Ury Sevenskulls

"Salty" Valaravans's page

269 posts. Alias of Corsario.


Full Name

"Salty" Valaravans

Race

Half Orc

Classes/Levels

Alchemist 8

Gender

Male

Size

Medium

Age

22

Alignment

Salty food (True Neutral)

Deity

Gozreh

Location

Darklands

Languages

Undercommon, Giant, Orc, Common

Occupation

Cook

Strength 22
Dexterity 12
Constitution 14
Intelligence 16
Wisdom 10
Charisma 8

About "Salty" Valaravans

This 22 years-old Half-Orc does make an impression. A pair of formidable tusks protrude from his face, and his greenish muscles bulge below the simple sailor clothes he wears. He smells salty, like sweat, but there is something nice about his smell. He smells like food. Tasty food.
Valaravans was born in a faraway land, and his love for the sea, and his quest for the next cooking recipe, has made him travel far and wide, and now he only recognizes the sea as his home.
A cook by profession, and an Alchemist by trade, he is always looking for that new spice or flavor that can change his day into something special... really special.
Because, what can be more magical that eat or drink something into our bodies, that gives us strength, endurance, happiness, even life itself?

While the others went looking for treasure, Valaravans remained on the sandy beach, examining the giant crab remains, singing softly.
"When I was born, my mother cried for mercy,
Way haul away, we'll haul away Joe
She sends me out to sea, and I never learn to cursey,
Way haul away, we'll haul away Joe"

He took out his drill and knife and started opening the shell, peeking inside with knowledge not only in anatomy but also in cooking.
He started taking the best cuts for later, he separated the tasty bits from the viscera and made sure to get all the possible meat from the dead crustaceans, washing and salting it in seawater to keep it from spoiling.
In his mind, he was thinking in the possibilities for breakfast. Raw with lemon juice? Covered in flour and deep fried? Garlic-laced and broiled?
So many options.
After getting all the meat he proceeded to take the eyes, the claws and several parts of the carapace. Who knows which kind of alchemical potions he would be able to concoction? Potions to see underwater with ease? A lotion to harden the skin? An elixir to restore teeth to toothless seaman?
His nose, before his ears or eyes, let him know something was wrong. The smell of fear. The smell of blood.
He looked up at his companions, running from a big ugly creature, four-legged and with horns, chasing them.
He quickly dropped his stuff and drank two vials from his bandanna. At once his body started to grow and mutate, reaching 9' of height, while a double row of razor-sharp teeth protruded from his mouth and claws appeared from his hands. A dorsal fin appeared on his back, and his feet became big and webbed.
He had become his alter ego, the big half shark monster, "Sour" Valaravans.
He roared at the creature while running to face it.
Time to get the ingredients for dinner.

Character Sheet
Valaravans
Male Half-Orc Alchemist 8 Archetypes Beastmorph, Vivisectionist,
TN Medium Humanoid (Orc, Human)
Init +5, Senses darkvision (60 ft.); Perception +11

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DEFENSE
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AC 18, touch 12, flat-footed 17 (+5 armor, +1 deflection, +1 Dex, +1 natural)
HP 67 ((8d8)+24)
Fort +10, Ref +9, Will +6

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OFFENSE
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Speed 30 ft.
Melee Cold Iron Longsword +1 +13/+8 (1d8+7/19-20)
Melee Bite +12 (1d4+6)
Melee Silver Dagger, Masterwork +13/+8 (1d4+5/19-20)
Ranged Silver Dagger, Masterwork (thrown) +8/+3 (1d4+5/19-20)
Special Attacks Bleeding Attack, Feral Mutagen, Sneak Attack 8d6, Throw Anything

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STATISTICS
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Str 22, Dex 12, Con 14, Int 16, Wis 10, Cha 8,
Base Atk +6; CMB +12; CMD 24
Feats Brew Potion, Extra Discovery, Improved Initiative, Iron Will, Power Attack, Throw Anything
Skills Appraise +9, Craft (Alchemy) +14, Craft (Alchemy) (Create item) +22, Disable Device +6, Fly +5, Knowledge (Arcana) +7, Knowledge (Local) +6, Knowledge (Nature) +8, Perception +11, Perception (Determine Food Spoiled) +13, Perception (Identify Potion) +13, Perception (Notice Hidden Object) +13, Profession (Cook) +7, Sleight of Hand +6, Spellcraft +14, Survival +5, Use Magic Device +14,
Traits Accelerated Drinker, Pragmatic Activator, Sea-Souled
Languages Common, Giant, Orc, Undercommon
SQ alchemy, beastform mutagen, brew potion, city-raised, cruel anatomist, darkvision, discoveries, enhance potion, formulae, humanoid traits, improved beastform mutagen, infusion, mutagen, orc blood, poison use, scavenger, sneak attack, spontaneous healing, swift poisoning, toothy, torturer's eye, torturous transformation
Gear amulet of natural armor +1, headband of vast intelligence +2, cold iron longsword +1, ring of protection +1, bite, mithral shirt +1, cloak of resistance +2, belt of giant strength +2, silver dagger, masterwork, formula book, 14748.0 gp

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SPECIAL ABILITIES
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Accelerated Drinker You know how to drink a potion efficiently, such as by not using your hands, tossing it in the air and catching it in your mouth, or opening it with your teeth. You may drink a potion as a move action instead of a standard as long as you start your turn with the potion in your hand.

Alchemy (Su) When using Craft (Alchemy) to create an alchemical item, you gains a +8 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.

Bleeding Attack (Ex) You can cause living opponents to bleed when hitting them with a sneak attack. This attack causes the target to take 8 additional points of damage each round. Bleeding creatures that amount of damage every round at the start of their turns. The bleeding can be stopped by a DC 15 Heal check or the application of any effect that heals hit point damage. Bleeding damage from this ability does not stack with itself. Bleeding damage bypasses any damage reduction the creature might possess.

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.

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.

Cruel Anatomist (Ex) You may use your Knowledge (Nature) skill bonus in place of your Heal skill bonus.

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.

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

Enhance Potion A number of times per day equal to his Intelligence modifier, the alchemist can cause any potion he drinks to function at a caster level equal to his class level.

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.

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.

Hedonistic You are a creature of pleasure and comfort. Whenever you spend a day without gaining reward or treasure (at least 10 or more gold pieces) or spending an hour on entertainment or pleasure, attempt a DC 20 Fortitude save at the end of that day. If you fail, you begin the next day fatigued. This fatigue lasts 4 hours, or until you receive a reward or sufficient entertainment or pleasure.

Humanoid Traits (Ex) Humanoids breathe, eat, and sleep.

Improved Beastform Mutagen At 6th level, a beastmorph's mutagen grants him additional abilities and options. The alchemist gains his choice of two of the abilities listed in the beast shape I spell, which persist as long as the mutagen. He may select two different abilities each time he creates a mutagen. This ability replaces swift poisoning.

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.

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 80 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 17 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.

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

Pragmatic Activator While some figure out how to use magical devices with stubborn resolve, your approach is more pragmatic. You may use your Intelligence modifier when making Use Magic Device checks instead of your Charisma modifier.

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.

Sea-Souled (Coastline or Island) You are at home at sea. You receive a +1 trait bonus on Swim checks, and you can always take 10 while Swimming.

Sneak Attack (Ex) If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. Your attack deals 8d6 points of extra damage anytime your target would be denied a Dexterity bonus to AC, or when you flank your target. Should you score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage, you can make a sneak attack that deals nonlethal damage instead of lethal damage. You cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot sneak attack while striking a creature with concealment.

Sneak Attack (Ex) At 1st level, a vivisectionist gains the sneak attack ability as a rogue of the same level. If a character already has sneak attack from another class, the levels from the classes that grant sneak attack stack to determine the effective rogue level for the sneak attack's extra damage dice (so an alchemist 1/rogue 1 has a +1d6 sneak attack like a 2nd-level rogue, an alchemist 2/rogue 1 has a +2d6 sneak attack like a 3rd-level rogue, and so on). This ability replaces bomb.

Spontaneous Healing (Ex) You gain the ability to heal from wounds rapidly. As a free action once per round, you can heal 5 hit points as if you had the fast healing ability. You can heal 20 hit points per day in this manner. If you fall unconscious because of hit point damage and you still have healing available from this ability, the ability activates automatically each round until you are conscious again or the ability is depleted for the day.

Swift Poisoning (Ex) You can apply a dose of poison to a weapon as a swift action.

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.

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.

Torturer's Eye (Ex) You add Deathwatch to your formula book as a 1st-level extract.

Torturous Transformation (Ex) You add Anthropomorphic Animal to your formula book as a 2nd-level extract. When you use this extract, you inject it into an animal as part of a 2-hour surgical procedure. By using multiple doses of this extract as part of the surgery, you multiply the duration by the number of extracts used.