About Kar-ak Val-kanMale Half-Orc alchemist 1
Init +5; Senses Darkvision (60 ft.), Perception +5, AC 16, touch 13, flat-footed 13
Offence:
Melee gauntlet, spiked +0 (1d4)
Special Actions Bomb, Throw Anything,
Alchemist (CL 1st):
Defenses:
Base Atk +0; CMB +0; CMD 13 Fort +4, Ref +6, Will +2 Special Qualities Alchemy, Bonus Bomb Damage, Brew Potion, Darkvision, Formulae, Mutagen, Orc Blood, Sacred Tattoo, Scavenger, Weapon Familiarity, Feats: Brew Potion, Point-Blank Shot, Throw Anything
Skills: Acrobatics +2, Appraise +6, Bluff -2, Climb -1, Craft (Untrained) +4, Diplomacy -2, Disable Device +6, Disguise -2, Escape Artist +2, Fly +2, Heal +1, Intimidate -2, Knowledge (Arcana) +9, Knowledge (Local) +5, Knowledge (Nature) +8, Linguistics +5, Perception +5, Perception (Determine Food Spoiled) +7, Perception (Identify Potion) +7, Perception (Notice Hidden Object) +7, Perform (Untrained) -2, Ride +2, Sense Motive +1, Spellcraft +8, Stealth +2, Survival +1, Swim -1, Use Magic Device +2, Languages: Abyssal, Common, Draconic, Giant, Goblin, Orc, Thassilonian, Osirian, Varisian Possessions gauntlet, spiked; alchemist's fire x3; studded leather armor; bolts, crossbow (10) (x2); thieves' tools; caltrops; flint and steel; chalk; trail ration (x6); acid x3; alchemist's kit; silk rope (50 ft.); grappling hook; formula book; bomb; Crossbow, Light ; Formula Book 1st - ant haul (DC 15), bomber's eye (DC ), comprehend languages (DC ), cure light wounds (DC 15), disguise self, expeditious retreat (DC ), reduce person (DC 15), shield (DC ) Special Abilities:
Alchemy (Su) When using Craft (Alchemy) to create an alchemical item, you gains a +1 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. 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+4 points of fire damage. Your bombs also inflict an additional 0d6 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 (5). Those caught in the splash damage can attempt a DC 14 Reflex save for half damage. Bonus Bomb Damage Add +1/2 to bomb 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. Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision. 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. Language Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin. 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 10 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 14 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.
Orc Blood (Ex) Half-orc count as both humans and orcs for any effect related to race. Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks. Sacred Tattoo Tattoos, piercings, and ritual scarification are sacred markings to many half-orcs. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces the orc ferocity racial trait. Scavenger Some half-orcs eke out a leaving picking over the garbage heaps of society, and must learn to separate rare finds from the inevitable dross. Half-orcs with this racial trait receive a +2 racial bonus on Appraise checks and on Perception checks to find hidden objects (including traps and secret doors), determine if food is spoiled, or identify a potion by taste. This racial trait replaces the intimidating racial trait. 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 Familiarity (Ex) Half-orcs are proficient with greataxes and falchions, and treat any weapon with the word "orc" in its name as a martial weapon. Appearance:
Kar-ak dresses in an eclectic mix of traditional Varisian and modern Magnimarian styles toned by the practical touches required by someone accustomed to travelling long distances. His belt, cloak, pack, weapons and vials belie a seasoned traveller and merchant. Personality:
Kar-ka views himself as a serious businessman but is far closer to a bleeding heart fascinated with ancient history. He enjoys travelling because it gives him time to read while studying new languages. He selling his wears because they help people and save lives while supporting his travels and studies. Background:
Kar-ak Val-kan comes from a long line of well-integrated Varisian half-orc and human merchants who travel about Varisia and the greater Magnimar region. Neither his human nor his half-orc nature prove to be a boon to his business. His family has always had issues selling their potions and alchemical concoctions in the larger urban areas where it is much easier for customers to find a human seller that is not one of the 'people of the road'. Nevertheless, as one does, you adapt. The people who live far outside of the walls of civilization, those much more likely to call him a ‘green skin’ or a monster, also need his troop's wares and have no one else from which to buy. You don’t need to be charming if you have a captive audience and speak the local language. Travelling from remote community to remote community often by way of larger cities, Kar-ak makes his money selling potions and remedies to rangers, hunters, and farmers. His skills as an alchemist let him disguise himself when need to make transactions a bit easier for both parties. Kar-ak is just returning to Magnimar to resupply after a year trip to the edges of the country. Though it was an enlightening trip where he met with many interesting foreigners it was a long-distance to cover, so food and transportation cost consumed most of his profits, but he learned incredible skills from the roaming Alchemists and Wizards, which are more valuable than gold. Without these skills, it is unlikely Kar-ak would have made it out of the Bandit raids experienced returning to Varisia. Kar-ak’s next trip will send him to Sandpoint, a sleepy little town that he has heard has a new temple dedicated to multiple gods, including Desna, who has protected him on all his travels. |