Skreed Gorewillow

Jerukh Hörnungr's page

491 posts. Alias of Black Dow.


Classes/Levels

Daily Alchemy:
Bombs: 3/5; Extracts 1st Level: 3/4

Gender

Half-Orc Alchemist Chirurgeon 3 | HP 2/25 | AC 16/12/14 | F+5, R+6, W+4 | Perc +8, Darkvision 60ft | Init +2 | Move: 30ft. , Hero Points: 1

About Jerukh Hörnungr

"First, do no harm. Second, do know harm." — Old USMC Corpsman saying.

"Courage without conscience is a wild beast" - Robert Green Ingersoll

“Anger is an acid that can do more harm to the vessel in which it is stored than to anything on which it is poured.” ― Mark Twain.

Male Half Orc Alchemist (Chirurgeon archetype) 3

Chaotic Good Medium Humanoid (Half Orc)

Favoured Class: Alchemist

Favoured Class Options:

+1 HP (Selected @ Levels 1 & 2)
+1 Skill Point
+½ to bomb damage. (Selected @ Level 3)

Speed: 30ft Unarmoured/30ft Armoured
Init: +2
Senses: Perception*/** +8; Dark Vision 60ft.
*+2 race bonus to to find hidden objects (including traps and secret doors), determine whether food is spoiled, or identify a potion by taste.
**+1 trait bonus on all Perception checks to avoid being surprised.

DEFENSE:

AC 16 (10 Base, +2 Dex, +4 MW Chain Shirt Armour)
Touch AC 12 (10 Base, +2 Dex)
Flat Footed AC 14 (10 Base, +4 MW Chain Shirt Armour)
HP 25 (3d8 [20]; +3 Con; +2 Favoured Class)
SAVES*/**/***: Fort +5 Ref +6 Will +4
* +1 luck bonus on all saving throws.
** +2 trait bonus on saving throws against fear effects.
***+2 class bonus on all saving throws against poison.
CMD: 17 (10+BAB+STRMod+DEXMod+SizeMod+MiscMods)

OFFENSE:

BAB +2
Melee*: +5 Longsword (1d8+3/19-20); +6 MW Darkwood Club (1d6+3/x2); +5 Whip (1d3+3/x2) 15ft Reach.
Ranged*: +4 Sling (1d4+3/x2) 50ft.; +5 MW Darkwood Club - Thrown (1d6+3/x2) 10ft.
Touch Attack*: +5
Ranged Touch Attack*: Bomb** +5 (2d6+3/x2) 20ft. 5ft Splash (5 damage) DC14 Reflex for half damage; Alchemist's Fire** +5 (1d6+1/x2) 10ft. 5ft Splash (1+3 damage) DC15 Reflex to extinguish flames; Acid Flask** +4 (1d6+1/x2) 10ft. 5ft Splash (1+3 damage)
* +1 trait bonus on all attack rolls against foes that threaten Koya Mvashti - his adoptive mother
** +1 trait bonus to all splash weapon attacks
***Throw Anything class ability: add INT mod as damage to splash weapons (incl. splash damage)
CMB: +5 (BAB+STRMod+SizeMod)

ABILITY SCORES

STR 16 (+3); DEX 14 (+2); CON 12 (+1); INT 16 (+3); WIS 14 (+2); CHA 8 (-1)

25 PT STAT BUILD:

10 Points - STR (16) = 16
5 Points - DEX (14) = 14
2 Points - CON (12) = 12
5 Points - INT (14) +2 = 16
5 Points - WIS (14) = 14
+2 Points - CHA (8) = 8

+2 Racial Bonus to INT


RACE ABILITIES

Standard Racial Traits

Ability Score Racial Traits: Half-orc characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature. (INT chosen)
Type: Half-orcs are Humanoid creatures with both the human and orc subtypes.
Size: Half-orcs are Medium creatures and thus have no bonuses or penalties due to their size.
Base Speed: Half-orcs have a base speed of 30 feet.
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. See the Linguistics skill page for more information about these languages.
Defense Racial Traits
Sacred Tattoo: Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.
Feat and Skill Racial Traits
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 whether food is spoiled, or identify a potion by taste. This racial trait replaces the intimidating trait.
Offense Racial Traits
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. This racial trait replaces weapon familiarity.
Senses Racial Traits
Darkvision: Half-orcs can see in the dark up to 60 feet.
Other Racial Traits
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.

ALCHEMIST CLASS FEATURES

The following are the class features of the alchemist:

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) 4/day:

Alchemists are not only masters of creating mundane alchemical substances such as alchemist's fire and smokesticks, but also of fashioning magical potion-like 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 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 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.

Bombs (Su) 5/day:

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.

Thrown Anything (Ex):

All alchemists gain the Throw Anything feat as a bonus feat at 1st level. An alchemist adds his 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.

Discovery (Su):

At 2nd level, and then again every 2 levels thereafter (up to 18th level), an alchemist makes an incredible alchemical discovery. Unless otherwise noted, an alchemist cannot select an individual discovery more than once. Some discoveries can only be made if the alchemist has met certain prerequisites first, such as uncovering other discoveries. Discoveries that modify bombs that are marked with an asterisk (*) do not stack. Only one such discovery can be applied to an individual bomb. The DC of any saving throw called for by a discovery is equal to 10 + 1/2 the alchemist's level + the alchemist's Intelligence modifier.

Healing Bomb (Su) - 2nd Level Discovery:

Benefit: When the alchemist creates a bomb, he can choose to have it heal damage instead of dealing it. Creating a healing bomb requires the alchemist to expend an infused extract or potion containing a cure spell. A creature that takes a direct hit from a healing bomb is healed as if she had imbibed the infusion or potion used to create the bomb. Creatures in the splash radius are healed for the minimum amount of damage the cure spell is capable of healing. A healing bomb damages undead instead of healing them.

Poison Resistance (Ex):

At 2nd level, an alchemist gains a +2 bonus on all saving throws against poison. This bonus increases to +4 at 5th level, and then again to +6 at 8th level. At 10th level, an alchemist becomes completely immune to poison.

Infused Curative (Ex):

At 2nd level, a chirurgeon’s extracts of cure spells automatically act as infusions, and can be used by non-alchemists. When a chirurgeon prepares his extracts, he may choose to render any or all of his infused curatives inert and prepare other extracts to replace them (unlike infusions, which continue to occupy the alchemist’s daily extract slots until consumed or used).

This ability replaces poison use.

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.

ALCHEMICAL EXTRACTS KNOWN

1st Level: 4 (3 + 1 INT)

Comprehend Languages:

Casting Time: 1 SA; Range: Personal; Duration: 10 minutes/level.

You can understand the spoken words of creatures or read otherwise incomprehensible written messages.

The ability to read does not necessarily impart insight into the material, merely its literal meaning. The spell enables you to understand or read an unknown language, not speak or write it.

Written material can be read at the rate of one page (250 words) per minute. Magical writing cannot be read, though the spell reveals that it is magical. This spell can be foiled by certain warding magic (such as the secret page and illusory script spells). It does not decipher codes or reveal messages concealed in otherwise normal text.

Comprehend languages can be made permanent with a permanency spell.

Cure Light Wounds:

Casting Time: 1 SA; Range: Personal; Duration: Instantaneous.

When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply Spell Resistance, and can attempt a Will save to take half damage.

Heightened Awareness:

Casting Time: 1 SA; Range: Personal; Duration: 10 minutes/level.

You enter a heightened state of awareness that allows you to notice more about your surroundings and recall information effortlessly.

You gain a +2 competence bonus on Perception checks and on all Knowledge checks that you are trained in.

If this spell is active when you have to make an initiative check, you can instantly dismiss this spell and gain a +4 bonus on that check.

Polypurpose Panacea:

This creates one of several cantrip-level effects relating to your health, well-being, and entertainment. The panacea has no side effects (for example, the intoxication panacea does not cause a hangover). When you use polypurpose panacea, choose one of the following effects.

Analgesic: You do not feel minor aches and pains, such as from arthritis, a cold, or a hangover, for 1 hour. For the duration, you gain a +2 resistance bonus against pain-related spells.

Clarity: You get a +1 competence bonus on a single attack roll, saving throw, or skill check within 1 minute. You must choose to use the bonus before making the roll to which it applies.

Hallucination: You have pleasant hallucinations for 1 hour, such as wandering lights, music, playful surreal animals, and so on. You can tell these are not real, but they are distracting, and you take a –2 penalty on Perception checks for the duration.

Intoxication: You feel comfortably intoxicated for 1 hour, as if you had a few alcoholic beverages.

Lucid Dream: If you take this panacea within 1 hour of going to sleep, you have a lucid dream that is under your control and lasts for an hour.

Resistance: You gain a +1 resistance bonus on saves for 1 minute.

Sleep: You enter a pleasant and restful sleep for at least 1 hour unless wakened. If you would normally begin sleeping at this time, when the panacea ends you continue sleeping normally.

Sobriety: You become completely sober for 1 hour, negating any penalties to your actions for being drunk (GameMastery Guide 237). Magical and alchemical methods (such as detect poison) still detect you as inebriated. Time spent under the effect of this panacea do not count toward the time necessary to sober up (it merely delays your intoxication).

Tenacity: You gain 1 temporary hit point for 1 minute.

Wakefulness: You remain awake for 2 hours without feeling sleepy, and without side effects such as jitteriness. You gain a +5 resistance bonus against sleep-related spells such as lullaby and sleep. This use of the panacea merely delays your need for sleep and does not count as rest or sleep. You can use it multiple times in succession, but as each effect wears off, you are as tired as you would be had you not used the panacea.

FEATS

Additional Traits (General - Starting Character Feat):

You have more traits than normal.

Benefit: You gain two character traits of your choice. These traits must be chosen from different lists, and cannot be chosen from lists from which you have already selected a character trait. You must meet any additional qualifications for the character traits you choose — this feat cannot enable you to select a dwarf character trait if you are an elf, for example.

Brew Potion (Item Creation - Bonus Class Feat):

You can create magic potions.

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.

Throw Anything (Combat - Bonus Class Feat):

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.

TRAITS

Scrapper (Half Orc Race Trait):

A childhood spent scrabbling for every possession and scrap of food has made you fierce and wary.

Benefit(s): You receive a +1 trait bonus on all Intimidate checks made to demoralize opponents and a +1 trait bonus on all Perception checks to avoid being surprised.

Criminal (Social Trait):

You spent your early life robbing and stealing to get by.

Benefit(s): Select one of the following skills: Disable Device, Intimidate, or Sleight of Hand. You gain a +1 trait bonus on that skill, and it is always a class skill for you. (Intimidate chosen)

Foster Child (Jade Regent Campaign Trait):

Koya Mvashti might be old enough to be your grandmother, but to you, she’s always been your mom. Ever since your parents passed away, Koya’s been taking care of you as if she were your mother. You never really figured out why Koya took you into her care, but you do know she’s done this before—most recently with Sandru Vhiski, whom you think of as your brother. Growing up, Koya made sure that you had the best education possible, particularly in one particular topic.

Benefit(s): Choose any Knowledge skill—you gain a +2 bonus on skill checks with that Knowledge skill, and it becomes a class skill for you (Knowledge - Geography chosen). In addition, you gain a +1 trait bonus on all attack rolls against foes that threaten your adoptive mother.

NPC Choices: Koya.

Stoic Optimism (Desna Faith Trait):

Requirement(s): Desna

You realize that accepting the pain in life accentuates its joys by contrast, and so your hope sustains you where others despair.

Benefit: You receive a +2 trait bonus on saving throws against fear effects.

Precise Treatment (Magic Trait):

You treat others with a clear and calculating intellect.

Benefit(s): You gain a +1 trait bonus on all Heal checks, and you may use your Intelligence modifier when making Heal checks instead of your Wisdom modifier.

SKILLS

Alchemist Class Skills List:

The alchemist's class skills are Appraise (Int), Craft (any) (Int), Disable Device (Dex), Fly (Dex), Heal (Wis), Knowledge (arcana) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Sleight of Hand (Dex), Spellcraft (Int), Survival (Wis), Use Magic Device (Cha). Intimidate added through Criminal trait.

ALCHEMIST: 7 Adventuring Skill (AS) Ranks per level @ 1st Level (4 Class; + 3 Int) & 2 Background Skill (BS) Ranks per level.

Adventuring Skills
Disable Device +6: 1 Rank; +2 DEX; +3 Class
Heal +9*/**/***: 3 Ranks; +3 INT; +3 Class
Intimidate +5****: 2 Ranks; -1 CHA; +3 Class; +1 Trait
Knowledge (Arcana) +8: 2 Ranks; +3 INT; +3 Class
Knowledge (Nature) +9: 3 Ranks; +3 INT; +3 Class
Perception +8: 3 Ranks; +2 WIS: +3 Class
Spellcraft +9: 3 Ranks; +3 INT; +3 Class
Survival +8: 3 Ranks; +2 WIS; +3 Class

*+1 alchemical bonus when using Leechwort - rises to +2 when attempting to staunch bleeding
**+2 circumstance bonus when using Leeching Kit to treat poison
*** +5 alchemical bonus when using bodybalm providing long-term care, treating poison, and treating disease.
****+1 trait bonus on all Intimidate checks made to demoralize opponents

Background Skills
Appraise +9: 1 Rank; +3 INT; +2 Race; +3 Class
Craft (Alchemy) +9: 3 Ranks; +3 INT; +3 Class
Knowledge (Geography) +11: 1 Rank; +3 INT; +3 Class; +2 Trait; +2 Race
Profession (Herbalist) +7: 2 Ranks; +2 WIS; +3 Class

LANGUAGES: Common, Orc, Varisian, Goblin, Giant

GEAR/EQUIPMENT

Combat Equipment: MW Chain Shirt; Longsword; MW Darkwood Club; Sling; & Sling Bullets (10); Flask of Alchemist's Fire (x1); Flask of Acid (x1); Antiplague (x1); Smoke Pellet (x1); Potion of Cure Light Wounds (x3); Potion of Lesser Restoration (x3); Potion of Remove Fear; Potion of Shillelagh.

Mundane Equipment: Backpack - holds: Waterproof Bag [containing - Book of Formulae & Journal], Leeching Kit, Canteen, Cauldron, Coffee Pot (herbal teas) & Cup, 4 sticks of Charcoal, Blanket, Soap (2 bars), Trail Rations (4 days); Chirurgeon's Kit; Alchemical Reagent: Gold (1 dose) (+1 hp in potions crafted); Alchemical Reagent: Moondew (1 dose) (Divination treated as +1 level); Candlerod (x4); Flask of Oil (x1).

Traveller's Oufit (worn); Varisian Scarf (worn); Fire Resistant Boots (worn); Alchemy Crafting Kit (belt); Belt Pouch #1 (holds: coin); Belt Pouch #2 (holds: Flint & Steel, Potion Sponge); Bandolier (holds: 5 Tinder-twigs, Body Balm (1 dose), Winterbite (2 doses), Wolvesbane (2 doses), Leechwort (8 doses), Normal Powder (1 dose), Belladonna (1 dose), Dreamer's Star (3 doses), Harpy Musk (2 doses); Garlic (5 doses); Troll Oil (1 dose).

Encumbrance: 76.00lbs (Light Load - max 76.00 lbs)

WEALTH

Gold Coin: 61
Silver Coin: 14
Copper Coin: 8
Treasure:

BACKGROUND INFORMATION

Height: 6'4 Weight: 223 lbs Age: 23

Appearance: The apothecary you found is not what you expected... Standing before a a tall half orc with an unusual blond mane of hair crowing a strong neck and face marked with Varisian tattoo-work. The healer's frame is covered with a functional chain shirt, weather worn clothing and a collection of pouches, poultices, flasks and vials. Around his neck sits a weathered purple scarf of the travelling folk, delicately embroidered with the holy symbol of Desna. His intense stare tracks your approach, board shoulders tensing a little as he tips a silent nod in greeting...

Personality: Due to his harsh childhood as a street thief in Riddleport, Jerukh is somewhat defensive and shy in his manner and persona. This curt and gruff exterior is juxtaposed by his new career as apothecary and healer; hands that once took and hurt now heal and sooth. His actions mirror his personality - deep down Jerukh is a caring and gentle soul who constantly fights an internal battle against the fury of his orcish nature. In his adopted family he has finally found true purpose and belonging, and is perhaps overly-protective of those he cares about and they life they share.

20 QUESTIONS:

What is your character’s name?: Jerukh Hörnungr
How old is your character?: 24 years (he does not know his exact age)
What would somebody see at first glance (i.e. height, weight, skin color, eye color, hair color, physique, race, and visible equipment)?: See above.
What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)?: Jerukh has a mighty chip upon his broad shoulders. He tends to be blunt and defensive with his conversation, something he is oft chided for. When deep in thought or indecisive, he has a “tell” where he repeatedly taps his tusk with a calloused thumb.
Where was your character born?: Riddleport
Where were you raised?: As a child - Riddleport, then on the road.
By who?: Jerukh was orphaned as a very young child, and remembers little of his mother save her gold coloured hair and warm smile. He was a street child and waif in Riddleport, doing minor gang-work for the corpulent half-orc crime leader Boss Croat. Koya saved him both from the streets and a beckoning life as a career criminal - she took him under her wing and into her life and family.
Who are your parents?: He knows his mother was an Ulfen sailor by the name of Hildr, but he knows little else of her. According to the street tattle the half-orc hush-man (Riddleport assassin) Veygor Veiled-Hand, was rumoured to he his father. As a child he would agree with the story to afford better respect amongst the other urchins, but now he cares little for the tale or the truth.
Are they alive?: Mother - no. Killed in Riddleport when he was but a young child. A blood feud between rival Ulfen freebooter crews bubbled to the surface in one of the Wharf district taverns. Hildr was a victim of the ensuing mayhem. The surviving Northman cared little for the half-breed child christening him ”Hörnungr” (which means fatherless bastard in the Skald tongue) - a name which stuck, and which he still carries to remind him of that past life and those lost to it. As for his father - who knows. The career of a “hush-man” is typically short and brutal. Although the caravan passes through Riddleport thrice a year, Jerukh has never sought information on his rumoured father.
What do they do for a living?: His mother was a sailor and freebooter from the Lands of the Linnorm kings in the North. His (rumoured) father - an enforcer and assassin for a Riddleport crime boss.
Do you have any other family or friends?: Koya is his mother now. She raised him and taught him to harness his natural aptitudes. Another of Koya’s redeemed orphans - Sandru Vhiski is both an erstwhile older brother and friend to the young half-orc.
What is your character’s marital status? Single.
Kids?: None. As a would be adventurer the thought of leaving another orphan to the world should he die makes Jerukh sick.
What is your character’s alignment?: Chaotic Good
What is your character’s moral code?: Protect those close to you, even unto death. Those under the yoke of slavery and subjection- be it abject or figurative, should be vindicated where possible.
Does your character have goals?: To adventure. To find himself and his true belonging.
Is your character religious?: He is a follower of Desna, appreciating her adherence to freedom and luck - tenets he holds close to his heart.
What are your character’s personal beliefs?: Should you face death, do so with freedom in your heart and soul. Follow your own compass, your own path - not one set by kings or tyrants.
Does your character have any personality quirks (i.e. anti-social, arrogant, optimistic, paranoid)?: Can come across as defensive and somewhat churlish to those he does not know.
Why does your character adventure?: Travelling with Koya and Sandru’s caravan has sparked the half-orc’s wanderlust.
How does your character view his/her role as an adventurer?: As aspiring alchemist and catechumen cook Jerukh sees his role both as reinforcer and nourisher to those around him.
Does your character have any distinguishing marks (birth-marks, scars, deformities)?: As a half-orc his hulking size and tusks are somewhat distinguishing. However his mother’s gift of golden hair is very unusual for one who is orc-blooded.
How does your character get along with others?: Despite his hardened exterior Jerukh recognises that it is better to be part of something - a family, a company, a group - than to be alone. As such he tries hard to be a good friend to those folk persistent enough to overcome his emotional armour.
Is there anything that your character hates?: He has little love of the Ulfen. Despite his mother being from the North, he begrudges the lack of care he received from her kith and kin upon Hildr’s death, nor that she was taken from him by their brutal honour system.
Is there anything that your character fears?: Losing control. Whilst his alchemical mutagen imbues him with great strength, his senses are dulled and his instincts baser… as a half orc that monstrous part of his nature scares him.

Questions from your GM:

-Who are you and how are you doing?: I’m Gary - Black Dow is my nom du guerre on these here boards. I’m doing fine thanks Salsa - and you?
-How often do you tend to post?: I intend to post at least once/day.
-What kind of tone are you looking for in this game?: I’m easy. I’ll roll with the tone and feel set out by your goodself if I’m lucky enough to be selected.
-What do you expect out of your fellow players?: Investment and interplay in the game. Too often games can become a gang of murder hobos who run on tried and tested tropes. When players invest time and effort to really bring their characters to “virtual” life I think the whole game lifts as a result. I’m not just talking persona and voice here - I’ve been “quartermaster” for a couple of games here on the boards and it can be a trial getting folks to pick loot and select realistic items that their characters would jump at (particularly trinkets and flavour items) - sadly too oft they have eyes just on gold coin value and the magic items they can “buy” as a result… but then maybe that’s just me :)
-What do you expect out of me (the GM)?: To run a fun game and bring the world and its threats/rewards alive. (Which based on previous I know you can deliver!)
-What is your comfort zone? Where's the line for you in RP terms?: I’m a world weary adult and hard bitten Scotsman so not much shocks me lol. Seriously I’ll draw the line at grim-dark style gaming. Real life can be bleak enough without it being on the boards also. Again though I’d take my cue from fellow players and the GM.
-How do you see your character progressing as a character?: Good question. I’m running an alchemist as I’ve never played one before, and this seems as good an opportunity as any! Depending on the direction of the game and the party build I’m happy to stay vanilla or diverse with the odd multi-class dip as needbe.

Deeper Questions WIP:

1. What emotion best describes your character? Find one primary emotion your character expresses. Try to use a colorful, specific word to describe it. For instance, instead of “angry” you might say “vengeful” or “raging,” or instead of happy you might say “cheerful” or “exalting.” Churlish… is this an emotion? Perhaps stoic is better…
2. What emotion does your character evoke in others? How do others react to you? Do you impress, scare, calm, excite, or perhaps annoy? Again try to find the most specific term you can. Is this reaction different between friends and enemies? Jerukh is well aware of the usual distrust and fear that half-orcs generate. His size tends to impress and features scare. However once he speaks - a calming, deep tone tends to disarm those concerns. The alchemist is very… measured… in what he says and how he presents himself. He is passionate about life and healingFor allies and friends he opens up more, inciting his rumbling chuckle being the holy grail. For enemies and those who threaten what he loves Jerukh is a stoically brutal foe.
3. What does your character need most? If your character had everything he or she needed, why go on an adventure? Most people’s needs are fairly universal, although they can change over time. Common needs are survival, security, companionship, esteem, romance, family, or wisdom. Consider what your character’s starting needs are, and where you want them to be by the end of the adventure or campaign. It helps to establish this need with the GM, to ensure it fits with the themes of the game. To belong. To have purpose. To help and to heal… and most of all to feel appreciated for these traits.
4. What is your character’s goal in life? This should be the principle, underlying motivation for everything your character thinks, says, and does. If your character were lying on the brink of death, what makes him or her cling to life? What could your character lose that he or she would consider worse than death? This goal is often broad, and sometimes unachievable. Whatever the nature of the goal, it should be something your character can strive for his or her entire life. The best goals are ones that can be threatened, as they will help create more compelling adventures. Ideas include justice, revenge, protecting loved ones, redeeming one’s self, or gaining some kind of power. When you think of something, ask yourself “why?” to make sure it isn’t because of some larger, more important goal. A sense of duty and loyalty to his adopted family and companions. He was lost, and left - forlorn. Something he will never do to those he loves and cares for. As such Jerukh is very dependable and prides himself on being the best he can be for them - not himself. His needs are secondary to the greater good.
5. How does your character believe this goal can be accomplished? Because the goal can often be ideological, the method to achieving it is sometimes equally insubstantial. Your character’s methods should be strongly tied to beliefs (or lack of beliefs), and primarily be a decision of lifestyle. A character bent on revenge might consider perfecting a fighting discipline, while a character devoted to a cause might consider a religious or philosophical doctrine. Through hard work, through study, through practicing his healing and herbalist arts. As touched on above Jerukh is serious and somewhat blunt, but he means well - its just the frivolous nature of many things are secondary to him honing his ability as an apothecary. Of course his step-mother thinks he needs to make more friends, smile and laugh more!
15. What are some of your character’s unexpected quirks? Name three things that are unexpected about the way your character behaves, such as things that go against his or her normal social status, age, or trade. How about three unexpected talents or abilities like being able to sing, or knowing some trivial knowledge, or being good at math? Three things your character can’t do that most other people can such as whistling, swimming, or reading well? How about three things your character fears, such as heights, dogs, or insects? Unexpected quirks: When he speaks his words are always… measured… and annunciated. He cleans his hands alot. He is shy - Jerukh will typically avoid speaking to strangers unless spoken to. Unexpected talents or abilities: As a herbalist and knows/loves plants - not just for their medicinal properties but also their beauty. He keeps a book of pressed flowers from the travels of the caravan. Enjoys reading and languages. Things he can’t do well: Gamble (he can’t bluff to save his life) - this frustrates him as he see’s it as a formula and sequence that should be able to be mapped out. Climb - he is always conscious that he might break something (him or a possession) should he fall. Drink alcohol - again linked to the potential loss of control and his orcish nature. Three Fears: Speaking to attractive women - They just accentuate his shy and awkward behaviour. Losing his place in the world - to become “an orphan” again, without friends or family would crush him. Final fear is himself - becoming a raging beast and orc-blooded monster who loses control and may hurt not just his enemies, but also his friends.
Player
These five questions direct your play experience itself rather than your character. What do you want out of your game? If a group answers these together, they can expect dramatically rewarding game sessions, and the GM will know clearly what’s expected to give everyone a good time. Will put down my initial thoughts on these and revisit if lucky enough to be selected.
16. What kind of story does your character belong in? Who are the characters your character interacts with? What settings does he or she inhabit? What themes are important? What conflicts does your character face? These things are important to understand so your GM can create adventures that will engage your character, and so you will have a better chance at getting along with your fellow players’ characters. Koya and Sandru will be the primary NPC he interacts with, at least until some common ground is established. Key conflict that Jerukh will face is an internal one - his orcish nature and the destructive fury it can bring (shows most in his mutagenic form) vs the rational thinker and healer he appears (and yearns) to be. This conflict makes him come across as withdrawn and somewhat defensively curt. So first impressions might make the party dynamics somewhat interesting!
17. What role does your character fill? Roleplaying is all about the ensemble cast. Make sure you fill a unique role in the party, and you aren’t stepping on anyone else’s toes. Consider your role in the interpersonal relations of the party, your role in combat, what skills your character is best at, and what thematic note your character hits. As a half -orc alchemist (again a new class to me as a player), I’m guessing he’ll fill the roll of “tweener” - buffing sometimes and using bombs and mutagen to augment his combat abilities. As he develops in his Chirurgeon role he’ll also bolster the groups healing and provide support to any divine healers within the band.
18. What should the other players know about your character? These should be major thematic points, your character’s general emotion (if it isn’t secret), potential surprises or areas that might be difficult, and any other pertinent information. Also start sketching out potential interactions, such as another character you might go to for help (or who might go to you for help), or someone you’ll probably butt heads with. Getting these things out in the open is important to ensure there aren’t unpleasant surprises. I see Jerukh very much like Hank McCoy aka The Beast from the X-Men. He’s a brutal looking scholar whose very much a “humanitarian” despite his monstrous bloodline. As an orphan who is part of Koya’s extended family he may already have “brothers & sisters” as part of the group. Working out that family dynamic would also help shape who Jerukh is - at present I see him being the bookish younger brother (and good son) to Sandru’s roguish older brother.
19. What is your play style? Do you like heavy character immersion, or attention to detail in the rules, or perhaps you’re especially goal-oriented? Maybe you’re a bit competitive. Do you prefer lots of colorful descriptions, or a quicker framework understanding of situations? Do you speak in your character’s voice? You may not even be aware of your own play style. Keep this in mind as you play so you can better communicate with your fellow players about the direction of the party as a whole, and the course of the adventure. This also helps your GM understand your personal needs at the gaming table.
I’m a fan of descriptive, roleplay based games. All for moving this rapidly where necessary, but interplay with fellow players and the world is as much fun as that killing blow on the dragon or arch villain. I do speak in my characters voice - tends to take me a wee while to nail that voice down tho. Depending on the game and the character I’ll likely be more pro-active than reactive in the contexts of goals and character development.
20. How do you want your character to die? Your character won’t live forever, although you might not play him or her to the end. If you had your choice of deaths for your character, what would it be? Death of old age, having survived through all his or her trials? Perhaps a bloody, violent death? A noble sacrifice? Happenstance? It can also provide an unusual layer of texture to your roleplaying, as you have a better understanding of your character’s fate. It will also tell you if your character is a tragic or heroic one. Finally, it can help your GM in resolving conflicts in-game if he or she has an idea of your comfort zone with threats to your character’s life. I’m not precious about my characters so if they are required to die to further the story telling (and provide an impact to the surviving players) then I’m cool with that. Honestly I think if Jerukh finds himself on these adventures, and becomes comfortable in his own skin then he’d die a happy half breed. Noble sacrifice probably best suits his death scene should it be forced upon him.

Status:

HP: 10/10 | AC:15/T12/FF13
Non-Lethal: 10/10
Buffs: -
Conditions: -
Alchemy (2/day): Cure Light Wounds; Heightened Awareness
Bombs (4/day):
Mutagen (1/STR):