Paizo Top Nav Branding
  • Hello, Guest! |
  • Sign In |
  • My Account |
  • Shopping Cart |
  • Help/FAQ
About Paizo Messageboards News Paizo Blog Help/FAQ
Arclord of Nex

Jethryk Devarre's page

173 posts. Alias of Luke_Parry.

Full Name

Jethryk Devarre




Fighter (Two-Hand Fighter) 5 / Ranger (Urban Ranger/Falconer) 1


(AC 21/11/20; HP 27/46; Fort +9, Ref +4, Will +2; Init +1, Perception +10)


Medium (6'2")




Lawful Evil




Common, Infernal


Medical Student

Strength 21
Dexterity 12
Constitution 12
Intelligence 12
Wisdom 12
Charisma 10

About Jethryk Devarre

Jethryk is a tall, wiry young man with coal-black hair, pale skin, and icy blue eyes. He rarely smiles, as that shows off the fact that his teeth are a tad too sharp for any 'normal' man. Despite his size (and his fairly looming presence as a result), Jethryk does his best to maintain a low profile, preferring to skulk around the edges of a gathering, rather than engaging in a direct 'line of attack'.

Born the youngest of five sons to a minor noble
family in the capital of Talingarde, Jethryk's early days were hardly ones filled with privation, but he chafed at the knowledge that his effective inheritance was worthless; his eldest brother was destined to inherit the family estate, his second eldest and third eldest brothers found commissions in the Talingarde military, and his fourth eldest brother was bundled off to join the clergy. Showing no interest in the military, nor the clergy, his options were limited; he needed *some* way to support himself, after all, ideally one that would be appropriate for a gentleman...

His main accomplishment seemed destined to be draining the family wine cellar, until his despairing father hit upon the idea of sending him to medical school; whilst hardly the most prestigous of professions, at least becoming a physician would give him a veneer of respectability.

Jethryk, of course, immediately hated it; the cramped, dingy halls of the teaching hospital, and the ungodly smells, were hardly what he was used to. Still, he eventually uncovered a passion for anatomy; initially experimenting primarily on lesser animals (mostly birds, rats, cats, and the occasional stray dog he thought no-one would miss), he desperately wanted to explore human anatomy, but the dissection courses offered in that were ruinously expensive... or so he thought, until he hit upon the idea of providing a body of his own.

Procuring a shovel, he decided to lurk one evening down near the pauper's cemetery, hoping to find some freshly-turned earth... However, once he started digging, he realised that this was too much like actual work; there had to be another option. Instead, he started scouring the streets and alleys, hitting upon the idea of looking for the body of a recently deceased vagrant. After all, who would miss one such as that?

Eventually, his patience was rewarded, for he discovered the body of a beggar in a dark alley... However, when he started to man-handle the 'body' into a nearby barrel, he received a rude shock, for there was still some life left in the beggar's body! In a blind panic, he threw the beggar to the ground, there was a sharp crack, the beggar jerked spasmodically for a few seconds, and then lay still.

Instantly realising the gravity of what he had done, Jethryk nonetheless remained calm, crammed the now-definitely-a-corpse into the barrel, sealed it, and procured the services of a porter to help him escort it back to the hospital. Once there, he felt it was prudent to dispose of the body as quickly as possible, and offered to sell it to one of the other students, who promptly offered the princely sum of 50gp for it.

Jethryk immediately put the whole affair out of his mind, and was a model student for the next week. However, after a while, when nothing happened to him, and he had had time to reflect on what had happened, Jethryk realised that he had hit upon a potential gold mine - turning the otherwise useless dregs of society into cold, hard cash. No-one would miss them, or at least, no-one important enough to actually do anything would care.

Thus, over the next few months, Jethryk turned 'live-resurrectioning' into an art form. Cloaked in black, he would prowl the deserted night-time streets, looking for potential marks; ideally drunks too intoxicated to notice their surroundings, or those too weak or infirm to resist. He would then sap them into unconsciousness, and smother them, before packing the body into a barrel, and having it hauled to one of the capital's medical schools, where the bodies (and therefore the evidence) quickly disappeared into the ever-hungry maw of the dissection chambers.

Still, he tried to be careful: He did not go out every night, or even every week; he varied the parts of the city where he would go to stalk his prey; and he tried not to be too greedy, never taking more than three or four 'consignments' per month. This state of affairs continued for almost two years, before fate intervened, and his careful web started to unravel: One of his victims, not quite as drunk as he thought they were, put up more of a fight than he was expecting, and although he was able to silence the man, he had to beat a hasty retreat, leaving his precious merchandise behind, lest he be discovered. Then, a week later, in a dissection room across town, one of the students recognised the body of a former servant, and began to ask inconvenient questions...

Feeling that things were becoming a little *too* lively for his personal taste, Jethryk wisely decided to cut his losses and retreat to the family estate, to no avail. Barely a week later, a posse of the local gendarmes presented to the Devarre estate, demanding that he be turned over to them. Jethryk's father initially refused, but once the full extent of his son's 'hobby' was made clear to him, he gladly handed Jethryk over to them, cursing the day he was born, and declaring that henceforth, he had no 5th son.

Jethryk is filled with a burning hatred for his family, both for the way they were unable to offer him opportunities and wealth, and the fact that they abandoned him once he proved to be a liability. He would like nothing better than to see them brought low, and would derive some satisfation from seeing them sent to the dissecting table. He also blames the city fathers and nobility in general for not having the intelligence to see that the poor, whilst nromally naught but a drain on society, can, with a little creative thinking, be turned into a lucrative resource.

Realistically, Jethryk would be happy to swear fealty to anyone who could save him from death. That said, the teachings of the Asmodeus would certainly appeal to... certain aspects... of his character, and he would undoubtedly become a devoted follower, once he was made aware of his doctrines.

Initiative: +1 [+1 Dex]
Senses: Perception +10, +2 vs. creatures not immune to fear
Speed: 30 ft (20ft in Armor)

AC: 21 (10 + 1 Dex + 10 (+1 Fullplate))
Touch: 11 (10 + 1 Dex)
Flat-footed: 20 (10 + 10 (+1 Fullplate))

Hit Points: 46/46

Fort: +9 Ref: +4 Will: +2

Base Atk: +6; CMB: +11; CMD: 22


Adamantine Greatsword (Power Attack, Furious Focus): +14/+7 to Hit; Dmg 2d6+16*; crit 19+/x2; Type S

*+1 versus living targets

Sling: +7 to Hit; Dmg 1d4+5; crit 20/x2; range 50 ft; Type B

Skill Points per level: 2 (Fighter) + 1 (Intelligence) + 1 (Human) + 1 (FC)
6 (Ranger) + 1 (Intelligence) + 1 (Human)
Acrobatics -4 (+1 Dex - 5 ACP)
Appraise +1
Bluff +0
Climb +0 (+5 Str - 5 ACP)
Craft(Alchemy) +10 (+1 Int + 6 ranks + 3 class skill)
Diplomacy +0
Disguise +0
Escape Artist -4 (+1 Dex - 5 ACP)
Handle Animal +4 (+0 Charisma + 1 rank + 3 class skill)
Heal +10 (+1 Wisdom + 6 ranks + 3 class skill)
Intimidate +9 (+0 Charisma + 6 ranks + 3 class skill)
Knowledge(Local) +10 (+1 Int + 6 ranks + 3 class skill)
Perception +10 (+1 Wisdom + 6 ranks + 3 class skill)
Perform +4
Professon(Resurrectionist) +5 (+1 Wisdom + 1 rank + 3 class skill)
Ride -4 (+1 Dex - 5 ACP)
Sense Motive +1
Stealth +0 (+1 Dex + 1 rank + 3 class skill - 5 ACP)
Survival +1
Swim +0 (+5 Str - 5 ACP)

1st: Power Attack
1st (Human Bonus Feat): Great Fortitude
2nd (Fighter Bonus Feat): Weapon Focus (Greatsword)
3rd: Endurance
3rd (Fighter Bonus Feat): Furious Focus
5th: Diehard
5th (Fighter Bonus Feat): Weapon Specialisation (Greatsword)

You have killed without just cause and been condemned for it. To be sent to Branderscar Prison, this was no typical killing but a particularly savage and unforgivable act. You may also have killed someone with powerful friends.

Punishment: Death by beheading

Benefit: You deal 1 additional point of damage when flanking a foe. This additional damage is a trait bonus.

Class Features:
Favored Enemy:
At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.

At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.

If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.

Favored Enemy: Human +2

Track (Ex):
A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.

Feathered Companion (Ex):
At 1st level, a falconer earns the trust and companionship of a bird of prey. The bird can be of any type of large hunting or scavenging bird (even a vulture). This ability functions like the druid animal companion ability (which is part of the nature bond class feature), but the falconer must take the bird animal companion, and that companion has only half the normal hit points. The falconer cannot teach the bird of prey the work trick, but can teach it either the roam or distract trick for free. Whichever trick the falconer does not pick then can be picked as a trick later.

Roam (DC 15)
The falconer can let his animal companion loose to roam and forage. He must let it roam for no more than a week. When the falconer lets it roam, it agrees to return to the place he let it loose within the time period he designates.

Distract (DC 20; bird only)
The animal companion flutters wildly around any enemy it would normally attack with the attack trick. It makes an attack roll against that enemy. On a hit, the enemy is shaken.

This ability replaces wild empathy.

Urban Ranger:
At 1st level, an urban Ranger adds Disable Device and Knowledge (local) to his list of class skills and removes Handle Animal and Knowledge (nature) from his list of class skills.

Shattering Strike (Ex):
At 2nd level, a two-handed fighter gains a +1 bonus to CMB and CMD on sunder attempts and on damage rolls made against objects. These bonuses increase by +1 for every four levels beyond 2nd.

This ability replaces Bravery.

Overhand Chop (Ex):
At 3rd level, when a two-handed fighter makes a single attack (with the attack action or a charge) with a two-handed weapon, he adds double his Strength bonus on damage rolls.

This ability replaces Armor Training 1.

Weaponing Training (Ex): Heavy Blades.


+1 Glammered Fullplate (5350)
Adamantine Greatsword (3050) + Locked Gauntlet (8)
Sling (-)
Skinsaw Mask (1500)
MW Cold Iron War Razor (316)
Signet Ring (5)
Waterskin (1)
Ioun Torch (75)
Sling Bullets (20/20) (0.2)

MW Backpack (50)
Bedroll (0.1)
Winter Blanket (0.5)
100 Silk Rope (20)
Grappling Hook (1)
Hammer (0.5)
Piton x10 (1)
Small Steel Mirror (10)
Crowbar (2)
10' Pole (0.05)
Surgeon's Tools (20)
Healer's Kit (10/10) (50)

Belt Pouch (1)
Flint and Steel (1)
Iron Vial x3 (0.3)
Chalk x3 (0.03)
Whetstone (0.02)

Coins: 37gp, 3sp, 0cp

Information for Alt. build. Please ignore :-):

[spoiler=Who are you?There is a curse upon those of the Devarre bloodline: An Infernal taint. Sometimes it skips a few generations, but its stain has marred those who belong to Jethryk's family for centuries. When it manifests, it victims are universally shunned, or worse, burned as witches, as they have obviously been tainted by Dark Powers.

In Jethryk's case, the taint manifested at puberty: He was wracked with fevers and chills for months, until one day, he started weeping tears of blood - black blood.

His parents, fearful of what might happen to their son, and, more importantly, the rest of their family, if Jethryk's condition became common knowledge, his parents quickly bundled him off to the capital, where he was nominally apprenticed to a local barrister that the family had had dealings with in the past.

Jethryk chafed at the virtual exile and imprisonment that had been forced upon him, but he studied the law, nursing a cold hatred for those who had abandoned him. One day, however, he found an avenue for escape: In an obscure legal codex, he discovered allusions to a contract that, when signed, granted the signatory unimaginable power... in exchange for a few small boons.

Blinded by thoughts of revenge, Jethryk failed to consider the implications of what he was seeking, and eagerly spent every waking moment he could call his own feverishly attempting to track down the hinted contract. His quest was largely fruitless for months, until, serendipitously, he found an ancient scroll, tucked into the space behind a shelf of tort law. When he read the words, he could barely contain his excitement, and eagerly whipped out a quill, using his own blood as ink. Upon signing his name, the scroll erupted into flame, and he was immediately beset with excruciating agony, as a glyph was seared into the flesh of his chest - an upside-down pentagram. Once the pain abated, he could feel warmth suffusing his body, his ice-cold heart melting as power thrummed through every fibre of his being. He left stronger, abler, as Infernal power suffused his form, accentuating previously subtle demonic features. Torching his master's library, he caught the man abed, and stabbed him to death with the silver-tipped quill he had used to transcribe court documents for so very many tedious hours, repaying the man with a long, drawn-out, excruciating death. He then left the capital, heading 'home'... It was high-time he paid his 'respects' to his parents...

After his initial 'breakthrough' in the capital, Jethryk maintained a low profile, skulking his way across the countryside, until he arrived at his home village. Once there, he bided his time, until he had opportunity to plant evidence implying that his parents consorted with dark powers. He watched with satisfaction as a mob formed, his betrayers were tied to poles, and torched, reveling in their painful deaths.

That night, he began to seek a more personal, and visceral, revenge on all others whom he had perceived had 'wronged' him in his youth - childhood 'friends', uppity servants, the local priest, a few businessmen, and certain members of the town guard... every night thereafter, he would invade a home, and quietly slaughter the inhabitants in their beds, leaving only what would become his calling card... a black quill buried deep in their left eye-sockets.

His reign of terror lasted for nearly a month, before a strike team of investigators from the capital (with divine support) managed to catch him in the act. However, rather than handing him over to the town to face mob justice, because his calling card linked him to the unsolved murder of the lawyer in the capital (not to mention the fact that he had killed several dozen members of his home town), they bundled him off to Branderscar Prison, there to face the full weight of the law...[/spoiler

[spoiler=What do you look like?
Jethryk is a tall, wiry 'human' with coal-black hair, pale skin, and icy blue eyes. He rarely smiles, as that shows off the fact that his teeth are far too sharp for any 'normal' man, but he is prone to fierce, fiery passions, which can make him forget himself... His demonic heritage is also evident in the prehensile, quasit-like tail he possesses, which he normally keeps carefully hidden underneath a cloak. Additionally, as a mark of his Infernal contract, Jethryk also has a large burn-scar in the shape of an upside-down pentagram emblazoned across his chest, but he prefers to hide this behind his rags as best he can.[/spoiler

[spoiler=Why do you want revenge?Talingarde has betrayed Jethryk - firstly in his youth, by necessitating his removal from his home to 'hide' his true nature, and secondly by sentencing him to death for seeking what he saw as 'justice'. As such, 'Talingarde' (which he sees as being synonymous with the royal family) deserves to perish.

He has no quarrel with the rank and file peasantry of the nation, though; provided they do not get in his way, he will leave them alone. He is not an anarchist, after all... He merely seeks redress for perceived wrongs; if doing so happens to place him in a position of power, so much the better.[/spoiler

[spoiler=Additional InformationIn terms of character development, something to consider: Although Jethryk does not realise it (I will deliberately not take Knowledge(Religion).), the contract that he signed deeded-over his soul to Asmodeus, with the option for the Archfiend to call on him for service during life, as well.

©2002–2014 Paizo Inc.®. Need help? Email or call 425-250-0800 during our business hours: Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Inc., and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Inc. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Inc. under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.