Ury Sevenskulls

Valaravans Salt aka "Salty"'s page

77 posts. Alias of Corsario.


Full Name

Valaravans Salt aka "Salty"

Race

Half Orc

Classes/Levels

Alchemist (Beastmorph, Vivisectionist) 1 | HP 10/10 | AC 12 T 9 FF 12 CMD 18 | F +3 R +2 W +2 | Init +1 | Perc +3 (Darkvision) | Status: Mutated, Enlarged

Gender

Male

Size

Medium

Age

25

Alignment

Chaotic Neutral

Deity

Abadar

Location

Sailing

Languages

Abyssal, Common, Draconic, Giant, Orc

Occupation

Cook

Strength 18
Dexterity 12
Constitution 12
Intelligence 16
Wisdom 8
Charisma 8

About Valaravans Salt aka "Salty"

Ok, I have updated Salty, including equipment (105 gp spent):
"Salty" Valaravans

Description:
This 25 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 like sweat, but there is something nice about his smell. He smells like food. Fulfilling, tasty food.

Reason to go sailing:
Valaravans was born in a far away 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?

3 words to describe you character:
Sailors, Chow Time!

Drawback: Prideful:
You will not accept any affront to your character or work (or food you prepared) this will cause you to become argumentative or maybe violent (WARNING: HE BITES!).

Sample RP:
While the others went looking for treasure, Valaravans remained on the sandy beach, examining the giant crab remains.
He took out his drill and knife and started opening the shells, 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? An 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. Smell to sweat, to fear. 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 to 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 turn in his alter ego, the big half shark monster, "Sour" Valaravans.
He roared at the creature, and ran to face it.
It was time to get the ingredients for dinner.

Crunch:
Male half-orc alchemist (beastmorph) (vivisectionist) 1
CN Medium humanoid (orc, human)
Init +1; Senses darkvision 60 ft., Perception +3
DEFENSE
AC 13, touch 11, flat-footed 12 (+2 armor; +1 Dex)
hp 10 (1d8+2)
Fort +3, Ref +3, Will +2
OFFENSE
Speed 30 ft. (Without backpack)
Speed 20 ft. (Full load)
Melee greataxe +4 (1d12+6/x3)
Melee club +4 (1d6+4)
Ranged club (thrown) +1 (1d6+4)
Melee sickle +4 (1d6+2)
Melee bite +4 (1d4+4)
Melee dagger +4 (1d4+4/19-20)
Ranged dagger (thrown) +1 (1d4+4/19-20)
Special Attacks Sneak Attack 1d6, Throw Anything,
Special Attacks sneak attack 1d6, throw anything
Alchemist Spells Prepared (CL 1st, concentration +4):
1st—comprehend languages, enlarge person (DC 14)
STATISTICS
Str 18, Dex 12, Con 12, Int 16, Wis 8, Cha 8
Base Atk +0; CMB +4; CMD 15
Feats Brew Potion, Iron Will, Throw Anything
Skills Acrobatics +2 , Appraise +9 , Craft (Alchemy) +7 , Craft (Alchemy) (Create item) +8 , Knowledge (Nature) +7 , Perception +3 , Perception (Determine Food Spoiled) +5 , Perception (Identify Potion) +5 , Perception (Notice Hidden Object) +5 , Profession (Cook) +3 , Spellcraft +7 , Survival +3
Traits accelerated drinker, indomitable faith
Languages Abyssal, Common, Draconic, Giant, Orc
SQ alchemy, brew potion, darkvision, discoveries, humanoid traits, mutagen, orc blood, scavenger, sneak attack, toothy
Gear
greataxe (20 gp)
pirate clothes, basic (Free)
leather armor (10 gp))
bandolier (2) (1 gp)
* dagger (2 gp)
* club (0 gp)
* sickle (6 gp)
pouch (belt)
* coin (gold piece) (2) (2 gp)
* coin (silver piece) (8) (.8 gp)
waterproof bag (2) (1 gp)
* cauldron (1 gp)
* coffee beans (per lb.) (2) (.1 gp)
* coffee pot (3 gp)
* cooking kit (3 gp)
* crowbar (2 gp)
* dice (.1 gp)
* drill (.5 gp)
* fishing kit (.5 gp)
* glass cutter (5 gp)
* grappling hook, common (1 gp)
* hammock (.1 gp)
* marked cards (1 gp)
* scale (merchant's) (2 gp)
* shovel, common (2 gp)
* signal whistle (.8 gp)
* formula book (Free)
Alchemist Kit (40gp)
* backpack
* bedroll
* waterskin
* alchemy crafting kit
* flint and steel
* ink (1 oz. vial)
* inkpen
* mess kit
* pot (iron)
* rope (hemp/50 ft.)
* soap (per lb.)
* rations (trail/per day) (5)
* torch (10)
Total Equipment Purchases: 105 gp
Known formulas: 1st ant haul (DC 14) , comprehend languages (DC ) , crafter's fortune (DC 14) , disguise self (DC ) , enlarge person (DC 14)
SPECIAL ABILITIES
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 +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.
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.
Discoveries The following discoveries complement the beastmorph archetype - feral mutagen, grand mutagen, greater mutagen, infuse mutagen, mummification**, spontaneous healing**, tentacle**, and wings**.
Humanoid Traits (Ex) Humanoids breathe, eat, and sleep.
Indomitable Faith You were born in a region where your faith was not popular, yet you never abandoned it. You gain a +1 trait bonus on Will saves as a result.
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 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)
Mutagen (Second Stat Selection)
Mutagen (Third Stat Selection)
Orc Blood (Ex) Half-orc count as both humans and orcs for any effect related to race.
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.
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 1d6 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.
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.
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.

OTHER TAKE

Valaravans Salt aka "Salty"
Male half-orc alchemist (beastmorph, vivisectionist) 1 (Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Ultimate Combat 24, Pathfinder RPG Ultimate Magic 20)
CN Medium humanoid (human, orc)
Init +1; Senses darkvision 60 ft.; Perception +3
--------------------
Defense
--------------------
AC 13, touch 11, flat-footed 12 (+2 armor, +1 Dex)
hp 10 (1d8+2)
Fort +3, Ref +3, Will +2
Defensive Abilities orc ferocity
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Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee club +4 (1d6+4) or
. . dagger +4 (1d4+4/19-20) or
. . greataxe +4 (1d12+6/×3) or
. . sickle +4 (1d6+4)
Special Attacks sneak attack +1d6
Alchemist (Beastmorph, Vivisectionist) Extracts Prepared (CL 1st; concentration +4)
. . 1st—comprehend languages, enlarge person (DC 14)
--------------------
Statistics
--------------------
Str 18, Dex 12, Con 12, Int 16, Wis 8, Cha 8
Base Atk +0; CMB +4; CMD 15
Feats Brew Potion, Iron Will, Throw Anything
Traits - custom trait -, indomitable faith
Skills Acrobatics -1 (-5 to jump), Appraise +7 (+9 on items valued by weight when using scales), Craft (alchemy) +7 (+8 to create alchemical items), Intimidate +1, Knowledge (nature) +7, Perception +3, Profession (cook) +3, Spellcraft +7, Survival +3; Racial Modifiers +2 Intimidate
Languages Abyssal, Common, Draconic, Giant, Orc
SQ alchemy (alchemy crafting +1), mutagen (+4/-2, +2 natural armor, 10 minutes), orc blood
Other Gear leather armor, club, dagger, greataxe, sickle, alchemy crafting kit, backpack, bandolier, bedroll, belt pouch, box of fishing tackle (2 lb), cauldron, coffee (per cup) (4), coffee pot, crowbar, cutting board, wooden (2 lb), dice, drill, fishing pole, simple (1 lb), flint and steel, glass cutter, grappling hook, hammock, ink, black, inkpen, knife, cutting (0.5 lb), ladle (0.5 lb), marked cards, merchant's scale, mess kit, pot, pot, seasonings, local (0.5 lb), shovel, signal whistle, skewer (1 lb), skillet, soap, tinder packet (0.5 lb), torch (10), trail rations (5), tripod, iron (3 lb), waterproof bag, waterskin, 3 gp, 9 sp, 6 cp
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Special Abilities
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Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Merchant's scale +2 Appraise for things valued by weight, including anything made of precious metals.
Mutagen (DC 13) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 10 minutes.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
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Normal Status Line:
Alchemist (Beastmorph, Vivisectionist) 1 | HP 10/10 | AC 13 T 11 FF 12 CMD 15 | F +3 R +3 W +2 | Init +1 | Perc +3 (Darkvision) | Status: Normal
Enlarged Mutated Status Line:
Alchemist (Beastmorph, Vivisectionist) 1 | HP 10/10 | AC 13 T 9 FF 12 CMD 18 | F +3 R +2 W +2 | Init +1 | Perc +3 (Darkvision) | Status: Mutated, Enlarged