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)
 Speed: 30ft Unarmoured/30ft Armoured 
 DEFENSE:  
AC 16 (10 Base, +2 Dex, +4 MW Chain Shirt Armour)
 OFFENSE:  
BAB +2 
 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
 +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)
 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
 *+1 alchemical bonus when using Leechwort - rises to +2 when attempting to staunch bleeding
 Background Skills
 LANGUAGES: Common, Orc, Varisian, Goblin, Giant GEAR/EQUIPMENT Combat Equipment: MW Chain Shirt; Longsword; MW Darkwood Club; Sling; & Sling Bullets (10);  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);  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
 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
 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… 
 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):  |