Half-Orc

Rathis Thrice-Scorned's page

100 posts. Alias of motteditor (RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16).


Full Name

Rathis Thrice-Scorned

Race

HP 148/178, AC 30/16/27, F +16, R +13, W +6, Init +3, Per +17

Classes/Levels

Half-orc alchemist 14

Gender

M

Size

M

Languages

Common, Orc, Thassilonian, Ancient Osiriani

Strength 24
Dexterity 16
Constitution 22
Intelligence 14
Wisdom 10
Charisma 8

About Rathis Thrice-Scorned

[dice=Perception]1d20+17[/dice]

Riddle

[ spoiler=Status]
Extracts:
Bombs 4/18
[/spoiler]

---

Favored Class: Alchemist

Hit Points: 178 (Base 122; Non-mutagen 150)
Initiative: +3
Speed: 30 feet

Stats:

Base:
Str 18, Dex 12, Con 14, Int 16, Wis 10, Cha 10
Belt of Physical Perfection: +4 Dex, Con
Greater Mutagen: +6 Str, +4 Con, -2 Int, -2 Cha

Attacks:

BAB: +10/+5
Melee: +17/+12
Ranged: +13+8
CMB: +17

Full attack
[dice=Claw, power attack, amulet]1d20+16[/dice]
[dice]1d6+14[/dice]
[dice=Holy damage]2d6[/dice]

[dice=Claw, power attack, amulet]1d20+16[/dice]
[dice]1d6+14[/dice]
[dice=Holy damage]2d6[/dice]

[dice=Bite, power attack, amulet]1d20+15[/dice]
[dice]1d8+14[/dice]
[dice=Holy damage]2d6[/dice]

[dice=Claw, power attack, amulet]1d20+11[/dice]
[dice]1d6+14[/dice]
[dice=Holy damage]2d6[/dice]

[dice=Claw, power attack, amulet]1d20+10[/dice]
[dice]1d6+14[/dice]
[dice=Holy damage]2d6[/dice]

[dice=Bite, power attack, amulet]1d20+10[/dice]
[dice]1d8+14[/dice]
[dice=Holy damage]2d6[/dice]

[dice=Boar style rend (if two or more unarmed strikes hit) bleed damage]2d6[/dice]

Bomb
[dice=bomb, ranged touch]1d20+13[/dice]
[dice=Damage]7d6+2[/dice]
Splash damage: 9
Range: 20'; 18/day

Defense:

AC: 30(+3 Dex, +10 armor, +4 natural, +2 deflection, +1 insight)
Touch: 16
Flat-footed: 27
CMD: 30
Armor: +3 stanching Mithril agile breastplate (Armor Bonus: +9; Max Dex: +5; Check Penalty: 0; Type: Light; Weight: 12.5 lbs.)

Fortitude save: [dice=Fortitude]1d20+16[/dice] (8 base, 6 Con, +2 cloak)
Reflex save: [dice=Reflex]1d20+13[/dice] (8 base, 3 Dex, +2 cloak)
Will save: [dice=Will]1d20+6[/dice] (4 base, 0 Wis, +2 cloak)

Immune to poison

Class abilities:

Weapon/armor proficiencies: Alchemists are proficient with all simple weapons and bombs. They are also proficient with light armor, but not with shields.

Bomb: 7d6+2

Greater Mutagen: +4 natural armor; +6 Str, +4 Con; -2 Int, Cha for 14 hours

Alchemical Discoveries
- 2nd: Smoke bomb
- 4th: Stink bomb
- 6th: Sticky poison: Any poison the alchemist creates is sticky—when the alchemist applies it to a weapon, the weapon remains poisoned for a number of strikes equal to the alchemist's Intelligence modifier. An alchemist must be at least 6th level before selecting this discovery.
- 8th: Force bomb*: 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 bomb are knocked prone unless they succeed on a Reflex save. An alchemist must be at least 8th level before selecting this discovery.
- 10th: 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 (1d4 if the alchemist is Small) and the bite attack deals 1d8 points of damage (1d6 if the alchemist is Small). While the mutagen is in effect, the alchemist gains a +2 competence bonus on Intimidate skill checks.
-12th: Greater mutagen: 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 both associated mental ability scores as long as the mutagen persists. An alchemist must be at least 12th level before selecting this discovery.
-14th: Combine Extracts

Poison resistance: Immune to poison

Swift Alchemy (Ex): At 3rd level, an alchemist can create alchemical items with astounding speed. It takes an alchemist half the normal amount of time to create alchemical items, and he can apply poison to a weapon as a move action.

Swift Poisoning (Ex): At 6th level, an alchemist can apply a dose of poison to a weapon as a swift action.

Persistent Mutagen (Su): At 14th level, the effects of a mutagen last for 1 hour per level.

Extracts:

Concentration check: [dice=Concentration check]1d20+7[/dice]

Extracts Known:
1st level: cure light wounds, disguise self, enlarge person, identify, negate aroma, shield, true strike
2nd level: alchemical alteration, barkskin, blur, detect thoughts, invisibility, resist energy, see invisibility, vomit swarm
3rd level: amplify elixir, displacement, fly, gaseous form, haste, heroism, remove blindness/deafness, remove curse, remove disease, thorn body
4th level: air walk, beast shape II, fluid form, freedom of movement, restoration,
5th level: delayed consumption, elude time, magic jar, monstrous physique III

Extracts/Day
1st: 6 -- true strike, cure light wounds, xxx, xxx, xxx, xxx
2nd: 6 alchemical alteration (2), blur, invisibility, xxx, xxx
3rd: 4 -- shield/enlarge person, fly, remove blindness/deafness, xxx
4th: 4 -- freedom of movement, restoration, xxx, xxx
5th: 2 -- elude time, monstrous physique III

Feats:

1st: Toughness: +14 hp
Bonus: Brew Potion
Bonus: Throw Anything
3rd: Iron Will: +2 to Will saves
5th: Power Attack: -3 to hit/+6 damage
7th: Combat Reflexes
9th: Improved Unarmed Strike
11th: Boar Style: You can deal bludgeoning damage or slashing damage with your unarmed strikes—changing damage type is a free action. While using this style, once per round when you hit a single foe with two or more unarmed strikes, you can tear flesh. When you do, you deal 2d6 bleed damage with the attack.
13th: Weapon Focus: Claws: +1 to hit

Trait 1:
Trait 2:

Skills:

Skill Ranks per Level: 7

Appraise (1 rank, +3 class skill, +3 Int)
[dice=Heal]1d20+7[/dice]

Acrobatics (14 ranks, +1 Dex)
[dice=Heal]1d20+15[/dice]

Climb (1 rank, +4 Str)
[dice=Climb]1d20+4[/dice]

Craft (poison) (10 ranks, +3 class skill, +3 Int)
[dice= Craft (poison)]1d20+16[/dice]

Disable Device (6 ranks, +3 class skill, +1 Dex)
[dice=Disable Device]1d20+10[/dice]

Fly (6 rank, +3 class skill, +1 Dex)
[dice=Fly]1d20+10[/dice]

Heal (1 rank, +3 class skill, +0 Wis)
[dice=Heal]1d20+4[/dice]

Intimidate (3 ranks, +2 competence, +1 Cha)
[dice=Intimidate]1d20+4[/dice]

Knowledge (arcana) (5 ranks, +3 class skill, +3 Int)
[dice=Knowledge (arcana)]1d20+11[/dice]

Knowledge (nature) (5 ranks, +3 class skill, +3 Int)
[dice=Knowledge (nature)]1d20+11[/dice]

Perception (14 ranks, +3 class skill, +0 Wis)
[dice=Perception]1d20+17[/dice]

Sense Motive (1 ranks, +0 Wis)
[dice=Sense Motive]1d20+1[/dice]

Sleight of Hand (1 rank, +3 class skill, +1 Dex)
[dice= Sleight of Hand]1d20+5[/dice]

Spellcraft (14 ranks, +3 class skill, +3 Int)
[dice=Spellcraft]1d20+20[/dice]

Stealth (7 ranks, +1 Dex)
[dice=Stealth]1d20+9[/dice]

Survival (1 rank, +3 class skill, +0 Wis)
[dice=Survival]1d20+4[/dice]

Use Magic Device (8 ranks, +3 class skill, -1 Cha)
[dice=Use Magic Device]1d20+9[/dice]

Gear:

Magical gear
+1 holy amulet of mighty fists (45,000)
+4 stanching Mithril agile breastplate (29,400)
Belt of Physical Might +4 (40,000)
Boots of springing and striding (5,500)
Ring of protection +2 (8,000)
Ring of foe focus (10,000): The wearer of the ring can, at will, designate any one opponent she can see as a particularly dangerous foe. She gains a +2 bonus to her AC and saving throws against attacks made by that opponent until she designates a new enemy
Stalker's mask (3,500): When worn, the mask desaturates the wearer's color, making him appear shadowy and granting a +5 competence bonus on Stealth checks. Once per day as a full-round action, the wearer can cause the mask's features to take on the appearance of any creature of the wearer's basic size and shape within 60 feet that he observes, allowing the wearer to adopt that creature's appearance for 1 hour. This grants him a +10 bonus on Disguise checks made to appear as the creature. The mask also grants the wearer a +1 bonus on attack rolls and weapon damage rolls made against the creature he is disguised as, as the mask builds upon the wearer's rage and jealousy of the target's appearance.
+2 cloak of resistance (4,000)
Handy Haversack (2,000)
Glove of storing (10,000)
2 wands of Cure Light Wounds, 50 charges (1,500 gp) (33 charges used)
Dusty rose ioun stone (+1 insight bonus to AC) (5,000 gp)

Potions
Greater Magic Fang (12th level; 12-hour duration; +3/+3; 900 gp)
Heroism (750 hp)
Elixir of Hiding (250 gp)
Elixir of Vision (250 gp)

Poisons
* Oil of taggit, 2 doses (ingested; save Fort DC 15; 1 min. onset; unconsciousness 1d3 hours; cure 1 save) (90 gp)
* Dragon bile, 2 doses (contact; Save Fort DC 26; immediate onset; 1/round for 6 rounds; 1d3 Str; no cure) (1,500 gp)
* Purple worm poison, 10 doses (injury; save Fort DC 24; immediate onset; 1/round for 6 rounds; 1d3 Str; cure 2 saves) (3,500 gp)
* Giant wasp poison, 8 doses (injury; save Fort DC 18; immediate onset; 1/round for 6 rounds; 1d2 Dex; cure 1 save) (840 gp)
* Large scorpion venom, 8 doses (injury; save Fort DC 17; immediate onset; 1/round for 6 rounds; 1d2 Str; cure 1 save) (800 gp)

Mundane gear
Alchemist's kit (40 gp)
Formula book
Formula book additions: 7,025 gp
2 belt pouches (2 gp)

185,000 (spent 179,847)

Racial abilities:

+2 to One Ability Score: +2 to Int
Medium: Half-orcs are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half-orcs have a base speed of 30 feet.
Darkvision: Half-orcs can see in the dark up to 60 feet.
Intimidating: Half-orcs receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Toothy: Some half-orcs' vestigial tusks are massive and sharp, granting a bite attack. This is a primary natural attack that deals 1d4 points of piercing damage. This racial trait replaces the orc ferocity racial trait.
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.
Languages: 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.

Background:

Advances:

1st: +1 hp
2nd: +1 hp
3rd: +1 hp
4th: +1 hp; +1 Con
5th: +1 hp
6th: +1 hp
7th: +1 hp
8th: +1 hp; +1 Str
9th: +1 hp
10th: +1 hp
11th: +1 hp
12th: +1 hp; +1 Str
13th: +1 hp
14th: +1 hp