Sorcerer 3 | 18/20 HP | 13 AC (+2 in jungle) 13 T 11 FF | 11 CMD | F +4 R +3 W +2 (+2 vs fear) | Init +7 | Perc +5 | SM -1 | Thunderstaff 7/7 | Spells: 1st 6/6
Defense AC 13, 13 touch, 11 flat-footed (+2 Dex, +1 size); +2 in jungle
HP 20 (3d6+6)
Fort +4 Ref +3 Will +2 (+2 vs fear)
Resist electric 5, sonic 5
Special Bond to the land (jungle); winds one less step severe
Offense Speed 20 ft
Melee +1 dagger (1d3-1, 19-20/x2)
Ranged +5 masterwork light crossbow (1d6, 19-20/x2)
Special Attacks thunderstaff 7/day
Weapons and Armor
Dagger
Masterwork light crossbow
Consumables
30 bolts
Acid x2
Alchemist’s fire
Alkali flask x2
Potion of cure light wounds x3
Scroll of comprehend languages
Scroll of enlarge person x2
Scroll of glitterdust
Scroll of infernal healing
Scroll of mount x2
Scroll of vanish
Tanglefoot bag x2
Wand of touch of the sea (15 charges)
Other Gear
Hot weather outfit (free)
Sorcerer’s kit:
-MW Backpack
-Bedroll
-Belt pouch
-Flint & steel
-Iron pot
-Mess kit
-Soap
-Torches (10)
-Rations (5)
-Waterskin
Funds
539 gold (minus camping gear)
Appearance:
Jit is a weatherbeaten but energetic gnome who clearly dresses in the practical lightweight clothes of a sailor - or pirate. Her coloration is a bit duller than is typical, but other folks usually only mistake her for a halfling until they see the glint of lightning in her eyes or are on the receiving end of her face-stretching grimace.
Personality:
Jit is self-assured, or at least tries her best to always appear that way. She grins widely as if she knows something that other people don’t, which morphs into a strained grimace if she feels pressured. She loves the thrill of exploration and thrives on danger as only a gnome can - wholly and sometimes disturbingly so. Always ready for new experiences, she tends to be amenable to others’ suggestions, happy to go with the flow of whatever group she’s with. The only time she hesitates is in matters of luck - she advises caution whenever any course of action involves luck, especially bad luck, but it’s unclear where her ideas of what things count as bad luck come from.
Background:
A gnome born in the Shackles, Jit early on developed a taste for danger and wanderlust. She became a sailor as soon as she was able, taking jobs with pirates, privateers, and even the occasional legitimate merchant ship. She fell in love with the sea, the sky, and the lush jungles to the south of her otherwise swampy home. Unfortunately for her career as a sailor, after a few years things started to change. She would feel the wind long before anyone else noticed it; she could taste the lightning in a storm from miles away; her voice would crackle with thunder and she felt herself drawn to the rain. As her magical powers blossomed, storms seemed to follow whatever ship she was on, drenching them in rain and threatening to strike them with lightning that always crashed into the sea further off. She started to earn a reputation for bad luck - a fate worse than death for a sailor’s life.
She knew that talk was all nonsense, though. How could she have anything but good luck, hearing as she did of the opportunities present in a Sargavan frontier town trying to push south into the jungle? How could it be bad luck to catch wind of the piles of long-abandoned treasure just ripe for the picking just outside of Pridon’s Hearth? Hopping on board the Kaava Cutter - luckily avoiding anyone who was prejudiced against her as a storm-magnet - she hopes to make a new home to the south where the storms and jungles call her name.