Salvator Scream

Hugo Nervin's page

20 posts. Alias of Barvo Delancy.


Full Name

Hugo Nervin

Race

| HP: 15/15| AC: 17 |F: +7, R: +8, W: +4| Perc: +4

Classes/Levels

| Speed 25ft | Reagents: 5/5 | Hero Points 1/1 | Reactions: None |Active conditions: None

Gender

Male NG Human Alchemist 1

About Hugo Nervin

Hugo Nervin
NG Human Male
Ancestry: Human
Heritage: Versatile Heritage

Class: Alchemist
Background: Haunting Vision

Traits: Human, Humanoid

Perception: +4 (+3t, +1wis)

Ability Scores
Str 12 Dex 16 Con 12 Int 18 Wis 10 Cha 10

Available Actions:

Class
Quick Bomber >
Quick Alchemy >

Skill Actions (trained)

Crafting: Craft, Earn Income, Identify Alchemy

Medicine: Treat Disease, Treat Wounds >, Treat Poison >

Occultism, Religion, Arcana: Decipher Writing, ID Magic, Learn a Spell

Society: Create Forgery, Decipher Writing

Offense & Defense:

Defense
Trained in light armor and unarmored.

AC: 18 (+2 item, +3 trained, +3 dex)

HP: 14 (+8 class, +6 ancestry)

Fort(e): +6, Ref(e): +8, Will(t): +3

--------------------
Offense
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Speed: 25 ft
Melee:
dagger +3 1d4 (P/S, agile, finesse, thrown 10, versatile)

Ranged
sling +6 1d6 (P) (50' range)
bomb +6 varies

Feats and Abilities:

Class Abilities
- Infused Reagents (5 per day)
- Advanced Alchemy (create 2 items per one infused reagent at start of day, lasts one day)
- Quick Alchemy (grants quick alchemy action)
- Formula Book (8 formulas)

Research Field: Chirugeon

As long as your proficiency rank in Medicine is trained or better, you can attempt a Crafting check instead of a Medicine check for any of Medicine’s untrained and trained uses.

Ancestry Feats
Natural Ambition
Gain a level 1 class feat.

Class Feats
Quick Bomber (action) {gained from natural ambition}
You keep your bombs in easy-to-reach pouches from which you draw without thinking. You Interact to draw a bomb, then Strike with it.

General, Skill Feats
Religion: Student of the Canon (background)

If you roll a critical failure at a Religion check to Decipher Writing of a religious nature or to Recall Knowledge about the tenets of faiths, you get a failure instead. When attempting to Recall Knowledge about the tenets of your own faith (Dahak), if you roll a failure, you get a success instead, and if you roll a success, you get a critical success instead

Battle Medicine ACTION (from versatile heritage)

You can patch up yourself or an adjacent ally, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds and provide the corresponding amount of healing. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum profciency rank. The target is then temporarily immune to your Battle Medicine for 1 day.

Skills:

(all skills at trained) (4 class, 3 int, 2 background = 9 total)
{-1 ACP}
Arcana +7
Crafting +7
Lore: Dahak +7
Medicine +3 {use crafting skill instead}
Occultism +7
Religion +3
Society +7
Stealth +6
Thievery +6

Languages: Common

Gear & Formulae:

Gear
alchemist kit, healer's kit, repair kit, basic crafter's book, sling, 20 bullets, dagger, bandolier, backpack, sheath, bedroll, 1 week rations, flint/steel, waterskin, padded armour

Alchemical Items
(built at half-price per crafting rules)
smokestick

Capacity: 5.8/6 bulk
Money: 2 gold, 2 silver, 6 copper

Formulae
(4 from feat, 4 from class)
Tanglefoot Bag, lesser (-10 penalty, escape DC 17)

On a critical hit, a creature in contact with a solid surface becomes stuck to the surface and immobilized for 1 round, and a creature flying via wings has its wings tangled, causing it to fall safely to the ground and become unable to Fly again for 1 round. Tanglefoot bags are not effective when used on a creature that is in water.

The target can end any effects by Escaping or spending a total of 3 Interact actions to carefully remove the sticky substances. These Interact actions don’t have to be consecutive, and other creatures can provide the actions as well

Elixir of life, lesser
The elixir restores 1d6 Hit Points, and the bonus is +1 to saves vs disease and poison for 10 minutes.

Cognitive mutagen, lesser (+1, 1 min duration)
Gain item bonus to arcana, crafting, lore, occultism, and society. Crit failures on recall knowledge are failures.
Drawback: -2 to weapon, armed attack rolls, Athletics, and acrobatics. Can carry 2 less bulk and max bulk is reduced to 4.

Antidote, lesser (+2 item bonus)
Upon drinking an antidote, you gain an item bonus to Fortitude saving throws
against poisons for 6 hours.

Bottled lightning, lesser (flat footed for 1 turn upon hit)
It deals 1d6 electricity damage and 1 electricity splash damage

Acid flask, lesser
It deals 1d6 persistent acid damage and 1 acid splash damage.

Smokestick (5' burst)
All creatures within that area are concealed, and all other creatures are concealed to them. The smoke lasts for 1 minute or until dispersed by
a strong wind.

Antiplague, lesser (+2 item bonus)
Upon drinking an antiplague, you gain an item bonus to Fortitude saving throws against diseases for 24 hours; this
applies to your daily save against a disease’s progression.

Familiar: Prattus:

A large black rat appears to have had the wings of a pigeon sewn onto it.

Traits: Minion, Tiny,

Familiar Abilities (can be changed every day): Flier, Lifelink

Movement: 25 land, 25 flight

HP: 5
AC: 18

Fort(e): +6, Ref(e): +8, Will(t): +4

Perception: +5 (low-light vision, empathic communication within 1 mile)

Acrobatics: +5 Stealth: +5

Attack and other skills: +1

Background:

Hugo is born and raised in Isger under Chelaxian rule, growing up in a middle class family in Elidir as their only child. From birth he was plagued by horrific visions of fire, and as such grew up an introverted, terrified child whose parents kept him well-hidden, convinced his visions would attract negative attention. Isolated, over-parented, and privileged he instead invested his time in books and study.

After coming of age, Hugo chose to apprentice to an apothecary, following his personal passion for the weird sciences. Although difficult to work with, he excelled at the work and took a great deal of pleasure in helping others with their ailments. During this time he eventually learned some measure of confidence, and also invested heavily into studying his visions - which he never spoke of. This is when he learned of the Dragon God Dahak, and became obsessed with him.

Upon having a vision of Breachhill, Hugo abruptly quit, using what money he can to purchase supplies and make his way to Breachhill ot join the call for heroes. Whatever he is supposed to do, he knows it is here.