Half-orc alchemist (beastmorph)
LN Medium humanoid (human, orc)
Init +2; Senses darkvision 60 ft.; Perception +5
AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
HP 8 (1d8)
Fort +3, Ref +5, Will +2
Speed 30 ft.
Melee Spear +1 (1d8+1/x3)
Ranged bomb +3 (1d6+4 Fire), sling+2 (1d4+1)
Special Attacks bomb 5/day (1d6+4 fire, DC 14)
Alchemist (Beastmorph) Extracts Prepared (CL 1st; concentration +5)
Alchemist (Beastmorph) Extracts Known 1st - Cure Light Wounds, Endure Elements, Enlarge Person, Reduce Person, Shield, Targeted Bomb Admixture
Str 12, Dex 14, Con 10, Int 18, Wis 12, Cha 8
Base Atk +0; CMB +1; CMD 13
Feats Brew Potion, Point-blank Shot, Throw Anything
Traits adaptive magic, highlander (hills or mountains), pragmatic activator
Skills Craft (alchemy) +8 (+9 to create alchemical items), Knowledge (arcana) +9, Knowledge (nature) +8, Perception +5, Spellcraft +8, Stealth +6 (+8 in hilly or rocky areas), Survival +5, Use Magic Device +9
Racial Modifiers +1 Acrobatics, +1 Climb, +2 Knowledge (local), highlander (hills or mountains)
Languages Common, Orc, Abyssal, Draconic, Giant, Hallit
SQ alchemy (alchemy crafting +1), mutagen (+4/-2, +2 natural armor, 10 minutes), orc blood
Other Gear studded leather, spear, sling, bullets (10), cold-weather outfit, backpack, belt pouch, bandolier, waterskin, alchemy crafting kit, travelling formula book, journal, ink (black), inkpen, charcoal, acid flask (6), trail rations (5), 10 gp
Darkvision (60 feet) You can see in the dark (black and white vision only).
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
City-Raised Proficient with whips and longswords, +2 racial bonus on Knowledge (local) checks. This racial trait replaces weapon familiarity.
Rock Climber +1 racial bonus on Acrobatics and Climb checks. This racial trait replaces the intimidating trait.
Sacred Tattoo +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.
Adaptive magic You gain a +1 trait bonus on Knowledge (arcana) and Use Magic Device checks, and Use Magic Device is a class skill for you.
Highlander (hills or mountains) +1 to Stealth checks, Stealth is always a class skill for you. Double this in hilly or rocky areas.
Pragmatic activator You may use your Intelligence modifier when making Use Magic Device checks instead of your Charisma modifier.
Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can ID potions by touch.
Bomb 1d6+4 (5/day, DC 14) (Su) Thrown Splash Weapon deals 1d6+4 fire damage.
Mutagen (DC 14) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 10 minutes.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Torval was born in a small Cheliaxian border village, mostly populated by Half-Orcs and humans, which primarily supported itself by lumber trading. Unfortunately for them, their 'secondary' profession involving the smuggling of escaped slaves over into Andoran territory did not hold them in good stead when it was discovered by the Hellknights.
In one fell night, the village was purged and burned to the ground for charges of treason against the crown, with some few other survivors grabbing as many children as they could and fleeing by boat past Andor and onwards into Taldor before splitting up in hopes of escaping further retribution.
Young Torval ended up left with an old alchemist, Drystan Caldwell, who had recently settled down in a town to ply his trade as a healer and was looking for a likely apprentice. Though Tarval was not quite as interested in healing as Drystan, he has proved quite adept at much of the rest of the Alchemists trade and has even made some promising discoveries that he hopes will lead to combining beastial advantages to his mutagenic formula...
He appears somewhat short and slender (at least for a Half-Orc), barely topping 6 feet tall and weighing in at about 200 pounds. He has his dark brown neatly swept back and kept in place with a leather braid and part of an intricate tribally designed tattoo can be seen beneath his collarbone before disappering underneath his shirt.
Torval tends to approach life in a very methodical manner and tends to be more of a restrained personality in most circumstances, though he can be quite enthiusiastic when it comes to his alchemical knowledge. He is quite kind hearted and has quite a generous streak, both traits picked up from his years of living with Drystan
Perhaps luckily, he does not remember much of his early childhood or anything of the gruesome events which led to the flight to Taldor. As Drystan was never entirely sure of the veracity of the events that he was told of, he taught Torval only that he had been left with him as an orphaned refugee from a disaster at his birth village.