Darius Finch

_JJ Surabar's page

2,931 posts. Alias of Aerondor.


Full Name

JJ Surabar

Race

HP 213/213; LoH 3/3 (10d6); Potions: Blur (4)

Classes/Levels

AC 31(32 SoF), Touch 19, Flat-footed 25, Fort 22(reroll 1/1), Ref 20(evasion), Will 17 (reroll 0/1); resist fire&acid/10; Perception +28 (extra from FE/FT))

Gender

Male

Size

Medium

Age

17

Special Abilities

FE: Human+2, Evil outsiders +4; Abyss natives +20; FT: Abyss +20, Urban, Underground, Jungle, Mountain, Planes(Fire/Water/Astral/Celestia) +4;others +2; +1 to hit and damage fire type creatures; +1 to hit/damage all outsiders

Alignment

LG

Deity

St Cuthbert

Location

Cauldron

Languages

Common, Abyssal, Celestial

Occupation

town guard

Homepage URL

www.myth-weavers.com/sheet.html#id=688789

Strength 24
Dexterity 18
Constitution 16
Intelligence 10
Wisdom 18
Charisma 12

About _JJ Surabar

[SIZE=+1]JJ Surabar[/SIZE]
male NG Human Ranger / Horizon Walker, Level 10 /10, Init 4, HP 213/213, Speed 40
AC 30, Touch 19, Flat-footed 25, CMD 46, Fort 23, Ref 20, Will 18, CMB +27/+22/+17, Base Attack Bonus 20/15/10
TWF,ITWF; bane(evil outsider); Good aligned; +5; cold iron; holy Alakast (+5enchantment) +31/+31/+26/+26/+21/+21/+16 (d6+14/1d6+10, 19-20/x2)
bane(evil outsider); Good aligned; +5; cold iron; holy Alakast (no TWF) +33/+28/+23/+18 (d6+17, 19-20)
+3 elven chainmail. (+9 Armor, +4 Dex, +3 Natural, +2 Deflect, +1 Misc)
Abilities Str 24, Dex 18, Con 16, Int 10, Wis 18, Cha 12
Condition

TWF block:

[dice=primary attack, TWF]1d20+33-2[/dice]
[dice=TWF attack, TWF]1d20+33-2[/dice]
[dice=secondary attack, TWF]1d20+33-5-2[/dice]
[dice=ITWF attack, TWF]1d20+33-4-2[/dice]
[dice=tertiary attack, TWF]1d20+33-10-2[/dice]
[dice=GTWF attack, TWF]1d20+33-10-2[/dice]
[dice=fourth attack, TWF]1d20+33-15-2[/dice]
[dice=primary damage(blunt,magic,good)]1d6+14[/dice]
[dice=TWF damage(blunt,magic,good)]1d6+10[/dice]
[dice=secondary damage(blunt,magic,good)]1d6+14[/dice]
[dice=ITWF damage(blunt,magic,good)]1d6+10[/dice]
[dice=tertiary damage(blunt,magic,good)]1d6+14[/dice]
[dice=GTWF damage(blunt,magic,good)]1d6+10[/dice]
[dice=fourth damage(blunt,magic,good)]1d6+14[/dice]

Trained Skills:
Acrobatics +28 (+31 for jumping)
Climb +11 (ACP of 2 included)
Disable Device +13 (when no armor)
Handle Animal +6
Knowledge:
(dungeoneering) +7
(geography ) +24
(local) +3
(nobility) +21
(planes) +25
Linguistics +24
Perception +28 (extra +2 vs humans, +4 vs evil outsiders, +20 in abyss(or natives of the abyss); +4 jungle, mountain, underground; urban; Plane(fire,water,astral,Celestia); +2 elsewhere.
Ride +7
Stealth +26 (ACP of 2 included)
Survival +28 (+33 track)
Swim +12 (-2 ACP included)

Consumables
Potions:; Dark vision; Invisibility(x2);
Broach of shielding

Notable equipment
Elven chainmail +1
Silversheen shortsword +1; With Surabar family crest!
Masterwork Cold iron short sword with Surabar family crest.
Ioun torch (home made!)
Boots of Striding and Springing
Cloak of arachinia
silver light mace
silver dagger.
Alkast +2 holy, evil outsider bane quarterstaff (good aligned)
+3 ring of protection from Celeste
Languages:
Common, Abyssal, Celestial, Draconic, Dwarven, Giant, Gnome, Infernal, Sylven, Undercommon, Halfling, Auran, Ignan

Feats& traits & class abilties:

Traits
(bonus) Scion of Surabar: +2 on SAVES vs Death, Confusion, Fear,and insanity. Demons near Cauldron get +1 to hit and damage him.
Tait of Heaven: (lay on hands 1/day at CL; Detect as a Celestial
Scholar of the great beyond Know(planes) in class, +1 bonus
Worm slayer (earned): 'You have demonstrated in the past to excel at killing worms. You get +1 to hit, +1 to damage and +1 AC when fighting worms. You also gain +1 to Knowledge checks related to worms.
Worm disdain (earned): 'You have showed in the past successful foolish bravery when fighting worms. You cannot think on retreat when fighting a worm.
Feats
(human) Dodge +1 to AC
(level 1) Weapon Focus (short sword) +1 to hit with short swords
(ranger fight style) Two weapon fighting You may attack with a weapon in you offhand
(level 3) Extra Lay on hands May lay on hands an extra two times each day
(level 5) Iron Will +2 to will saves
(ranger fighting style) Improved two weapon fighting You may make an extra attack with your off hand weapon.
(level 7) Great Fortitude +2 to fort saves
(level 9) Improved Great Fortitude May reroll a fort save 1/day
(terrain mastery: Underground) Blindfighting
(level 11) Quarterstaff master (may use one handed)
(level 13) Weapon spec (quarterstaff)
Class abilities
Favored Enemy: Human +2; Outsiders(Evil) +4
Favored Terrain: Urban +2 Abyss +14; Underground +2; Jungle +2; Plane of Fire +2, Plane of Water +2; Astral plane +2
Terrain Mastery (abyss): May detect as evil.
Terrain Mastery (fire) Fire resistance 10; +1 to hit and damage fire subtypes.
Terrain Mastery (astral) +1 to hit and damage all outsiders.
Terrain Dominance (abyss) May use FT(abyss) as FE bonus against natives of it. Overcomes DR as good aligned and cold iron.
Wild Empathy +8 (ranger level +CHA)
Track +4(half ranger level to survival track checks)
Woodlands Stride
Swift Tracker

Typical Spells:
1: Resist element (x2)
2: Protection from element (x2)

Background
JJ grew up in the Lantern Street orphanage. He's always felt a little... different. In spite of the care that Gretchyn Tashykk took of him he never really settled into life there. He was the one who would sneak out the window and walk the streets. If someone had been stealing apples from the neighbors backyard, it was JJ.

He was always polite, and generally when confronted with his crimes would own up and take his punishment. But it never stopped him doing them.

Aside from petty larceny he has a kind heart, always looking out for the other orphans and stray animals. He often finds hurt animals and cares for them, nursing them back to health with remarkable ease.. a gift he has used on injured orphans more than once as well.

His nefarious ways have never landed him in major trouble with the law, but did attract the attention of the Last Laugh. After being warned off their patch, he has made the odd coin acting as a lookout for them. He doesn't really like their more brutal approach to thievery and has been thinking of setting himself up as a second story man, but now he is come of age is a little worried about what might happen if he gets caught without the protection of the orphanage.

JJ's parents (Rolard and Hurlira) lived just outside of Redgorge. His father was a stonemason, a proud one who carried the name Surabar still. JJ has not been told the details, but what he has learned was that they were slain by a demon. He was saved by a younger Alek Tercival who dispatched the demon and took the boy into Cauldron a decade ago.

JJ looks upon Alek as a bit of a father figure (one who is disappointed by JJ's ongoing difficulty with accepting authority). One day JJ wants to become a great wizard and slay demons. But before that he wants to visit his family's old home and quarry. Alek however rarely leaves the temple these days and nobody else seems to know where the old family holding is. Sooner or later he's going to want to go looking for it himself.

Some of JJ's larceny is directed towards saving enough money to join the Bluecrater academy and learning the details of magic. But that is a long way in the future. For the moment just having enough money to put food on his table is a big ask.

Still, his skills in stealth have been put to good use, he often sneaks into the back of lectures and has picked up some useful information.
Trait: Scholar of the great beyond!

To help in cases where stealth is not sufficient he has become a dab hand at coping peoples handwriting and has written himself a number of "notes" that have provided a good excuse for being in places where he is not technically supposed to be.

He has become quite adept with this last talent and has managed to make a crude copy of the guards seal which he uses (under commission) for some of his contacts in the Last Laugh.

After leaving the orphanage he has taken a small soft 'apartment' on the inner ring of houses - right on the lake front. While he has cleaned up the loft, it is hot, smelly and not the most comfortable of rooms that he is a little embarrassed about.

Alek, seeing his nephew with no visible means of support has been encouraging him to join the town guard and "Get a career!".

Family
Father: Rolard Surabar (quarry owner)
Mother: Hurlira Aslaxin (a very distant cousin of Zachary)
Uncle once removed: Alek Tercival (son of Paulos and Melissa Tercival)
Paternal Grandfather: Criton Surabar (an artisan)
Paternal Grandmother: Lisa of Sasserine (or is she?)
Actual Paternal Grandmother: Nidrama
Someone else close to Criton... Image An assimar maybe?
Great Aunt: Melissa (married Paulos Tercival) (daughter of Navaranda Surabar)
PP Grandfather: Navaranda Surabar

Personality:

Personality
Personality:(motivations)
JJ knows his parents were killed by Demons. He knows his far back ancestor was a mighty slayer of demons. He wants to make the family name famous again by walking in his famous ancestors footsteps. He wants to slay demons, starting with the one that killed his parents.

At the moment he thinks the best way to do that will be to learn wizardry, like the founder of Cauldron, but countering that is the expense of learning it, and the role model of his uncle Alek.

So - becoming a demon slayer and make his family famous again. Reclaim his family birthright as a respected member of the Cauldron community. Again to do this he thinks that learning wizardry would be a great path to that type of respect.

In the medium term he wants to learn all he can about demons and how to destroy them. Whether my magic or martial means - he doesn't mind.

However in the short term, he is worried about putting food in his mouth. He is also a sixteen year old boy, and there is this pretty barmaid in the Drunken Morkoth...

Emotionally, JJ is young and curious. He wants to see the world, and chaffs at a lot of the restrictions that he had while in the Lantern Street orphanage - and the expectations that Alek has of him now he is an adult.

He is generally upbeat, and full of self confidence, even if he doesn't necessarily trust everyone else - especially those he doesn't know well.

He is Industrious and pragmatic.. however in JJ pragmatism sometimes trumps honesty. And while he sees himself as fundamentally honest (if not law abiding) others don't necessarily see him as terribly reliable. However once he sets his mind to a task (one he sets himself, not someone elses) he can be quite determined. He is very calculating and focused.

So to pigeonhole him - Motivation: Recognition. (with a subtext of revenge)
Emotionally: Curious
Outlook: Upbeat and confidence but not overly trusting
Integrity: Pragmatic and not overly honest
Impulsiveness: Deliberate and thoughtful


Ladies:

Triel
Celeste
Sara (daughter/barmaid from the Lucky Monkey) (and her mother Tess)

Language translations
• Abyssal = Gujarati
• Celestial = Kannada
• Draconic = Georgian
• Dwarven = Danish
• Halfling = Corsican
• Terran = Yiddish
• Gnomish = Dutch
• Sylvan = Frisian
Cash:

As at 17-Junr-17 7096gp
Extra 4849
- spend of 2000gp on belt of giant strength.
5794 more (April 2019)
11202.5 (Nov 2019)
(spend 12k on minor ring of acid resistance)
+21672 gp (apr 2020)
-13k (apr 2020)

Comic Heroes
[Beafinator ]Beatinator the barbarian - first appearance.
He comes from the Y'kult tribe. Early on in the first picture book he makes it to civilisation. Obviously it is much warmer in civilised areas, so he quickly loses the furs that keeps him warm.
"While he was affected by the were-wolf's curse, he took on the mantle of Beatinator
Basically he got angry even easier than normal. But after they dealt with the lich, he got the curse removed. Still has to shave more often than before though."
-
As an aside, he muddles up how lycanthropy and vampirism are transmitted.

--
How to destroy vampires
and meet scantily clad priestesses
Favored Class (lvl 1-9): +1 hp