Jakardros Sovark

Dr. Hugo Grimm's page

466 posts. Alias of vonklinen.


Full Name

Dr. Hugo Grimm

Classes/Levels

Human Male Alchemist Beastmorph 18 Trickster 8 AC 28/19/21; HP 122/122; INIT +25; Per +24; FORT 10/REF 14/ WILL 9; CMB +14;CMD 33

Age

42

Alignment

N

Occupation

Chemist

Strength 16
Dexterity 20
Constitution 12
Intelligence 32
Wisdom 14
Charisma 15

About Dr. Hugo Grimm

Crunch:

Dr. Hugo Grimm
Male Human Alchemist (Beastmorph) 18/Trickster 8
N Medium humanoid (human)
Init +29; Senses Perception +27
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Defense
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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
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Offense
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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
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Statistics
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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
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Special Abilities
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+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
Bomb 9d6+12 (34/day) (DC 31) (Su) Thrown Splash Weapon deals 9d6+12 fire damage.
Combat Reflexes (6 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enduring Elixir (10+ minutes) (Su) Extend the duration of elixirs, extracts, and potions with the listed duration to 24 hrs.
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Fast Bombs (Su) An alchemist with this discovery can quickly create enough bombs to throw more than one in a single round. The alchemist can prepare and throw additional bombs as a full-round action if his base attack bonus is high enough to grant him additional att
Fast Poisoning (Move Action) (Ex) Apply poison to a weapon as a move action.
Feral Mutagen (Su) Mutagens grant claw and bite attacks, and a bonus to intimidate.
Force Bomb (Su) When the alchemist creates a bomb, he can choose to have it inflict force damage. Force bombs deal 1d4 points of force damage, plus 1d4 points of force damage for every odd-numbered level, instead of 1d6. Creatures that take a direct hit from a force
Force of Will (Ex) As an immediate action, use 1 power to reroll any d20, or force non-mythic to reroll.
Frost Bomb (Su) When the alchemist creates a bomb, he can choose to have it inflict cold damage. Creatures that take a direct hit from a frost bomb are staggered on their next turn unless they succeed on a Fortitude save.
Grand Beastform Mutagen Mutagen grants four beast shape III abilities.
Greater Mutagen (Su) The alchemist’s mutagen now grants a +4 natural armor bonus, a +6 alchemical bonus to one physical ability score (Strength, Dexterity, or Constitution), and a +4 alchemical bonus to a second physical ability score. The alchemist takes a –2 penalty on
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Immunity to Non-Mythic Petrification You are immune to non-mythic petrification.
Immunity to Non-Mythic Polymorph You are immune to non-mythic polymorph effects.
Improved Initiative [Mythic] When rolling initiative, use 1 power to treat the roll as a natural 20.
Iron Will [Mythic] Roll Will save vs. spells, Sp, or Su abilities from non-mythic foe twice (take higher).
Madness Bomb (Su) The alchemist’s bombs do more than sear flesh—they sear the mind. A creature that takes a direct hit from a madness bomb takes damage from the bomb plus 1d4 points of Wisdom damage. Reduce the amount of normal damage dealt by the bomb by 2d6 (so a bo
Mage Strike (Su) As a swift action, use 1 power & a spell for extra melee att (2x spell lev energy dam & att bonus).
Maximize Surge [Mythic] (1/day) Use 2 power to treat surge as though rolled max result.
Mutagen (DC 31) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 180 min.
Mythic Power (19/day, Surge +1d10) Use this power to perform your mythic abilities.
Mythic Saving Throws (Ex) A successful save negates all effects from a non-mythic source.
Nimble Glide (Ex) You take no damage from falls, and can move 5 ft. horizontally for every 10 ft. fallen.
No One of Consequence (DC 20) (Ex) Creatures must succeed at a Will save to remember information about you.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Precise Bombs (12 squares) (Su) Whenever the alchemist throws a bomb, he can select a number of squares equal to his Intelligence modifier that are not affected by the splash damage from his bombs.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Ricochet (Ex) You can deflect a ranged attack off a suface near the target to determine cover.
Scry on Familiar (1/day) (Sp) You can scry on your familiar, as the spell.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak with Animals (Ex) Your familiar can communicate with animals similar to itself.
Speak With Familiar (Ex) You can communicate verbally with your familiar.
Spontaneous Healing (45 HP/day) The alchemist gains the ability to heal from wounds rapidly. As a free action once per round, he can heal 5 hit points as if he had the fast healing ability. He can heal 5 hit points per day in this manner for every 2 alchemist levels he possesses. I
Surge (1d10) (Su) Use 1 power to increase any d20 roll by the listed amount.
Surprise Strike (Ex) As a swift action, use 1 power to attack foe in 30 ft. They are flat footed and you bypass all DR.
Swift Alchemy (Ex) You can construct alchemical items in half the normal time.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Transfer Magic (Su) Spend 1 power and make melee touch attack to transfer magic effect from creature to you.
Unchanging (Su) Immune to non-mythic polymorph and petrfication effects.
Unstoppable (Ex) As a free action, use 1 power to end one listed condition on yourself.
Vanishing Move (Su) Swift action: become invisible until end of turn. 1 power: acts as greater invisibility.
Vestigial Arm The alchemist gains a new arm (left or right) on his torso. The arm is fully under his control and cannot be concealed except with magic or bulky clothing. The arm does not give the alchemist any extra attacks or actions per round, though the arm can
Weapon cord Attached weapon can be recovered as a swift action.
Wings (18 minutes/day) The alchemist gains batlike, birdlike, or insectlike functional wings, allowing him to fly as the fly spell for a number of minutes per day equal to his caster level. These minutes do not need to be consecutive, but they must be spent in 1-min

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
HP 15/15 INIT+6; PER +9
FORT 4
REF 4
WILL 0

Speed 40ft.; Swim 20 ft.

STR 8
DEX 15
CON 14
INT 2
WIS 11
CHA 5

BAB +3
CMD 12
CMB +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