personality: Bubo holds himself aloof, finding little interest in social niceties though he does still see the value of politeness especially when doing business. He values his family and close friends but is generally indifferent to those he does not know.

He is open-minded and holds no bias. However, he doesn't like doing things that don't potentially benefit him. The usual ratfolk propensity to hoarding manifests itself in him and, tempered by his merchant lifestyle, drives him to collect various objects that he may deem 'interesting' or 'useful' which he may sell later.

Bubo values knowledge and competence and may become impatient and demanding when other people do not meet his standards, or when misunderstandings occur.
[/spoiler
[spoiler=History
Born to a relatively small warren in the east of the nation of Cheliax, Bubo had a difficult time growing up with his down-to-earth relatives. He was seen as strange due to his more reserved nature and being seemingly distant. He did love them; he just didn't feel the need to express it.

His interest in disease stems from an early passing mention of bacteria by one of his uncles, who was an alchemist. The idea of such small beings being related to sickness fascinated him and became a subject of his curiosity for many years. Bubo asked for his uncle to teach him what he knew.

Upon reaching adulthood, he left home, both to learn more about what fascinated him and also to make space in the increasingly crowded warren.

Lately, he spends time travelling, researching diseases, studying alchemy, and heading for places where outbreaks occurred (to possibly obtain a sample) all the while selling his wares and collecting items. He visits home sometimes, wanting to see his family ever so often but also to hide more objects in the increasingly large hoard he keeps near his home.
[/spoiler
[spoiler=Relation to Nicolo Cosma
His Alchemist uncle, who taught him the basics of alchemy, was a friend of Nicolo Cosma. Bubo himself had only met him a few times in his life, the lengthiest and most memorable when his uncle had directed him to Nicolo's house after he left home. Their encounters held an easy friendship where Bubo was always eager to hear of Nicolo's various encounters with diseases and the knowledge he had on alchemy while Nicolo humored him.

Bubo holds him in high esteem, not only because he was a friend of his uncle or because of his knowledge, but also because he once sent him a particularly interesting water sample that 'Bubo may be interested in' on one of his adventures. That water sample fueled many months of research and culturing.

Bubo was visiting his family when the letter came, addressed to his uncle, who had already died a year previous. Reading the letter a few more times, Bubo then went to his hoard and carefully took out a small vial.

He set out to Egorian, both to inform them that his uncle had already died, and also to pay his respects to the man he admired, carrying the gift Nicolo had given him all those years ago to lay on his grave.
[/spoiler