Imrijka

Kallia Redtooth's page

11 posts. Alias of DBH.


Full Name

Kallia Redtooth

Race

Female Half-Orc (Kellid) brawler 3/Alchemist (Beastmorph 3) . AC 15, t 12, f-f 13. hp 37. Fort +5, Ref +5, Will +1. Init +2. Perception + 5

Gender

Fem

Size

Med

Age

24

Alignment

NG

Strength 16
Dexterity 14
Constitution 14
Intelligence 15
Wisdom 10
Charisma 12

About Kallia Redtooth

Kallia Redtooth

Crunch:

Female Half-Orc (Kellid) brawler 3/Alchemist (Beastmorph 3)

NG medium humanoid (orc, human)

Init +2; Senses Darkvision (60 ft.), Perception +5,

Languages Abyssal, Common, Draconic, Hallit, Orc

AC 15, touch 12, flat-footed 13, hp 37 (3HD)

Fort +5, Ref +5, Will +1, +2 trait bonus to Fortitude saves vs. poison and drugs, +4 trait bonus to Fortitude saves to avoid the effects of alcohol

Defensive Abilities Orc Ferocity,

Speed 30 ft. (6 squares)
Ranged light crossbow +5 (1d8/19-20)
Melee brawler's flurry +4/+4 ()
.
Base Atk +3; CMB +6 (+7 disarm); CMD 18 (19 vs disarm)

Atk Options Blind-Fight,

Special Qualities Alchemy, Beastform Mutagen, Brew Potion, Discoveries, Formulae, Infusion, Intimidating, Mutagen, Orc Blood, Poison Use, Weapon Familiarity,

Special Actions Bomb, Brawler's Flurry, Throw Anything,

Prepared Spells Prepared Spell List
Alchemist (CL 3rd):
1st - bomber's eye (DC ) , cure light wounds (DC 13) , endure elements (DC 13) , touch of the sea (DC 13)

Abilities Str 16, Dex 14, Con 14, Int 15, Wis 10, Cha 12

Special Qualities Bonus Feats, Brawler's Cunning, Intimidating, Martial Flexibility, Martial Training, Orc Blood, Weapon and Armor Proficiency, Weapon Familiarity,

Feats Blind-Fight, Combat Reflexes, Fast Learner, Improved Unarmed Strike

Skills
*Acrobatics +7,
Appraise +2,
Bluff +1,
*Climb +6,
*Craft (Alchemy) (Create item) +11,
Diplomacy +1,
*Disable Device +6
Disguise +1,
*Escape Artist +5,
Fly +1,
*Heal +5,
Intimidate +3,
*Knowledge (Arcana) +6,
*Knowledge (Dungeoneering) +6,
*Knowledge (Local) +6,
*Knowledge (Nature) +7,
*Perception +5,
*Profession (Butcher) +4,
*Profession (Cook) +5
*Sense Motive +4,
*Sleight of Hand +6, *
Spellcraft +8,
Stealth +2,
*Survival +4,
Swim +6,

Possessions studded leather armor; traveler's any-tool; brawler's flurry; Light Crossbow ; Handy Haversack [ Alchemist's Kit; Cooking Kit; Grooming Kit; Mess Kit; Survival Kit (Masterwork); Winter Blanket; Canteen; Bedroll; ]; Canteen ;

Alchemy (Su) When using Craft (Alchemy) to create an alchemical item, you gains a +3 competence bonus on the Craft (alchemy) check. In addition, you can use Craft (Alchemy) to identify potions as if using Detect Magic. He must hold the potion for 1 round to make such a check.

Beastform Mutagen At 3rd level, a beastmorph's mutagen causes him to take on animalistic features-whether those of an animal, a magical beast, an animal-like humanoid (such as a lizardfolk), or a monstrous humanoid. For example, when the beastmorph uses his mutagen, he may gain a furry muzzle and pointed ears like a werewolf, scaly skin like a lizardfolk or sahuagin, or compound eyes and mandibles like a giant insect. The beastmorph also gains his choice of one of the abilities listed in the alter self spell, which persists as long as the mutagen. He may select a different ability each time he creates a mutagen. This ability replaces swift alchemy.

Bomb (Su) You can use 5 bombs each day. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, your bomb inflicts 1d6+2 points of fire damage. Your bombs also inflict an additional 1d6 points of fire damage that is not multiplied on a critical hit or by using feats such as Vital Strike. Splash damage from an your bomb is always equal to the bomb's minimum damage (4). Those caught in the splash damage can attempt a DC 13 Reflex save for half damage.
Brew Potion (Ex) You receive Brew Potion as a bonus feat. You can brew potions of any formulae you know (up to 3rd level), using your alchemist level as caster level. The spell must be one that can be made into a potion. You do not need to meet the prerequisites for this feat.

Bonus Feats At 2nd level and every 3 levels thereafter, a brawler gains a bonus combat feat in addition to those gained from normal advancement. These bonus feats must be ones that affect or improve her defenses or melee attacks. The brawler must meet the prerequisites of the selected bonus combat feat. Upon reaching 5th level and every 3 levels thereafter, a brawler can choose to learn a new bonus combat feat in place of a bonus combat feat she has already learned. In effect, the brawler loses the bonus combat feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A brawler can only change one feat at any given level, and must choose whether or not to swap the feat at the time she gains a new bonus combat feat for the level.

Discoveries The following discoveries complement the beastmorph archetype - feral mutagen, grand mutagen, greater mutagen, infuse mutagen, mummification**, spontaneous healing**, tentacle**, and wings**.

Brawler's Cunning (Ex) If the brawler's Intelligence score is less than 13, it counts as 13 for the purpose of meeting the prerequisites of combat feats.

Brawler's Flurry (Ex) Starting at 2nd level, a brawler can make a brawler's flurry as a full-attack action. When doing so, a brawler has the Two-Weapon Fighting feat when attacking with any combination of unarmed strikes, weapons from the close fighter weapon group, or weapons with the "monk" special feature. She does not need to use two different weapons to use this ability. A brawler applies her full Strength modifier to her damage rolls for all attacks made with brawler's flurry, whether the attacks are made with an off-hand weapon or a weapon wielded in both hands. A brawler can substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of brawler's flurry. A brawler with natural weapons can't use such weapons as part of brawler's flurry, nor can she make natural weapon attacks in addition to her brawler's flurry attacks. At 8th level, the brawler gains use of the Improved Two- Weapon Fighting feat when using brawler's flurry. At 15th level, she gains use of the Greater Two-Weapon Fighting feat when using brawler's flurry. You can make a flurry of blows as a full-attack action. When doing so, you may make one additional attack, as if using the Two-Weapon Fighting feat. These attacks can be any combination of unarmed strikes, weapons from the close fighter weapon group or monk weapons. You may substitute any of these attacks for a disarm, sunder or trip combat maneuver. You cannot use Brawler's Flurry with natural weapons.

Formulae An alchemist may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract but not when he consumes it. An alchemist begins play with two 1st-level formulae of his choice, plus a number of additional forumlae equal to his Intelligence modifier. At each new alchemist level, he gains one new formula of any level that he can create. An alchemist can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs, pages, and time requirements. An alchemist can study a wizard's spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An alchemist does not need to decipher arcane writings before copying them.

Infusion When the alchemist creates an extract, he can infuse it with an extra bit of his own magical power. The extract created now persists even after the alchemist sets it down. As long as the extract exists, it continues to occupy one of the alchemist's daily extract slots. An infused extract can be imbibed by a non-alchemist to gain its effects.

Intimidating Half-orcs receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.

Iron Liver You gain a +2 trait bonus on Fortitude saves against poison and drugs, and a +4 trait bonus on Fortitude saves to avoid the effects of alcohol.

Maneuver Training (Ex) A brawler can select combat maneuvers to receive additional training. You gain +1 to CMB and CMD to disarm combat maneuvers.

Martial Flexibility (Ex) The brawler can use a move action to gain the benefit of a combat feat he doesn't possess. This effect lasts for 1 minute. The brawler must otherwise meet all the feat's prerequisites. He can use this ability a number of times per day equal to 4. The brawler can use this ability again before the duration expires in order to replace the previous combat feat with another choice. If a combat feat has a daily use limitation, any uses of that combat feat while using this ability count toward that feat's daily limit. At later levels, when he gains multiple feats through this ability, the brawler can use those feats to meet the prerequisites of other feats he gains with this ability. Doing so means he cannot replace a feat currently fulfilling another's prerequisite without also replacing those feats that require it. Each individual feat selected counts toward his daily uses of this ability.

Martial Training (Ex) A brawler counts her total brawler levels as both fighter levels and monk levels for the purpose of qualifying for feats. She also counts as both a fighter and a monk for feats and magic items that have different effects based on whether the character has levels in those classes (such as Stunning Fist and a monk's robe). This ability does not automatically grant feats normally granted to fighters and monks based on class level, namely Stunning Fist.

Mutagen (Su) You know how to create a mutagen that you can imbibe in order to heighten your physical prowess at the cost of your personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. You can only maintain one dose of mutagen at a time - if you brews a second dose, any existing mutagen becomes inert. A mutagen that is not in your possession becomes inert until an alchemist picks it up again. When you brew a mutagen, you select one physical ability score - either Strength, Dexterity, or Constitution. It's a standard action to drink a mutagen. Upon being imbibed, the mutagen causes you to grow bulkier and more bestial, granting you a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 30 minutes. In addition, while the mutagen is in effect, you take a -2 penalty to one of your mental ability scores. If the mutagen enhances your Strength, it applies a penalty to your Intelligence. If it enhances your Dexterity, it applies a penalty to your Wisdom. If it enhances your Constitution, it applies a penalty to your Charisma. A non-alchemist who drinks a mutagen must make a DC 13 Fortitude save or become nauseated for 1 hour - a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist's mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the "stolen" mutagen immediately cease.) The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end.
Mutagen (Prime Stat Selection)

Orc Blood Half-orcs count as both humans and orcs for any effect related to race.

Orc Ferocity Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.

Poison Use (Ex) You are trained in the use of poison and cannot accidentally poison yourself when applying poison to a weapon.

Scrapper A childhood spent scrabbling for every possession and scrap of food has made you fierce and wary. You receive a +1 trait bonus on all Intimidate checks made to demoralize opponents and a +1 trait bonus on all Perception checks to avoid being surprised.

Throw Anything (Ex) You gain the Throw Anything feat as a bonus feat. You add your Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature.

Weapon and Armor Proficiency A brawler is proficient with all simple weapons plus the handaxe, short sword, and weapons from the close fighter weapon group. She is proficient with light armor, and shields (except tower shields).

Weapon Familiarity Half-orcs are proficient with greataxes and falchions and treat any weapon with the word "orc" in its name as a martial weapon.

Backstory:

Kallia’s tribe had for years tried to find the secrets of their enemies strengths through the traditional method of eating defeated creatures. It took a wandering Alchemist named Samsil Grenedy from Numeria who introduced the tribe to the method of brewing extracts and mutagens to transform themselves into bestial warriors.

He also introduced them the the joy of explosions, and setting your enemies on fire while you laughed. Something the entertainment starved tribesmen took to with relish.

Already regarded as not quite right in the head the tribe was soon regarded as completely insane due to the explosions, scars and missing body parts from the constant experiments to find bigger and better ways to transform themselves.

Like many of her tribe Kallia has chosen the young woman’s custom of wandering off to strange lands looking for ingredients to experiment with, and strong enemies to fight. Something the Worldwound has in great quantities.