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About Arv Akul'marHalf-Orc Internal Alchemist (+Vivisectionist) 4 Fighter (Cad) 4
Str 14(16) 20
Fort +9, Ref +8, Will +2; +2 bonus vs. poison and disease.
Speed 30 ft. (Ignore adverse effects of difficult terrain) Melee Mwk Epee +11/+6 (1d6+3/18-20x2)
Special Attacks sneak attack +2d6, grab vs same size category or smaller,
Current Wealth 235gp
:--Feats + Traits--: >Feats
Brew Potion Catch Off-Guard - Proficient with improvised weapons, unarmed are considered flat-footed to improvised attack. Combat Expertise +/-2 - Add +2 to AC, -2 to hit when active. Improved Dirty Trick - You don't provoke attacks of opportunity when performing a dirty trick. Improved Unarmed Strike Improved Grapple +2 to grapple CMB and CMD, no AoO for initiating. Greater Grapple +2 to grapple CMB, extra grapple check/rd. (M)Mythic Spell Lore (Barkskin) +3 Nat armor DR6/magic 60 minutes Master Craftsman (Craft clothing): +2 to skill, use ranks as caster level toward crafting magic items (CL8).
>Drawback: Headstrong - Whenever you witness an action or hear an argument that contradicts your alignment, you must attempt to stop or correct that action or argument. If you either don’t try to stop it or fail in your attempt to stop it (as adjudicated by the GM), you are shaken for 1 hour. >Story Feat: Dynasty Founder (see listed condition in background) increase your Leadership score by 3 for the purpose of determining how many followers you have... you cannot attract followers of a level higher than your level – 2. >Traits
:--Skills--: +8 Acrobatics 2(+3,+3) (+4 to balance checks) +7 Appraise 1(+3/+3) +8 Bluff 3(+1/+3)+1 +7 Climb 1(+3/+3) +13 Craft (alchemy) 6(+3/+4) (+17 to create alchemical items) (add +1 when using portable lab) +19 Craft (clothing) 8(+3/+4)+2 feat, +2 kit +7 Diplomacy 2(+1/+3)+1 +5 Handle Animal 1(+1/+3) +12 Heal +9/+15 Knowledge (arcana) 2/8(+3/+4) +7 Knowledge (local) 1(+3)+2 +12 Knowledge (nature) 6(+3/+4) +4 Perception 1(+3) +4 Ride 1(+3) +8 Sleight of Hand 2(+3/+3) +9 Spellcraft 2(+3/+4) +7 Stealth 1(+3/+3) +4 Survival 1(+3) +4 Swim 1(+3) +10 Use Magic Device 6(+1/+3) Languages Abyssal, Common, Draconic, Goblin, Orc :--Formula Book--: Ant Haul, Comprehend Languages, Crafter's Fortune, Cure Light Wounds, Disguise Self, Enlarge Person, Expeditious Retreat, Identify, True Strike, Shield.
Alter Self, Barkskin, Bull's Strength, Cure Moderate Wounds, Fire Breath, Invisibility, See Invisibility, Vomit Swarm. :--Gear--: Worn Gear +1 Amulet of Natural Armor, Apprentice's Cheating Gloves, Belt of Giant Strength (Str +2), Feather Step Slippers, +1 Glammered Mithral Chain Shirt of Balance, Headband of Vast Intelligence +2 (Kn(Arcana), Ring of Protection +1, Ghost Touch Body Wrap of Mighty Strikes, Needle of Endless Thread, Mithral Jewelry (necklace and 3 rings).
Other Gear Potion Bandolier -(Cure Moderate Wounds potion(x2), Fire Breath potion, smashed peppercorns, thick simple syrup) Masterwork Backpack -(portable alchemy lab, bedroll, blanket, canteen, formula book, masterwork epee, masterwork sewing kit, sketchbook, trail rations(x6), tinderbox, universal solvent(3)) :--Special Abilities--: Darkvision (60 feet) You can see in the dark (black and white vision only). Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd. City Raised Half-orcs with this trait know little of their orc ancestry and were raised among humans and other half-orcs in a large city. City-raised half-orcs are proficient with whips and longswords, and receive a +2 racial bonus on Knowledge (local) checks. This racial trait replaces weapon familiarity. Sneak Attack +2d6 +2d6 damage if you flank your target or your target is flat-footed. Breath Mastery: Arv can control his breath and the flow of vital energy within his body. Without preparation, he can hold his breath for a number of minutes equal to his Constitution score (after this, he must begin making Constitution checks or risk suffocation); by spending a full-round action preparing himself, he can increase this duration to 1 hour per point of Constitution. The alchemist can survive twice as long as normal without food or water before he starts to take penalties. He can put himself into a state of suspended animation as a move action, and is then unconscious and appears completely dead; he awakens at a preset time or in response to a condition set by him when he enters this state.
Disease Resistance (+2): bonus on all saving throws against disease equal to his alchemist class bonus against poison. When he gains the poison immunity alchemist class ability, he becomes immune to disease as well
Ghost Touch Body Wrap of Mighty Strikes: This long cloth is wrapped around the chest multiple times like a bandage. Once per round, the wearer may add an enhancement bonus of +1 on one attack and damage roll for an unarmed strike or natural attack. The wearer may use this item an additional time per round when his BAB reaches +6, +11, and +16. Choosing to enhance an unarmed strike is not an action and may occur when it is not the wearer’s turn (such as when making an AoO). The wearer must decide to use the item before the attack roll is made, but does not have to expend all uses at the same time. For example, if the wearer can use the item twice per round, he can use it once on his turn when making an attack and save the second for the possibility of making an attack of opportunity. Additionally, the bodywrap can grant melee weapon special abilities to a creature’s unarmed attacks, so long as those special abilities to be added apply to unarmed attacks. Needle of Endless Thread (CL6) Touch the tip to the color desired and speak the command word "Shpool". The needle will conjure thread from the eye in the same color. Speaking "Chut" will cut the thread from the needle.
:--Discoveries--: >Feral Mutagen: Whenever the alchemist imbibes a mutagen, he gains two claw attacks and a bite attack. These are primary attacks and are made using the alchemist’s full base attack bonus. The claw attacks deal 1d6 points of damage, and the bite attack deals 1d8 points of damage. While the mutagen is in effect, the alchemist gains a +2 competence bonus on Intimidate skill checks. >Tentacle: The alchemist gains a prehensile, armlength tentacle on his body. The tentacle is fully under his control and cannot be concealed except with magic or bulky clothing. The tentacle does not give the alchemist any extra attacks or actions per round, but it can slap and grab. >>(Grab (Medium) (Ex): You can start a grapple as a free action if you hit with the designated weapon.) :--Dirty Tricks--: (d20+13 vs Foe's CMD)
This condition lasts for 1 round. For every 5 by which your attack exceeds your opponent’s CMD, the penalty lasts 1 additional round. This penalty can usually be removed if the target spends a move action. >Entangled: Using his Needle of Endless Thread, Arv sews the his target's clothes together to restrict movement until torn free.
>Blinded: Arv smears ground pepper from his bandolier in the foe's eyes with his tentacle.
>Sickened: Low blow or surprise solar plexus punch from the tentacle... followed by a swift apology.
:--Mythic Power--: 5/5 surges remaining
Hard to Kill (Ex) Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score. Surge (Su) You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. Fleet Charge (Ex) As a swift action, you can expend one use of mythic power to move up to your speed. At any point during this movement, you can make a single melee or ranged attack at your highest attack bonus, adding your tier to the attack roll. This is in addition to any other attacks you make this round. Damage from this attack bypasses all damage reduction. Uncanny Grapple (Ex): Upon making a successful grapple combat maneuver check against a creature you are grappling, you can perform one of the following actions: throw, crush, or swing. For a throw, you can throw the target of your grapple up to 10 feet per tier; if the creature strikes a solid object before reaching this distance, it takes 1d6 points of damage per 10 feet of the remaining throwing distance and lands prone. For a crush, you deal 1d6 points of non-lethal damage per tier. For a swing, you can use the target as a weapon against another creature, treating the grappled creature as a twohanded weapon. If you succeed at a melee attack against an opponent adjacent to the target, both that opponent and the grappled creature take 1d8 points of bludgeoning damage from this attack + 1-1/2 × your Strength modifier. -------- -------- -------- -------- -------- -------- background: Arv was the product of the unsolicited pregnancy of a noblewoman - who was nearly disowned when she insisted on raising the child. As a tearful compromise - and with the help of one of her tutors, she found the brother of Arv's father in "the Bandit Kingdom" of Pitax and gave him the child. Arv's uncle gave him what he needed to survive, but their relationship did not fare well when Arv's intelligence became apparent. Pitax was not kind to him as he was growing up, so he left to find work and learn. He keeps the memories at bay with the fantasy of Pitax being leveled. To him, it is the citification of malice and savagery against the weak.
Most of all, Arv is driven to bring civilization to the Stolen Lands. He is destined to create an empire which will be a shining example of three basic principles...
personality and appearance: -------- -------- --------
Arv is civilized and chivalrous, but a showman and shifty in combat. He has a four foot tentacle which springs from his chest, and is usually tucked in his left sleeve. He must wear bulky clothing to hide it, but he is fine with that... blousy shirts fit in with his style. Arv uses the tentacle in combat to move enemies about, grab their weapon, or fling ground peppercorns in their eyes. He also uses it to quaff potions and elixirs, or pass them to his allies in combat.
Arv has always struggled with his orc side, but he currently only speaks of it if an enemy combatant happens to make an comment denigrating orcs. Arv wears a brilliant blue waistcoat, an off-white frilly ascot and cummerbund over his mithral chain, and his pants are a rich dark brown leather... cinched six inches above his slightly darker brown buckled slippers.
Cohort, Driver, and Drinking Buddy. Mulray Gasparo
followers:
Doreese and covered wagon image
>Expert 1 Doreese Gasparo - female human (Mulray's younger sister - drives covered wagon) Animal Handling, Appraise, Craft(jewelry), Profession(driver), Heal, Kn(planes) light crossbow, dagger Ollie Gasparo - male human (Mulray's older brother - rides shotgun)
Lorna Gasparo Balfori - female human (Mulray's older sister - rides inside)
Yoril Balfori - male human (Lorna's husband - rides inside)
Edry Meeks - male gnome (Longtime friend of Arv - rides inside)
>Warrior 1
Bovis Balfori - male human longbowman (Yoril's brother)
>Adept 1
gold spent :
+1 amulet of natural armor CL5 =2000
apprentice's cheating gloves CL3 =1100 belt of giant strength (+2) CL8 =2000 feather step slippers CL3 =1000 +2 Headband of vast intelligence =2000 ring of protection +1 =2000 bodywrap =3000 +1 Glammered Mithral Shirt of Balance =7700 =22,800 other gear=965 total=23,765 |