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Sable Company Elite Marine

Jutmon Symber's page

160 posts. Alias of Waterhammer.


Full Name

Jutmon Symber

Race

Human

Classes/Levels

Wizard 2 | HP 12/12 | AC 13 | T 13 | FF 10 | CMD 15 | F +1 | R +3 | W +4 | Init +2 | Per +3

Gender

Male

Size

Medium.

Age

20

Special Abilities

+3 to sight based perception checks, in bright light. ( Familiar.) Empathic link to familiar. Hand of the apprentice. (6/day.) Share spells w/familiar.

Alignment

Neutral Good

Deity

Nethys.

Languages

Common, Draconic, Goblin, Orc.

Strength 12
Dexterity 15
Constitution 12
Intelligence 17
Wisdom 12
Charisma 10

About Jutmon Symber

Statblock
Jutmon Symber
Male Human Wizard 2
NG Medium Humanoid (human)
Init +2; Senses Perception +3
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10 (+2 Dex, +1 dodge)
hp 12 (2d6+2)
Fort +1, Ref +3, Will +4
--------------------
Offense
--------------------
Speed 30 ft.
Melee Dagger +2 (1d4+1/19-20/x2) and
Dagger +2 (1d4+1/19-20/x2) and
Quarterstaff +2 (1d6+1/x2)
Wizard Spells Prepared (CL 2):
1 (3/day) Magic Missile, Magic Missile, Shield
0 (at will) Acid Splash, Ghost Sound (DC 13), Detect Magic, Dancing Lights
--------------------
Statistics
--------------------
Str 12, Dex 15, Con 12, Int 17, Wis 12, Cha 10
Base Atk +1; CMB +2; CMD 15
Feats Dodge, Point Blank Shot, Scribe Scroll
Traits Deft Dodger, Fast-Talker
Skills Appraise +7, Bluff +5, Climb +2, Knowledge (arcana) +7, Knowledge (geography) +7, Knowledge (nature) +7, Perception +3, Spellcraft +8, Stealth +4, Survival +2, Swim +2

Languages Common, Draconic, Goblin, Orc

SQ +3 to sight-based perception checks in bright ligh, arcane bonds (arcane familiar-Sevrina, hawk), empathic link with familiar, hand of the apprentice (6/day), share spells with familiar, specialized schools (universalist)
Combat Gear Scroll of Summon Monster I, Unseen Servant, Scroll of Summon Monster I, Unseen Servant, Alchemist's fire (2), Smokestick (4); Dagger (4), Dagger, Quarterstaff.
Other Gear Backpack (10 @ 17.5 lbs), Bedroll, Belt pouch (5 @ 0.3 lbs), Flint and steel, Ink, black, Inkpen, Parchment (13), Scroll case (15 @ 0 lbs), Signal whistle, Silk rope, Spell component pouch, Spellbook, Tindertwig (3), Torch (3), Trail rations (4), Vial (2), Waterskin, 2 PP, 3 GP, 3 SP, 7 CP
--------------------
Special Abilities
--------------------
+3 to sight-based Perception checks in bright light You gain the Alertness feat while your familiar is within arm's reach.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Hand of the Apprentice (6/day) (Su) Throw the melee weapon you are holding 6/day.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.

Familiar:
Arcane Familiar-Sevrina
Hawk
NN Tiny Magical Beast ((animal))
Init +3; Senses Low-Light Vision; Perception +14
--------------------
Defense
--------------------
AC 16, touch 15, flat-footed 13 (+3 Dex, +2 size, +1 natural)
hp 3 (1d8)
Fort +2, Ref +5, Will +4
--------------------
Offense
--------------------
Speed 10 ft., Flight (60 feet, Average)
Melee Talon x2 (Hawk) +5 x2 (1d4-2/x2)
Space 2 ft.; Reach 0 ft.
--------------------
Statistics
--------------------
Str 6, Dex 17, Con 11, Int 6, Wis 14, Cha 7
Base Atk +0; CMB +1; CMD 9
Feats Weapon Finesse
Skills Acrobatics +3 (-5 jump), Appraise -1, Climb +7, Fly +7, Perception +14, Spellcraft -1, Stealth +15, Swim +7
Languages
SQ Improved Evasion

--------------------
Special Abilities
--------------------
Flight (60 feet, Average) You can fly!
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.

Horse:
Horse, light (combat trained)
Horse
N Large Animal
Init +2; Senses low-light vision, scent; Perception +6
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 9 (+2 Dex, -1 size)
hp 15 (2d8+6)
Fort +6 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +5, Will +1
--------------------
Offense
--------------------
Speed 50 ft.
Melee Hooves x2 (Horse) +3 x2 (1d4+3/x2)
Space 10 ft.; Reach 5 ft.
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
Base Atk +1; CMB +5; CMD 17 (21 vs. Trip)
Feats Endurance, Run
Tricks Attack [Trick], Combat Riding [Trick], Come [Trick], Defend [Trick], Down [Trick], Guard [Trick], Heel [Trick]
Skills Acrobatics +2 (+6 to jump with a running start, +10 jump), Fly +0, Perception +6, Stealth -2, Swim +3 (+7 to resist nonlethal damage from exhaustion)
Languages
SQ combat riding [trick]
Other Gear Bit and bridle, Riding saddle, Riding saddle, Saddlebags (empty) (2), You have no money!
--------------------
Special Abilities
--------------------
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

Background:

Jutmon was left on the doorway of an orphanage, in Almas. His life there was rough. The headmistress was a tough, old, grumpy woman. She had a knack for flinging pot and pans, or whatever else was handy, at the orphans. Jutmon soon learned a quickness when it came to dodging unexpected threats.
Jutmon felt a responsibility for the younger children, that came to the orphanage, as well. He developed a quick tongue, in defense of the other kids.
When Jutmon was about 10, his life changed. An old wizard named Grex Symber came to the orphanage. The old man was looking for an apprentice. Jutmon did the best at the old man's tests, so he was selected.
With tears in his eyes, for the children left behind, Jutmon reluctantly followed the old man away.

Jutmon's life was filled with study. The arcane arts are no easy thing to learn. Jutmon soon forgot his peers at the orphanage, as his brain was filled with the rules of magic and cosmic theory.

Grex had a unostentatious lab, and cottage in the farm country, to the East of Almas. Even as Jutmon learned the spells, he also was learning the ways of nature.
Jutmon quite enjoyed this time with Grex, but the man was aged, and all too soon, died, much to Jutmon's sorrow. To add insult to injury, it turned out that Grex owed much to the local creditors. His land was seized, leaving Jutmon with little of his own. With only the clothes on his back and Grex's spellbook, Jutmon set out, North toward Brevoy, seeking his fortune. He had heard there was opportunity to make a name, and a fortune there. The chance to form a country does not come by every day.

Personality:

Jutmon is serious about his magic, his book is open whenever he has a free moment. He studies magic both for it's own sake, and for the power it can grant. Jutmon wants to be both rich and famous, and magic is certainly an ends to that means.
The Wizard does have room for compassion and fair play though. He would never intentionally harm others in his quest for power. In fact he is willing to go out of his way to lend a helping hand.
Jutmon understands the need for teamwork, but he can be prideful at times, and perhaps too involved in his studies.
Jutmon is not deeply religious, though he admires the magic might that Nythys attained. Jutmon takes the tale of Nethys' destruction as a cautionary tale, that can apply to his own life.

Appearance:
Jutmon is tall and sturdy of build, though not particularly well muscled. (6' tall; 181 lbs)
He is 20 years of age.
He has blue eyes and dark brown hair, which is long and shaggy cut. Looks like he may have done the job himself.
Jutmon's simple peasant clothes are worn and have been carefully patched many times. He wears a simple jerkin of faded yellow wool and threadbare trousers of the same material, in a dull brown.
The only bright item in his ensemble is his deep-blue colored cloak. This once belonged to his mentor, Grex, and it is edged in red. Arcane symbols are stitched into the red edging.
Jutmon has two daggers in scabbards at his belt, while the hilts of two more jut out of his boot tops.
Jutmon carries a stave of pale wood.

His familiar, a hawk called Sevrina is a fine, gold feathered bird with black-tipped wings and tail.



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