Nieran Codali

Jack Ciarathan's page

791 posts. Alias of DeathQuaker (RPG Superstar 2015 Top 8).


Race

NG Elf Sniper Slayer 1 HP 11/11 | Init +4; Perc +8; low-light vision | AC 17 T14 FF12 | CMD 17 | Fort +3 Ref +6 Will +2; +2 vs ench, immune sleep

About Jack Ciarathan

JACK CIARATHAN
NG Elf Sniper Slayer 1

Init: +4; Senses: Low-light vision; Perception +8

===DEFENSES AND DEFENSIVE ABILITIES===

Spoiler:
AC 17 T14 FF12 (Armor 2 + Dex 4 + Shield 1) | CMD 17
hp 11 (1d10+1)
Fort +3 (Base 2 + Con 1); Ref +6 (Base 2 + Dex 4); Will +2 (Base 0 + Wis 2); +2 racial bonus versus enchantment spells and effects
Immune Magic sleep

===COMBAT AND ADVENTURING ABILITIES===

Spoiler:
BAB +1; CMB +3
Melee
Elven thornblade +5 (1d6+2/18–20 P or S)
Dagger +5 (1d4+2/19–20 P or S)

Ranged
Mwk Longbow +6 (1d8/x3) Range 100 ft.
Dagger +5 (1d4+2/19–20 P or S)

Special Attacks/Combat Abilities/Other:

Accuracy (Ex): At 1st level, a sniper halves all range increment penalties when making ranged attacks with a bow, crossbow, or firearm. This ability replaces track.

Studied Target (Ex; Move action, 1 target +1 bonus to some skills, atk & damage): A slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target. If a slayer deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll).

===STATISTICS, FEATS, SKILLS, AND RELATED ABILITIES===
STR 14 / DEX 18 / CON 12 / INT 12 / WIS 14 / CHA 10
(25 Point buy, Elf +2 Dex & Int, -2 Con)

Feats, Proficiencies, and Traits:

Feats
EITR in effect
Precise Shot (L1): Ignore the –4 penalty for shooting or throwing a ranged weapon into melee.

Proficiencies A slayer is proficient with all simple and martial weapons, as well as with light armor, medium armor, and shields (except tower shields). An elf treats any weapon with “elven” in its name as a martial weapon.

Traits
Beast Bond (Social): You share a close bond with animals. You gain a +1 bonus on Handle Animal checks and Ride checks. One of these skills (Handle Animal) is always a class skill for you. Source: Ultimate Campaign

Devotee of the Green (Faith); Your faith in the natural world or one of the gods of nature makes it easy for you to pick up on related concepts. You gain a +1 trait bonus on Knowledge (geography) and Knowledge (nature) checks, and one of these skills (Knowledge (nature)) is always a class skill for you. Source: Ultimate Campaign pg. 54, Advanced Player's Guide pg. 328, Second Darkness Player's Guide pg. 12

Pioneer (Campaign): You have long lived along the southern border of Brevoy, in the shadow of wilderness known as the Stolen Lands. Life has been hard, but through hunting, trapping, trading, and coaxing crops from the freezing earth, you’ve learned how to survive on the rugged frontier. You begin play with a horse. You gain +1 trait bonus on this chosen skill: Climb. Source: Kingmaker

Skills and Skill-Related Abilities:

Skills
(6 + Int 1 + 1 favored class = +8/level; 2 background skills/level marked with *; skills listed without ranks are class skills I haven’t trained but want to remember that they are class skills)
Acrobatics +7 (1 Ranks + 3 class + 4 Dex -1 ACP)
Bluff +0 (0 Cha)
Climb +2 (2 Str +1 trait -1 ACP)
Craft (Bowyer/Fletcher)* +5 (1 Ranks + 3 Class + 1 Int)
Disguise +0 (0 Cha)
Handle Animal +5* (1 Ranks + 3 Class + 0 Cha +1 trait)
Heal +6 (1 Ranks + 3 class + 2 Wis)
Intimidate +0 (0 Cha)
Knowledge (dungeoneering) +1 (1 Int; untrained so up to DC 10 only)
Knowledge (geography) +7 (1 Ranks + 3 Class + 1 Int +1 trait)
Knowledge (local) (1 Int; untrained so up to DC 10 only)
Knowledge (nature) +7 (1 Ranks + 3 Class + 1 Int +1 trait)
Perception +8 (1 Ranks + 3 Class + 2 Wis +2 Racial)
Profession — (Wis)
Ride +8 (1 Ranks + 3 Class + 4 Dex)
Sense Motive +2 (2 Wis)
Stealth +7 (1 Ranks + 3 Class + 4 Dex -1 ACP)
Survival +6 (1 Ranks + 3 Class + 2 Wis)
Swim +1 (2 Str – 1 ACP)

Skill-Related Abilities
Keen Senses (Ex): Elves receive a +2 racial bonus on Perception checks.

Silent Hunter (Ex): Elves are renowned for their subtlety and skill. Elves with this racial trait reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a –20 penalty (this number includes the penalty reduction from this racial trait). This racial trait replaces elven magic. (Source Advanced Race Guide pg. 22, Advanced Player's Guide pg. 13)

Languages: Common (Taldane), Elven, Sylvan

===EQUIPMENT===

Gear:

=Equipped Weapons=
Mwk Longbow (375 gp, 3 lbs; 1d8/x3, 100 ft range)
Dagger (2 gp, 1 lb; 1d4 P or S/19–20x2; light)
Elven thornblade (60 gp, 4 lbs; 1d6 P or S/18–20x2; agile; attacks with an elven thornblade gain a +2 bonus on attack rolls made to confirm critical hits.)

=Worn/Equipped=
Buckler (5 gp, 5 lbs, Armor +1, ACP –1)
Lamellar Cuirass (15 gp, 8 lbs; +2 armor, +4 max dex, 0 ACP)
Explorer’s Outfit (free)
Mwk Backpack (50 gp; 4 lbs)
Quiver of 20 arrows (1 gp, 3 lbs)
Signal Whistle (8 sp, –)

=Hanging off Belt=
Belt pouch (1 gp, ½ lb)
Canteen (2 gp, 1 lb)

==In Backpack==
Grappling arrow x2 (2 gp, 1 lb)
40 arrows (2 gp, 6 lbs)
Air bladder (1 sp, ½ lb)
Bedroll (1 sp 5 lbs)
Blanket (5 sp, 3 lbs)
Candles x5 (5 cp, —)
Candle Lamp (5 gp, 1 lb)
Healer's Kit (50 gp, 1 lb)
Gear maintenance kit (5 gp, 2 lbs)
Grooming kit (1 gp, 2 lbs)
Mess Kit (2 sp, 1 lb)
Nushadir (10 gp, 1 lb)
Ink (8 gp, —)
Inkpen (1 sp, —)
Journal (10 gp, 1 lb)
String (100 ft.) (2 cp, 1 lb)
Wandermeal (x7) (7x 1cp, 7x1/2 lb)

==In Belt Pouch==
Acid flask (x4) (10 gp x4, 1 lb x4)
Antiplague (50 gp, —)
Antitoxin (50 gp, —)
Compass (10 gp, ½ lb)
Fish hook x2 (2 sp, –)
Flint and Steel (1 gp , –)
Tindertwigs (x4) (4 gp , –)

Total Carry Weight: 64 lbs (Max Light Load 66 lbs (58 without backpack))

Rocco the Horse (Free from trait; assuming a light horse; spending 35 gp so he can be combat trained.)

Gear on Horse:

Bit and Bridle (2 gp)
Riding Saddle (10 gp, 25 lbs)
Saddlebags (4 gp, 8 lbs)

==Tied to Saddle==
Waterproof bag (5 sp, ½ lb)
Jug (empty) (3 cp, ½ lb)
Rope (silk) (100 ft.) (20 gp, 10 lbs)
Shovel (2 gp, 8 lbs)

===Inside waterproof bag===
Animal feed x7 (35 cp, 70 lbs) (7x5 cp, 7x10 lbs feed))

== In Saddlebags ==
Tent, small (10 gp, 20 lbs)
Mwk Artisan’s Tools (Bowmaking and Fletching) (55 gp, 5 lbs)
Crowbar (2 gp, 5 lbs)
Folding pole (2 sp, 10 lbs)
Mapmaker's Kit (10 gp; 2 lbs) This small kit contains a simple slate with a grid carved into its surface and a number of differently colored pieces of chalk. If you use this kit to draw a map as you travel, you receive a +2 circumstance bonus on Survival skill checks to avoid becoming lost.

((Rocco total weight carry is 159 lbs; his max light load is 228 lbs)

Cash: 20 gp (Gold for starting gear: 900; spent so far: 894.82)

===DESCRIPTION===

Background:

Jack Ciarathan once had a more complex given name, but the humans he has traveled and lived with nicknamed him “Jack” long ago. He prefers this name, leaving his full name behind with his past. He was born in the southern River Kingdoms near the border of Kyonin in a small settlement in the forest which the elves had set up to protect Kyonin’s borders as they resettled the region. Over a century ago, when he was the youthful age of 31, raiders invaded the settlement and killed his family while he was out climbing trees to collect bird feathers to fletch his arrows. The raider attack was a sign to the elves to stop trying to trade with the River Kingdoms; they were too wild and warlike, and the entire settlement began to disperse, its inhabitants retreating to the safety of Kyonin. As his own society saw him as barely adolescent, his cousins expected him to obey them and go with them. Jack had different ideas. He liked living on the edge of civilization, and the tragedy that struck his family made him want to learn how to fight evil, not flee it. He snuck away join a caravan traveling through the region and never looked back.

In the caravan, he befriended a young human, Arion. Despite difference in age and race, they were as brothers, and the pair often drifted off away from the caravan to chase down a rabbit or identify something odd they spotted off the road, laughing as they re-caught up with the caravan later. Arion was open with joy and always talking--the opposite of Jack, whose natural reticence had deepened after his parents died.

Etched on his heart is the horrible day Arion disappeared. Not because he died violently like his parents--but because Arion walked away. The two were hunting game birds; Jack emerged from the bushes to show Arion the pheasant he had caught. Arion turned and looked at him as though looking right through him, usually-smiling eyes gone blank. Arion then turned away, walking into the brush. Jack tried to follow, but as he did, the world itself seemed to fade into gray, tendrils of shadow surrounding him. Dark laughter surrounded him. He saw Arion disappear into fog that was not there a moment ago. Whether due to shock at the sudden nightmare landscape around him or magical influence, Jack fainted. When he came to, he was at the edge of the caravan camp. He felt a caressing touch on his face and heard a whisper in his ear: "You cannot find your friend. Find Briar instead."

Whatever presence was there then disappeared. Bewildered and grief-struck, he begged the caravan master to help him look for Arion. A half-hearted attempt by several guards yielded nothing. People hearing Jack's story, if they believed it at all, thought perhaps Arion was taken by ghosts, or fey, or demons, and none wanted to truck with any such creature.

Jack blamed himself for losing track of Arion before whatever dark forces took him. He vowed to focus all his energy on being the best scout and archer he could and became a dedicated protector of the roads. Occasionally he told his story to a fellow traveler, and learned fragments of stories of the fey, including of the fallen Eldest, Nyrissa. Some even associated the word "Briar" with her, but the stories were too different to yield exactly what that was: some said her stillborn child; others a weapon, a pet, and a crown. Some said it was what she sought, others what she lost, and others what could destroy her. But no clues as to its whereabouts--and nothing to do with the day Arion disappeared.

Eventually, Jack's caravan companions aged and retired or died. He decided too, to give up on his search for Arion and settle, but accustomed to diverse company, he did not return to the xenophobic elven lands to the south. Landing on the far side of the River Kingdoms, he decided to cross the border to southern Brevoy and moved into a village there. For the last decade or so, he has lived a much quieter life, volunteering in the village militia and working in the local stable. Following with the village’s traditions, he worships at the local shrine of Erastil.

Occasionally, to a rare soul he has come to trust, he tells the tales of Arion's disappearance and asks about what they think "Briar" might be. Most of the responses have been shrugs and contradictory, vague tales. But recently, a traveler paled upon hearing Jack's description of Arion's lifeless visage. This visitor shared news of the plague of Hollowborn appearing in different area. The similarities between what the visitor described and what Jack saw in Arion were eerily similar.

This news awakened a need to resume the search for Arion--or at least, to protect others from the kind of loss Jack endured. While his outdoorsmanship skills have gone a little rusty, he decided it was time to re-hone them, and an opportunity to do AND enter the Stolen Lands appeared just at the right time: the call from Restov to explore and reclaim the land. He answered the call--all the better to join adventurers and travel in safety. If he can't solve the mysteries of Arion and the quest for "Briar," perhaps at least he can overcome the losses from his youth with a new cause to live for.

Appearance:

Hero Forge portrait. Jack is, like most elves, tall and quite slender, and he moves with near silence. He uses a headband to keep his long, crow-black hair out of his eyes. Jack’s skin tone could be called “bleached bronze.” He moves his head about constantly, ever looking with vibrant green eyes for the unexpected. About 150 years old, he is relatively young by elven standards, but his grief-haunted eyes show the long life on the road he has lived since his youth.

All he has left of his childhood in the south is his father’s thornblade, handed down in the family for generations and which he took when he snuck away to join the caravan. He also has a beautifully crafted longbow; he made it himself and has spent literal decades refining it to suit exactly his style and needs for archery. His clothes are fairly practical leather, linen, and wool, usually dusty from the road or work, topped off with a dull green wool cloak.

His horse Rocco is a gift from the stablemistress he worked for recently—mostly because Rocco tended to behave best for Jack—and is a bay gelding.

Personality:

Jack tends to default to an observant reticence around strangers, not speaking until spoken to or unless he has noticed something urgent he needs to alert others to. He is all too aware that he will lose most people around him to mortality before he himself will die, so he tends to avoid getting close to people. However, a piece of him yearns to be part of a greater whole: a family, a caravan, a community. Once he allows himself to get closer to compatriots, he may reveal a love of storytelling and a dry humor. He hates to keep his hands empty, and when he is not on duty as a scout or hunter, he usually is whittling something or maintaining his equipment.

ROCCO:

Combat-Trained Light Horse CR 1
Source Pathfinder RPG Bestiary pg. 177
XP 400
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, Ref +5, Will +1
Offense
Speed 50 ft.
Melee 2 hooves +3 (1d4+3)
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, RunB
Skills Perception +6

Tricks known: attack, come, defend, down, guard, and heel