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Jakardros Sovark

Janosz Frogshanks's page

2,527 posts. Alias of Vattnisse.

Full Name

Janosz Frogshanks




Ranger 7/Eldeen ranger (Gatekeeper) 5/Fighter 1







Special Abilities

Favoured Enemy; Wild Empathy; Favoured Terrain; Hated Enemy; Slippery Mind; Woodland Stride


Chaotic Good


Druidic traditions, but also pays homage to rustic aspects of Arawai and Balinor


Hails from the Shadow Marches, lives in the Cassan's Bridge neighbourhood in Middle Menthis


Common, Orcish, Sylvan, Undercommon


Tracker and explorer

Strength 14
Dexterity 24
Constitution 14
Intelligence 12
Wisdom 16
Charisma 11

About Janosz Frogshanks

Appearance: 5’7", 180 lbs. Janosz is a short, broad man with deeply suntanned skin, brown eyes and black hair. Complex interlocking ritual tribal scarification covers the backs of his hands, and long, jagged scars, vivid reminders of numerous too-close fights, run across his forehead and throat. He dresses in dark forest colours and well-oiled mail, with his upper body crisscrossed by a multitude of straps and bandoliers holding both adventuring gear and good-luck fetishes.

Janosz likes collecting and keeping trophies - prominent ones include a dragon skull, a demon-wolf pelt and a tea mug fashioned from a warforged head. He also has a number of tattoos commemorating important events and particularly memorable foes. They include:
* A large tattoo of a crane spearing a frog on his right shoulder, which is a tribe-specific tattoo that identifies him as a skilled hunter and woodsman.
* The left side of Janosz' neck is a mess of scar tissue. The right side of his neck has a tattoo of a ancient stone portal wrapped in vines, marking him as a member of the Gatekeepers.
* A tattoo of severed troll heads backed by crossed arrows on the right side of chest.
* A tattoo of heaped ogre heads topped by the barghest's demonic visage on his lower back.
* A tattoo of piled, broken mechanical monsters on his lower right leg.
* A tattoo of numerous semi-translucent humanoids with indistinct features standing in front of piles of gargantuan bones and weapons covers his lower left leg.
* A tattoo of a cracked holy symbol of Vol on the bottom of his right foot, positioned so he's continuously grinding it under his heel.

XP: 221.201 after beating the Blue Meanies in the audience chamber

Initiative: +7

Perception: +27, Darkvision 60'

AC: 31, touch 22, flat-footed 24; (+7 shadow mithril chain shirt +3, +7 Dex, +3 darkwood buckler +2, +2 ring, +2 natural armour)

HP: 100 (HD: 7d10+14+5d8+10+1d10+2); Current damage:

Saves: Fort +14, Ref +17, Will +11 (including Cloak of resistance +2), +2 vs. spell-like, supernatural and psionic abilities of aberrations

Speed: 30' (6 squares)

Melee: Byeshk warhammer +1 +16/+11/+6 (1d8+3/ 20 x3) or dagger +1 +16/+11/+6 (1d4+3/ 19-20 x2)

Ranged: Flaming shocking composite longbow +1 (+2 STR) +23*/+18/+13 (1d8+3+1d6 fire+1d6 electricity)/ 19-20 x3/ RI 110' w/Manyshot; the first attack rolls damage twice)
or +21*/+21/+16/+11 (1d8+3+1d6 fire+1d6 electricity)/ 19-20 x3/ RI 110' w/Rapid Shot and Manyshot as Full Attack; the first attack rolls damage twice)
or +17*/+17/+12/+7 (1d8+11+1d6 fire+1d6 electricity)/ 19-20 x3/ RI 110' w/Rapid Shot, Manyshot and Deadly Aim as Full Attack; the first attack rolls damage twice)

Space: 5'; Reach 5'

Base Attack: +13/+8/+3

Combat maneuver bonus: +15

Combat maneuver defense: 34 (10+BAB+STR+DEX+deflection bonus)

Combat Gear: Flaming shocking composite longbow +1 (+2 STR), Byeshk warhammer +1, Dagger +1, potion belt containing 3 flasks of oil, 4 bottles of alchemist's fire, 3 potions of Cure light wounds, potion of Bear's endurance, Cure serious wounds, Heroism, Protection from evil, Shield of faith (+2), Spider climb, and Invisibility, oil of Magic weapon, wand of Cure light wounds w/36 charges.

Feats: Alertness, Self-sufficient, Endurance (B), Point Blank Shot, Rapid Shot (B), Manyshot (B), Precise Shot, Weapon Focus: Composite longbow, Improved Critical: Composite longbow, Clustered Shots, Iron Will, Deadly Aim (B)

Special abilities: Tracking (+3 on Survival checks to follow tracks); Animal Empathy +7; Favoured Enemy (aberrations +6, humans +4, magical beasts +2); Favoured Terrain (swamp +2); Combat Style (archery); Hunter's Bond (companions); Resist Corruption, Hated Enemy (use 1 action point when attacking favoured enemy; if it hits, it does double damage), Darkvision 60', Slippery Mind (reroll failed save vs Enchantment effects one round after original save; use same save DC), Woodland Stride (move through any undergrowth at normal speed and without taking damage)

Action points: 12 of 12 (2d6)

Skills: Acrobatics +20* (13r), Climb +17* (12r, class skill, +17* if using climbing kit), Craft (bows) +5 (1r, class skill), Handle animal +4 (1r, class skill), Heal +10 (2r, class skill, +2 from Self-sufficient), Intimidate +9 (6r, class skill), Knowledge (dungeoneering) +7 (3r, class skill), Knowledge (geography) +5 (1r, class skill), Knowledge (nature) +15 (11r, class skill), Linguistics +3 (2r), Perception +27 (12r, class skill, +4 from Alertness, +5 equipment bonus), Ride +11* (1r, class skill), Sense Motive +19 (12r, +4 from Alertness), Spellcraft +5 (1r, class skill), Stealth +27* (12r, class skill, +5 competence, +1 equipment bonus in shadowy conditions), Survival +22 (12r, +4 from Self-sufficient), Swim +11* (6r, class skill)

Janosz has taken +1 skill point per level of his favoured class (ranger). Skills marked with (*) includes ACP (currently 0).

Spells (CL 3, Save DC 12+level):
Lvl 1 (1+1): Gravity bow, Longstrider
Lvl 2 (0+1): Wind wall

Languages: Common, Orcish, Sylvan, Undercommon

Clothing: Broad-brimmed floppy hat, potion belt, explorer's outfit (8 lbs.), Eyes of the eagle, Headband of Mental Prowess (+2 WIS and +2 CHA), Belt of incredible dexterity +4, Darkweave cloak of resistance +2, Lesser bracers of archery (+1 atk with bows, effects included above), Immovable rod attached to a heavy chain around his waist

Weapons: Byeshk warhammer +1 (5 lbs.), Dagger +1 (2 lbs), Flaming shocking composite longbow +1 (+2 STR) w/320 regular and 15 silver arrows in an Efficient quiver (3 lbs);

Armour: Shadow mithril chain shirt +3 (12 lbs), Darkwood buckler +2 (2 lbs), Ring of protection +2, Amulet of natural armour +2;

Possessions: (49/58 lbs.; Light load) clothing, weapons, armor, and combat gear (24 lbs.), plus backpack containing a bedroll, flint and steel, climbing kit, healer's kit, box of caltrops, 20' rope w/grappling hook, 3 days' worth of trail rations, and a waterskin (25 lbs.); identity papers w/portrait, a belt pouch containing 9384 gp, 15 sp, 15 cp, large fiendish worg pelt that serves as his bed, tea mug crafted from the head of Darkheart's warforged artificer, Huge white dragon skull, 2 casks of goodberry wine (10 doses left)


Before Combat Janosz casts Longstrider before battle starts. If given time, he will hide and then strike from concealment.
During Combat Janosz stays out of melee if at all possible, using Rapid Shot, Manyshot and Point Blank Shot. He drops Rapid Shot if he trouble hitting his targets. He prefers to target spellcasters and non-melee combatants.
Morale Janosz will fight until death against aberrations. He otherwise follows the party's strategy.


Janosz hails from a tribe of near-feral humans living deep in the Shadow Marches. In this area, the cults of the Dragon Below are common, and religious and ethnic tribal raiding is a major danger. Recently, while he was out hunting, crazed disciples of the Dragon Below burned and pillaged his tiny village, killing many and driving away the rest. After burying his friends and family, Janosz left, intending to join the Gatekeepers and take revenge on the Khyber cultists. However, after being rejected by the local druids, Janosz left the swamps in a huff and signed on with a Tharashk caravan bound for the distant metropolis of Sharn. Once there, he decided to join the great House. In their service, he hopes to explore hidden lands, increase his power and knowledge, and take his vengeance upon those that worship the dark powers. After that, perhaps the Gatekeepers will accept him into their ranks as well?

Important NPCs:

Orlaith - vampire priestess of Vol, lives in the Grey House in Sharn
Darkheart - evil warforged champion and follower of the Lord of Blades
Helkashtai - official at the Riedran embassy in Sharn; she is a powerful psion.
The Master - mindflayer living underneath Sharn. In charge of the Cult of the Dragon Below there. Gelb and Jeeboo both work for him.
Jeeboo - goblin sorcerer associated with the Cult of the Dragon Below in Sharn. Rival of Gelb, who deposed him as prophet. Owns a store in the Dragoneyes district.
Gelb - changeling murderer associated with Dassk; recently escaped from jail where he was serving time for killing and impersonating Brother Erfan. Currently serves as the prophet of the Cult of the Dragon Below in Sharn while impersonating City Watch sergeant Croke. Rival of Jeeboo.
Ranticar - rogue Cannith artificer; the man behind the Project Prosper warforged. His spirit is currently in the possession of The Master.
Joraeyel - undead elven loremaster in Taer Valaestas
Jolz - orcish Gatekeeper druid in Skysedge Park in Sharn, guarded by Graka and an assortment of Gatekeepers, including Balgat
Havakhad - leader of the Sharn kalashtar, assisted by Selkatari
Marrius - skyship captain and disgraced Karrnathi naval officer. His crew is Valentis, Barkhad, Ferez, Trinkis and Salvorazo
Choom - king of the Redscale kobolds in the Byeshk Mountains. His ambassador to Breland is Varssh
Aris - senior Sharn paladin of the Church of the Silver Flame
Erix - high-ranking Flamic priest in Sharn
Meeralk - medusa ex-representative of Droaam in Sharn. Worked with the now-deceased Shaak, a member of Dassk. Murdered in prison after the Dassk train raid.
Gath - undead priest of the Keeper in Sharn. Lives in Halden's Tomb in the Tavick's Landing district.
Gaia Sotharr - Warden of the Warden Tower of Dragon Crypts, and priestess of the Flame in Sharn.

Stuff in the tent:


* Two canoes with oars
* 600' of hemp rope and three grappling hooks
* 90 days of trail rations for each party member
* 30 barrels filled with fresh water
* 50 pounds of salted meat
* 300 pounds of oats and grains
* barrels holding 1000 arrows
* Lots of tools, including frying pans, hatchets, sledges, hammers, shovels and crowbars, plus a portable ram and a pair of block-and-tackle assemblies
* Janosz' room is outfitted with a overstuffed chair, a weapon-training dummy and a small table, with his dragon skull hanging on a wall. He sleeps on a pile of demon-wolf furs stacked in a corner.

Magebred mule:


Size/Type: Large Animal
HD: 3d8+15 (32 hp)
Initiative: +2
Speed: 40 ft. (8 squares)
AC: 16 (-1 size, +2 Dex, +5 natural), touch 11, flat-footed 14
BAB/Grapple: +2/+11
Attack: Hoof +6 melee 1d4+5)
Full attack: 2 hooves +6 melee (1d4+5)
Space/Reach: 10 ft./5 ft.
SQ: Low-light vision, Scent
Saves: Fort +8, Ref +5, Will +1
Abilities: Str 20, Dex 14, Con 20, Int 2, Wis 11, Cha 6
Skills: Climb +7, Jump +5, Listen +6, Spot +6, Swim +7
Feats: Alertness, Athletic, Endurance
Carrying capacity: Light load: 0-399 lbs, Medium load: 400-796 lbs, Heavy load: 797-1200 lbs

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