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About Dr. Hugo GrimmCrunch:
Dr. Hugo Grimm Male Human Alchemist (Beastmorph) 18/Trickster 8 N Medium humanoid (human) Init +29; Senses Perception +27 -------------------- Defense -------------------- AC 26, touch 17, flat-footed 21 (+9 armor, +5 Dex, +2 deflection) hp 147 (18d8+57) Fort +12, Ref +16, Will +10 Defensive Abilities hard to kill, mythic saving throws, unstoppable; Immune petrification, polymorph -------------------- Offense -------------------- Speed 30 ft. Melee +2 cold iron morningstar +18/+13/+8 (1d8+5) and . . dagger +16/+11/+6 (1d4+3/19-20) Ranged blinding bomb +19/+14/+9 () and . . bomb +19/+14/+9 (9d6+12 Fire) and . . force bomb +19/+14/+9 (9d4+12 Force) and . . frost bomb +19/+14/+9 (9d6+12 Cold) and . . madness bomb +19/+14/+9 (7d6+12 Fire + d4 WIS) and . . rifle +18 (1d10/×4) Special Attacks bomb 34/day (9d6+12 fire, DC 31), discoveries (blinding bomb, fast bombs, feral mutagen, force bomb, frost bomb, greater mutagen, madness bomb, precise bombs, spontaneous healing, tumor familiar, vestigial arm, wings), mythic power (19/day, surge +1d10) Alchemist (Beastmorph) Spells Prepared (CL 18th; concentration +30): 6th—beast shape iv, caging bomb admixture, giant form i, heal, true seeing 5th—contact other plane, delayed consumption, dust form, magic jar (DC 27), overland flight, spell resistance 4th—arcane eye, discern lies (DC 26), echolocation, elemental body i, greater invisibility, greater invisibility, neutralize poison, universal formula 3rd—beast shape i, displacement, fly, gaseous form, haste, monstrous physique i, remove blindness/deafness, remove disease 2nd—alchemical allocation, animal aspect, blur, certain grip, invisibility, see invisibility, touch injection, vomit swarm 1st—comprehend languages, disguise self, enlarge person (DC 23), jump, reduce person (DC 23), shield, targeted bomb admixture, true strike -------------------- Statistics -------------------- Str 16, Dex 20, Con 12, Int 35, Wis 14, Cha 15 Base Atk +13; CMB +16; CMD 33 Feats Brew Potion, Combat Reflexes, Dual Path [M], Extra Bombs, Extra Bombs, Extra Discovery, Extra Discovery, Extra Discovery, Extra Path Ability [M], Improved Initiative, Improved Initiative [M], Iron Will, Iron Will [M], Maximize Surge [M], Multiweapon Fighting, Quick Draw, Throw Anything Traits augmented disguise, world traveler Skills Acrobatics +23, Appraise +16, Bluff +3, Climb +12, Craft (alchemy) +33 (+51 to create alchemical items), Diplomacy +11, Disable Device +28, Disguise +11, Escape Artist +8, Fly +26, Heal +15, Intimidate +3, Knowledge (arcana) +33, Knowledge (nature) +31, Linguistics +14, Perception +27, Profession (herbalist) +15, Ride +17, Sense Motive +21, Sleight of Hand +19, Spellcraft +32, Stealth +23, Survival +9, Swim +11, Use Magic Device +23; Racial Modifiers alchemy Languages Abyssal, Aklo, Aquan, Auran, Catfolk, Celestial, Common, Daemonic, Dark Folk, Draconic, Infernal, Necril, Other Language, Sylvan, Terran SQ human alchemist, amazing initiative, fast poisoning, force of will, beastform mutagen, mutagen, poison use, recuperation, swift alchemy Combat Gear boots of teleportation, mutagen (feral), pitted bullet (50), potion of cure light wounds (4), potion of mage armor (2), acid (3), alchemist's fire (3), drow poison, holy water (3), large scorpion venom, oil, oil of taggit, shadow essence; Other Gear improved kevlar vest, +2 cold iron morningstar, dagger, firearm bullet (50), silver firearm bullet (50), rifle, belt of physical might (str & dex +4), cloak of the manta ray, handy haversack, headband of mental prowess (int & cha +6), ring of protection +2, alchemy crafting kit, bandolier, bedroll, belt pouch, candle, disguise kit, flint and steel, thieves' tools, masterwork, trail rations, waterproof bag, waterskin, weapon cord, wrist sheath, spring loaded, 14,804 gp, 8 sp, 9 cp -------------------- Special Abilities -------------------- +5 Extracts in Formula Book. Add one extract formula from the alchemist formula list to the character's formula book. This formula must be at least one level below the highest formula level the alchemist can create. Alchemy +18 (Su) +18 to Craft (Alchemy) to create alchemical items, can Id potions by touch. Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell). Assured Drinker (Ex) No AoO for drinking while threatened, use 1 power to retrieve and drink as a swift action. Blinding Bomb (1min) (Su) When the alchemist creates a bomb, he can choose for it to detonate very brightly. Creatures that take a direct hit from a blinding bomb are blinded for 1 minute unless they succeed at a Fortitude save. Creatures in the splash area that fail t
Background:
Dr. Hugo Grimm was a re-known chemist who worked for the U.S. Government Defense Department and taught at Rutger's University, trying to enhance the physical prowess of soldiers through chemicals. His New Jersey home housed a secret lab in the basement despite his location in a beach front community. The explosion killed his family and he was also thought to have perished in the accident, when in fact luck found him pushed into an experimental crate coated with an anti-blast emulsion, being tested for use against IEDs. He fled the accident in shame heading south to Florida where he had hoped to start life over looking for work under an assumed identity as a lab assistant. His well-forged documentation landed him a position at Pandora's Box. The apocalypse arrived about the time he began to fall under scrutiny for some sketchy paperwork that appeared with a questionable social security number that was not as "clean" as the "salesman" assured it would be. It was a horrendous affair, but immediately shifted focus away from him and onto something bigger. He would grieve his wife and son daily, but survival was at his core. Armed with science, he was ready for whatever came next. Duke:
Tiny,Compsognathus Tumor Familiar AC 15 T14 FF13
Speed 40ft.; Swim 20 ft. STR 8
BAB +3
Swim +10 ATTACK: Bite +1 1d3-1 plus poison save FORT DC 12, 1 round for 4 rounds, effect 1d2 STR; cure 1 save
Philosopher's Stone:
The Philosopher's Stone No slot, as per ioun stone; The damage dealt by the possessor's alchemist bombs ignores immunity and bypasses protection and resistance, and deals +2d6 damage; As long as the PS is equipped and active, the possessor does not age; 1/day--baleful polymorph (DC 20), heroe's feast, mage's mansion, major creation, polymorph object, polymorph other (DC 20), polymorph self, raise dead, restoration 3/day--transmute flesh to stone, transmute mud to rock, transmute rock to mud, transmute stone to flesh At will--create water, light, prestidigitation |