Zoria

Jessamy Pierce's page

1,320 posts. Alias of motteditor (RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16).


Full Name

Jessamy Pierce

Race

HP 93/93, AC 26/17/26, F +6, R +13 (+3 vs. traps), W +5, Init +9, Per +15

Classes/Levels

Feral Rogue 12

Size

M

Age

16

Alignment

CG

Location

Sandpoint

Languages

Common, Giant, Varisian, Shoanti, Thassilonian

Strength 12
Dexterity 20
Constitution 15
Intelligence 14
Wisdom 10
Charisma 14

About Jessamy Pierce

[dice=Perception (+3 vs. traps)]1d20+15[/dice]

[ spoiler=Status]
HP 93/93
AC 26, touch 17, flat-footed 26
Fort +6, Ref +13 (+3 vs. traps), Will +5
CMD 20
Touch of good: 0/5; Hunter's Howl: 0/3
Effects:
[/spoiler]

Feral Rogue

Favored Class: Rogue

Hit Points: 85
[dice=Initiative]1d20+7[/dice] (+3 Dex, +4 Improved Initiative)
Speed: 30 feet

Feral Rogue attacks:

BAB: +9/+4
Melee: +10/+5
Ranged: +13/+8

Short sword:
[dice=+1 mithril short sword]1d20+15[/dice]
[dice=Damage]1d6+2+6[/dice]
[dice=Sneak attack (+2 Str damage)]6d4[/dice]

[dice=+1 mithril short sword]1d20+10[/dice]
[dice=Damage]1d6+2+6[/dice]
[dice=Sneak attack (+2 Str damage)]6d4[/dice]
Critical: 19-20/x2; Range: 10'; Type: P

Black Athame:
[dice=+2 giant-bane dagger (+2 vs. giants)]1d20+15[/dice]
[dice=Damage]1d4+3+6[/dice]
[dice=Damage vs. giants]2d6+2[/dice]
[dice=Sneak attack (+2 Str damage)]6d4[/dice]

[dice=+2 giant-bane dagger (+2 vs. giants)]1d20+10[/dice]
[dice=Damage]1d4+3+6[/dice]
[dice=Damage vs. giants]2d6+2[/dice]
[dice=Sneak attack (+2 Str damage)]6d4[/dice]
Critical: 19-20/x2; Range: 10'; Type: P

TWF daggers:
[dice=+3 human bane dagger (TWF, +2 vs. humans)]1d20+14[/dice]
[dice=Damage]1d6+2+6[/dice]
[dice=Sneak attack (+2 Str damage)]6d4[/dice]
[dice=Human bane damage]2d6+2[/dice]

[dice=+2 giant dagger (TWF, +2 vs giants)]1d20+13[/dice]
[dice=Damage]1d4+3+6[/dice]
[dice=Sneak attack (+2 Str damage)]6d4[/dice]
[dice=Giant bane damage]2d6+2[/dice]

[dice=+3 human bane dagger (TWF, +2 vs. humans)]1d20+9[/dice]
[dice=Damage]1d6+2+6[/dice]
[dice=Sneak attack (+2 Str damage)]6d4[/dice]
[dice=Human bane damage]2d6+2[/dice]

[dice=+2 dagger (TWF, +2 vs giants)]1d20+8[/dice]
[dice=Damage]1d4+3+6[/dice]
[dice=Sneak attack (+2 Str damage)]6d4[/dice]
[dice=Giant bane damage]2d6+2[/dice]
Critical: 19-20/x2; Range: 10'; Type: P

TWF daggers(flanking with Pirknok):
[dice=+3 human bane dagger (TWF, flanking with Pirknok)]1d20+14+4[/dice]
[dice=Damage]1d6+3+6[/dice]
[dice=Sneak attack (+2 Str damage)]6d4[/dice]
[dice=Human bane damage]2d6+2[/dice]

[dice=+2 dagger (TWF, +2 vs giants, flanking with Pirknok)]1d20+13+4[/dice]
[dice=Damage]1d6+2+6[/dice]
[dice=Sneak attack (+2 Str damage)]6d4[/dice]
[dice=Giant bane damage]2d6+2[/dice]

[dice=+3 human bane dagger (TWF, flanking with Pirknok)]1d20+9+4[/dice]
[dice=Damage]1d6+3+6[/dice]
[dice=Sneak attack (+2 Str damage)]6d4[/dice]
[dice=Human bane damage]2d6+2[/dice]

[dice=+2 dagger (TWF, +2 vs giants, flanking with Pirknok)]1d20+8+4[/dice]
[dice=Damage]1d6+2+6[/dice]
[dice=Sneak attack (+2 Str damage)]6d4[/dice]
[dice=Giant bane damage]2d6+2[/dice]
Critical: 19-20/x2; Range: 10'; Type: P

Dagger:
[dice=Dagger]1d20+14[/dice]
[dice=Damage]1d4+1+6[/dice]
[dice=Sneak attack (+2 Str damage)]6d4[/dice]

[dice=Dagger]1d20+9[/dice]
[dice=Damage]1d4+1+6[/dice]
[dice=Sneak attack (+2 Str damage)]6d4[/dice]
Critical: 19-20/x2; Range: 10'; Type: P or S

Short bow:
[dice=Composite shortbow]1d20+14[/dice]
[dice=Damage]1d6+1+6[/dice]
[dice=Sneak attack (+2 Str damage)]6d4[/dice]

[dice=Composite shortbow]1d20+9[/dice]
[dice=Damage]1d6+1+6[/dice]
[dice=Sneak attack (+2 Str damage)]6d4[/dice]
Critical: x3; Range: 60'; Type: P
Ammunition: 16 arrows

Defense:

AC: 26 (+9 armor, +5 Dex, +1 Dodge, +1 deflection)
Touch: 17
Flat-footed: 26
CMD: 21
Armor: Mithril agile breastplate of comfort +3 (Armor Bonus: +9; Max Dex: +5; Armor Check Penalty: 0; Type: Medium; Weight: 12.5 lbs.; Spd: 30 ft.)

Fortitude save: 7 (4 base, 1 profane, 2 Con)
[dice=Fort save]1d20+7[/dice]
Reflex save: 14 (8 base, 1 profane, 5 Dex)
[dice=Reflex save (+4 vs. traps)]1d20+14[/dice]
Will save: 6 (4 base, 0 Wis, 1 profane, 1 trait)
[dice=Will save]1d20+6[/dice]

Class abilities:

Sneak attack: +6d4

Trapfinding: A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

Evasion: If a rogue makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Trap sense: +4 AC and Reflex saves vs. traps

Uncanny Dodge: Retain Dex bonus to AC when flat-footed.

Improved Uncanny Dodge: A rogue of 8th level or higher can no longer be flanked.

Combat Precision: +1 on weapon damage rolls per die of sneak attack. This bonus applies at all times.

Rogue Talents:
Combat training: Weapon Finesse
Combat training: Weapon Focus
Combat trick: Combat Reflexes
Minor divine magic (Good domain): +4 to rolls for 1 round, 5/day
Touch of Good (Sp) - You can touch a creature as a standard action, granting a sacred bonus on attack rolls, skill checks, ability checks, and saving throws equal to half your cleric level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Crippling Strike* (Ex): A rogue with this ability can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage.
Opportunist (Ex): Once per round, the rogue can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as an attack of opportunity for that round. Even a rogue with the Combat Reflexes feat can't use the opportunist ability more than once per round.

Others to consider: Assault leader, minor magic, powerful sneak, resiliency, improved resiliency).

Hunter's Howl: Cast hunter's howl 3/day as a swift action. (Worth 3,000 gp)

Feats:

Two-weapon Fighting: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. See Two-Weapon Fighting in Combat.
Improved Initiative: +4 Initiative
Dodge: +1 AC
Weapon Finesse*
Weapon Focus*: Short sword
Quick Draw
Combat reflexes*: You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
Improved Two-Weapon Fighting: In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with it, albeit at a –5 penalty.
Combat Expertise: -3 to hit for +3 AC
Outflank (bonus teamwork feat with Pirknok): Whenever you and an ally who also has this feat are flanking the same creature, your flanking bonus on attack rolls increases to +4. In addition, whenever you score a critical hit against the flanked creature, it provokes an attack of opportunity from your ally.
Gang Up (from Book of War): You are considered to be flanking an opponent if at least two of your allies are threatening that opponent, regardless of your actual positioning.
Extra Rogue Talent: Opportunist (Ex): Once per round, the rogue can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as an attack of opportunity for that round. Even a rogue with the Combat Reflexes feat can't use the opportunist ability more than once per round.

* From rogue tricks

improved two-weapon feint

Feral Rogue skills:

Skill points/level: 9 (6 + 2 Int +1 human)

Acrobatics (12 ranks, 3 class skill, 1 profane, 3 Dex)
[dice=Acrobatics]1d20+19[/dice]

Appraise** (via Knowledge (local))
[dice=Appraise]1d20+18[/dice]

Bluff** (via Knowledge (local))
[dice=Bluff]1d20+18[/dice]

Climb (5 ranks, 3 class skill, 1 profane, 1 Str)
[dice=Climb]1d20+10[/dice]

Diplomacy (3 ranks, 3 class skill, 1 profane, 2 Cha)
[dice=Diplomacy]1d20+9[/dice] OR Knowledge (history)

Disable Device** (via Knowledge (dungeoneering), +2 MWK thieves' tools)
[dice=Disable Device (+6 vs. traps)]1d20+20[/dice]

Escape Artist (7 ranks, 3 class skill, 1 profane, 3 Dex)
[dice=Escape Artist]1d20+14[/dice]

Knowledge (dungeoneering) (12 ranks, 3 class skill, 1 profane, 2 Int)
[dice=Knowledge (dungeoneering)]1d20+18[/dice]

Knowledge (history) (2 ranks, 3 class skill, 1 profane, 2 Int)
[dice=Knowledge (history)]1d20+8[/dice]

Knowledge (local) (12 ranks, 3 class skill, 1 profane, 2 Int)
[dice=Knowledge (local)]1d20+18[/dice]

Linguistics** (2 ranks for language, but via Knowledge (history))
[dice=Linguistics]1d20+8[/dice]

Perception (12 ranks, 3 class skill, 1 profane, 0 Wis)
[dice=Perception (+6 vs. traps)]1d20+16[/dice]

Profession (barkeep) (1 rank, 3 class skill, 1 profane, 0 Wis)
[dice=Profession (barkeep)]1d20+5[/dice]

Sense Motive (12 ranks, 3 class skill, 1 profane, 0 Wis)
[dice=Sense Motive]1d20+16[/dice]

Sleight of Hand (9 ranks, 3 class skill, 1 profane, 3 Dex)
[dice=Sleight of Hand]1d20+16[/dice]

Stealth (12 ranks, 3 class skill, 1 profane, 3 Dex)
[dice=Stealth]1d20+19[/dice]

Survival** (via Knowledge (dungeoneering))
[dice=Survival]1d20+18[/dice]

Swim (1 rank, 3 class skill, 1 profane, 1 Str)
[dice=Swim]1d20+6[/dice]

Use Magic Device (12 ranks, 3 class skill, 1 profane, 2 Cha)
[dice=Use Magic Device]1d20+18[/dice]

** Via tailored skillset

Other class skills
Craft (Int), Intimidate (Cha), Linguistics (Int), Perform (Cha)

Bonus skills
Knowledge (history) (Int), Knowledge (geography) (Int)

The types of Knowledge and their associated skills are: Arcana (Use Magic Device, Spellcraft), Dungeoneering** (Disable Device, Survival), Engineering (Disable Device, Climb), Geography (Survival, Perception), History (Diplomacy, Linguistics), Local** (Appraise, Bluff), Nature (Handle Animal, Ride), Nobility (Diplomacy, Intimidate), Planes (Diplomacy, Disguise), and Religion (Diplomacy, Heal)

Gear:

Combat gear
+1 adamantine short swords* (6,000 gp, 2 lbs.)
Witches' athame (+2 giant bane dagger), (18,000 gp, 1 lb.)
2 daggers (4 gp, 2 lbs.)
Composite shortbow +1 Str (150 gp, 2 lbs.)
Goblin skull bomb* (1,200 gp, 1 lb.)
Ring of protection +1* (2,000 gp)
Belt of Incredible Dexterity +2* (4,000 gp)
Mithril agile breastplate of comfort +3* (13,400)
Winged boots

Non-combat gear
Handy Haversack* (2,000 gp, 5 lbs.)
-Bedroll (1 sp, 5 lbs.)
-Waterskin (1 gp, 4 lbs.)
-Whetstone (2 cp, 1 lb.)
-Daily clothes, traveler's outfit (1 gp, 5 lbs.)
-Marbles (1 sp, 2 lbs.)
Tome of War*
Devilstone*: +1 profane bonus to saving throws, ability checks, and skill checks

3 Belt pouches (3 gp, 1.5 lbs.)
-Compass (10 gp, 1/2 lb.)
-Mwk. thieves' tools (100 gp, 1 lb.)
-2 sunrods (4 gp, 2 lbs.)

40 pp, 7,017 gp, 13 sp, 8 cp

Traits:

Eternally Optimistic: +1 trait bonus to Will saves.

Monster Hunter: +1/+1 vs. aberrations and magical beasts.

Racial traits:

+2 to One Ability Score: Applied to Dexterity.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Languages: Humans begin play speaking Common.

Background:

Once upon a time, there was a family of wealthy nobles living in splendor in Korvosa. Adamar and Saria Voulge had everything their daughter could possibly want growing up -- money to buy beautiful dresses and jewelry; tutors to teach lessons, magic and swordplay; guards to keep her safe; and of course servants to cook meals and clean food. As a result, their daughter, Adelia, was a bit ... spoiled. Most often, she merely had to ask for something to get it, and in the rare instances that didn't happen, tears and screams resulted.

Of course, not everyone in the Voulge household was quite so lucky. Roldan and Carawyn Saal were a pair of the servants who toiled for the Voulges. They had considerably less, their meager wages putting a roof over their home and most of the time food on the table, though that included taking some of the leftovers Adelia decided she didn't want after Carawyn -- or "Cook" as Adelia knew her -- has already prepared it.

Roldan and Carawyn also had a daughter, Jessamy. Jessamy did not have all the dresses and jewelry she wanted, just a cotton frock and a collar she'd woven together out of colored threads her father had brought home from the Voulge manor. She didn't have any servants and spent most of her days trying to help her parents at her home while they waited hand and foot on the Voulges. She didn't have any tutors, and after learning her basic letters and numbers at the local temple of Abadar, was on her own.

What she did have was a the freedom to walk the streets of the city, where she would listen to the merchants swap stories of life on the road. She learned of all the most famous adventurers, gaining fame and fortune as they explored the world. Finally, when she decided she was old enough, Jessamy ran away from home, enlisting as a cabin girl on a merchant vessel. And while it was exciting -- certainly better than scrubbing pots back home -- it also wasn't that much different. She was still scrubbing pots and decks and sewing sails, even if she had learned some basic swordplay as well.

Jessamy realized that just being at sea wasn't enough. She wanted the life Adelia Voulge had. She wanted fame and fortune. So, with stories still filling her head, she set out for Sandpoint, where she figured she would make her name by defeating the infamous Sandpoint Devil.

Plot notes:

Runeforge journal

Merapi's note

Barl's note, with more mention of Mokmurian

The next day the party finds themselves once again within the Rusty Dragon alongside Sheriff Hemlock and Shalelu, poring over a map of the surrounding lands.

”If Mokmurian is where the giants say, the best route by foot’s going to be up the Lost Coast Road, over to Ember Lake, then up to Galduria, Wolf ’s Ear, Ravenmoor, and finally the Storval Stairs”, Hemlock explains while drawing a route along the map with the tip of his dagger. ”It’s a long route, and one known to be patrolled by giants, but it’s the quickest by a good margin.”

”From the top of the stairs”, Shalelu explains picking up. ”You’ll want to head directly east into the Iron Peaks and the Valley of the Black Tower. Up through Ravenmoor, this journey travels along roads and tracks and trails, but beyond Ravenmoor it’s open country. The journey is about 320 miles long but most of it is open road so it shouldn’t take longer than 15 days.”

”We’ve packed enough food and water to get you there”, she says while patting a bulging saddlebag laid across the table next to the map. ”But you might want to forage along the way to supplement it.”

STANZA
"If magic bright is your desire, to old Runeforge must you retire! For only there does wizards' art receive its due and proper start." He reads out loud.

"On eastern shores of steaming mirror, at end of day when dusk is nearer, where seven faces silent wait encircled guards at Runeforge gate."

"Each stone the grace of seven lords, one part of key each ruler hoards; If offered spells and proper prayer, take seven keys and climb the stair."

"On frozen mountain Xin awaits, his regal voice the yawning gates. Keys turn twice in Sihedron - occulted Runeforge waits within."

"And now you've come and joined the Forge upon rare lore your mind can gorge. And when you slough the mortal way in Runeforge long your work shall stay."