Jayem's page

92 posts. Alias of heliopolix.

Full Name



Albino Jungle Dwarf


Alchemist 1) (Perc +4; Init +2; HP 11/11; AC15,T12,FF13; CMD 15; F+4,R+4,W+0 (+2 vs spells&poison)

About Jayem

Seen from a distance, Jayem can be mistaken for a walking corpse. He shambles along, hunched over his walking stick. His skin is alabaster white, with tattoos of dark, thorny vines growing on his arms and chest. Numerous dead frogs adorn his stick, and several shrunken heads are tied by the hair on his belt, drawing attention to the serrated axe hanging there. His hair is dirty brown and contains many sticks, leaves, and beetles. He has a wicker basket with colored glass bottles that clink around and throw kaliedescope colors out in the sunlight tied to the tattered bedroll on his back. His teeth are filed into points, giving him a shark's grin. Several wooden spears jut from behind his shoulders like spikes on a cactus.

Male Albino Jungle Dwarf Alchemist 1
CG Medium Humanoid(Dwarf)

Perception +4, Darkvision 60', Init +2

HP 11/11 (8+2+1)
AC 15 T 12 FF 13 (+3 armor, +2 dex) [+4 vs giants]
BAB +0 CMB +3 CMD 15 (+2 vs bull rush & trip)
Fort +4, Ref +4, Will +0 (+2 vs poison & spells)
Str 16 Dex 14 Con 14 Int 14 Wis 10 Cha 8
Speed 20 ft.

Ranged Attacks
Javelin(3/3) +2 (1d6+3) 20x2 Piercing, 30' range.
Bomb(3/3) +3 (1d6+2) 20x2 Fire, 20' range, touch attack, 3 splash(Ref DC 12)

Melee Attacks
*Mutagen: +2 attack, +2 damage.
Battleaxe +3 (1d8+4) 20x3 Slashing
Dagger +3 (1d4+3) 19-20x2 Piercing, light


Toxic Recovery (Dwarf)
Your system recuperates from the effects of poisons with astonishing speed.
Prerequisites: Dwarf, hardy racial trait.
Benefit: Whenever you succeed at a saving throw against poison, you heal 1 point of ability damage of the type dealt by the poison. Whenever you heal ability damage naturally or magically, you heal 1 additional point of ability damage. This feat has no effect on penalties to ability scores or ability drain.

Throw Anything (b)
You are used to throwing things you have on hand.
Benefit: You do not suffer any penalties for using an improvised ranged weapon. You receive a +1 circumstance bonus on attack rolls made with thrown splash weapons.
Normal: You take a –4 penalty on attack rolls made with an improvised weapon.

Brew Potion (b)
You can create magic potions.
Prerequisite: Caster level 3rd.
Benefit: You can create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures or objects. Brewing a potion takes 2 hours if its base price is 250 gp or less, otherwise brewing a potion takes 1 day for each 1,000 gp in its base price. When you create a potion, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level. To brew a potion, you must use up raw materials costing one half this base price.
When you create a potion, you make any choices that you would normally make when casting the spell. Whoever drinks the potion is the target of the spell.
See magic item creation rules for more information.

Skill Points = 6 (4 base +2 int)

Skill total = ranks+stat+train+misc
Craft(Alchemy) 6=1+2+3 (+1 when crafting)
Heal 4=1+0+3
Knowledge(Nature) 6=1+2+3 (+1 vs Jungle)
Perception 641+0+3
Spellcraft 6=1+2+3
Survival 4=1+0+3 (+2 vs giants)


Level 1 (2/2) DC 13

  • Cure Light Wounds (1)
  • Expeditious Retreat
  • Enlarge Person (1)
  • Shield

# Item [gp]
1 Dagger [2]
6 Battleaxe [10]
6 Javelins (3) [3]
20 Studded Leather Armor [25]
2 Backpack [2]
5 Bedroll [0.1]
5 Alchemist's Kit [25]
2 Peasant's Outfit [free]
Coin 37gp 9sp
Encumbrance: 47 lbs. (light)
Carrying Capacity: 76/153/230

Class Features:
Weapon and Armor Proficiency: Alchemists are proficient with all simple weapons and bombs. They are also proficient with light armor, but not with shields.

Alchemy (Su)
Alchemists are not only masters of creating mundane alchemical substances such as alchemist’s fire and smokesticks, but also of fashioning magical potionlike extracts in which they can store spell effects. In effect, an alchemist prepares his spells by mixing ingredients into a number of extracts, and then “casts” his spells by drinking the extract. When an alchemist creates an extract or bomb, he infuses the concoction with a tiny fraction of his own magical power—this enables the creation of powerful effects, but also binds the effects to the creator. When using Craft (alchemy) to create an alchemical item, an alchemist gains a competence bonus equal to his class level on the Craft (alchemy) check. In addition, an alchemist 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.

An alchemist can create three special types of magical items—extracts, bombs, and mutagens are transformative elixirs that the alchemist drinks to enhance his physical abilities—both of these are detailed in their own sections below.

Extracts are the most varied of the three. In many ways, they behave like spells in potion form, and as such their effects can be dispelled by effects like dispel magic using the alchemist’s level as the caster level. Unlike potions, though, extracts can have powerful effects and duplicate spells that a potion normally could not.

An alchemist can create only a certain number of extracts of each level per day. His base daily allotment of extracts is given on Table: Alchemist. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day. When an alchemist mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately becomes inert if it leaves the alchemist’s possession, reactivating as soon as it returns to his keeping—an alchemist cannot normally pass out his extracts for allies to use (but see the “infusion” discovery below). An extract, once created, remains potent for 1 day before becoming inert, so an alchemist must re-prepare his extracts every day. Mixing an extract takes 1 minute of work—most alchemists prepare many extracts at the start of the day or just before going on an adventure, but it’s not uncommon for an alchemist to keep some (or even all) of his daily extract slots open so that he can prepare extracts in the field as needed.

Although the alchemist doesn’t actually cast spells, he does have a formulae list that determines what extracts he can create. An alchemist can utilize spell-trigger items if the spell appears on his formulae list, but not spell-completion items (unless he uses Use Magic Device to do so). An extract is “cast” by drinking it, as if imbibing a potion—the effects of an extract exactly duplicate the spell upon which its formula is based, save that the spell always affects only the drinking alchemist. The alchemist uses his level as the caster level to determine any effect based on caster level. Creating extracts consumes raw materials, but the cost of these materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements (alchemist extracts that duplicate divine spells never have a divine focus requirement). An alchemist can prepare an extract of any formula he knows. To learn or use an extract, an alchemist must have an Intelligence score equal to at least 10 + the extract’s level. The Difficulty Class for a saving throw against an alchemist’s extract is 10 + the extract level + the alchemist’s Intelligence modifier. 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 1stlevel 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 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.

Bomb (Su)
In addition to magical extracts, alchemists are adept at swiftly mixing various volatile chemicals and infusing them with their magical reserves to create powerful bombs that they can hurl at their enemies. An alchemist can use a number of bombs each day equal to his class level + his Intelligence modifier. Bombs are unstable, and if not used in the round they are created, they degrade and become inert—their method of creation prevents large volumes of explosive material from being created and stored. In order to create a bomb, the alchemist must use a small vial containing an ounce of liquid catalyst—the alchemist can create this liquid catalyst from small amounts of chemicals from an alchemy lab, and these supplies can be readily refilled in the same manner as a spellcaster’s component pouch. Most alchemists create a number of catalyst vials at the start of the day equal to the total number of bombs they can create in that day—once created, a catalyst vial remains usable by the alchemist for years.

Drawing the components of, creating, and throwing a bomb requires a standard action that provokes an attack of opportunity. Thrown bombs have a range of 20 feet and use the Throw Splash Weapon special attack. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, an alchemist’s bomb inflicts 1d6 points of fire damage + additional damage equal to the alchemist’s Intelligence modifier. The damage of an alchemist’s bomb increases by 1d6 points at every odd-numbered alchemist level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). Splash damage from an alchemist bomb is always equal to the bomb’s minimum damage (so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire damage). Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier.

Alchemists can learn new types of bombs as discoveries (see the Discovery ability) as they level up. An alchemist’s bomb, like an extract, becomes inert if used or carried by anyone else.

Brew Potion (Ex)
At 1st level, alchemists receive Brew Potion as a bonus feat. An alchemist can brew potions of any formulae he knows (up to 3rd level), using his alchemist level as his caster level. The spell must be one that can be made into a potion. The alchemist does not need to meet the prerequisites for this feat.

Mutagen (Su)
At 1st level, an alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist’s possession becomes inert until an alchemist picks it up again.

When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It’s a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma.

A non-alchemist who drinks a mutagen must make a Fortitude save (DC 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier) 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.

Racial Features:

Ability Score Racial Traits: Dwarves are both tough and wise, but also a bit gruff. They gain +2 Constitution, +2 Wisdom, and –2 Charisma.

Size: Dwarves are Medium creatures and thus receive no bonuses or penalties due to their size.

Type: Dwarves are humanoids with the dwarf subtype.

Base Speed: (Slow and Steady) Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.

Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon. See the Linguistics skill page for more information about these languages.

Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.

Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones.

Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.

Darkvision: Dwarves can see perfectly in the dark up to 60 feet.

Giant Hunter: Dwarves with this racial trait gain a +1 bonus on attack rolls against humanoids with the giant subtype. Furthermore, they gain a +2 bonus on Survival checks to find and follow tracks made by humanoids with the giant subtype. This racial trait replaces the hatred racial trait.

Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.

Favored Class: Alchemist
+1 HP

Languages: Common, Dwarf, Polyglot, Giant, Terran

Boarded in the Mwangi Expanse: You boarded the Jenivere in the Mwangi Expanse, where you’ve lived or recently traveled through. You harbor no illusions regarding the deadliness of the jungles, the creatures that inhabit it, or the peoples that make their home therein. You gain Polyglot as a bonus language and receive a +1 trait bonus on all Knowledge (nature) checks regarding the jungle.

Jungle Fighter : Your speed may not be reduced to less than 10 feet by difficult terrain in jungles (meaning you may take a 5-foot step in difficult terrain and not provoke an attack of opportunity).


Jayem is cheerful, always willing to offer a drink of clean water to any who ask. While his appearance can be disturbing to many outsiders, he is quite willing to talk after the inital apprehension has worn off. He shuns those who share his tribe's superstitions, and is eager to make new friends.

The Taralu are a tribe of dwarves that live in the eastern Mwangi Jungle. They live in isolation and keep many strange traditions. Their ancestors have gifted them with swarthy skin, to protect them from the sun's harsh glare. Any child born with pale skin, like Jayem, is a sign of the ancestor's displeasure. Such children are abandanoned in the jungle to appease the angry spirits. Shortly after his birth, his parents announced him as stillborn to the tribe, and quietly left him outside the village. He surely would have died, had he not been found by the town witch doctor, Falgar.

Taking the infant to his tree-house away in the lush forest, he named him Jayem, meaning 'Lost One', and raised him as his own. Finding the boy to be a bright and able student, he taught him all manner of useful lore. Soon, the boy could extract poison from frogs, brew beer, distill potent narcotics, and combine river salts and plant juice to make sun-stones. Falgar knew the village would discover the child sooner or later, so he concocted a plan for that eventuality. He began to tattoo the underworld vine across the child, starting at the navel. The vine symbolizes the link from distant spirits to the current generation. Falgar knew the villagers could protest his rescue of the child, but none would dare raise hands against him. As years passed, the secret eventually leaked. Aside from his color, Jayem resembled his father significantly, so his heritage was easy to establish. The angry Talaru were not pleased that their shaman had chose one of the shunned as an apprentice. Even his father, furious that his deception had been discovered, did not welcome Jayem. Rather, he declared that his firstborn had been stillborn, and that this creature before them was just a body walking around without a soul - a body too stupid and stubborn to die.

Insulted and rejected yet again, Jayem decided he did not want to take care of a village that hated him. He gathered his belongings, said goodbye to Falgar, and left. He has never looked back. His wanderings have taken him westward through the Expanse, where he skirted around the dangerous Kavaa Lands and ended up in the port of Senghor. Having decided the world was too large to explore on foot, he boarded the Jenivere for wherever it was bound.