Osirionologist

Jacquelin Serra's page

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


About Jacquelin Serra

JACQUELIN “JACQ” SERRA
CG Human Coderunner/Urban Ranger 2

Init: +3 ; Senses: Perception +6 (+3 to determine awareness during surprise)

===DEFENSES AND DEFENSIVE ABILITIES===

Spoiler:
AC 15 T13 FF12 (Armor +2 Dexterity +3) | CMD
hp 22 (2d10+6)
Fort + 6 (Base 3 + Con 3); Ref + 6 (Base 3 + Dex 3); Will + 1 (Base 0 + Wis 1)

===COMBAT AND ADVENTURING ABILITIES===

Spoiler:
BAB +2; CMB +3
Melee (Per EITR, she will use Dex as attack bonus for finessable weapons unless otherwise stated)
Machete +5 (1d6+1/19-20x2 S)

Ranged
Mwk Composite Shortbow (Str +1) +6 (1d6/x3 P) Range 70 ft.

Special Attacks/Combat Abilities/Other:

Favored Enemy (Ex) (Humans +2): 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.

===STATISTICS, FEATS, SKILLS, AND RELATED ABILITIES===
STR 12 / DEX 17 / CON 16 / INT 13 / WIS 13 / CHA 10
(25 point buy, human +2 to Dex)

Feats, Proficiencies, and Traits:

Feats
Precise Shot (L1): Ignore the –4 penalty for shooting into melee.

Point Blank Shot (Human L1): Gain a +1 to hit and damage when attacking with a ranged weapon within 30 feet.

Rapid Shot (Ranger Bonus L2): When making a full-attack action with a ranged weapon, you can fire one additional time this round at your highest bonus. All of your attack rolls take a -2 penalty when using Rapid Shot.

Proficiencies: A ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).

Traits
Alkenstar Defender (Regional; Source: Inner Sea Primer pg. 12): You have lived in Alkenstar and served in its militia. You know just where to aim to do the most damage. You gain a +1 trait bonus on all rolls to confirm critical hits with ranged weapons.

Fugitive (Social; Source: Antihero's Handbook pg. 7): You crossed the law (or those in charge thought you did), and you are now a wanted criminal. As such, you have grown used to looking over your shoulder wherever you go. While in settlements, you gain a +3 trait bonus on Perception checks to determine awareness for the purpose of a surprise round.

Skills and Skill-Related Abilities:

Skills
(Ranks 6 + 1 Int + 1 human + 1 favored class = 8/level (16 total) +2 background skills/level
Skills not trained but listed are class skills
Climb +6 (2 Ranks + 3 Class + 1 Str)
Craft (Locksmith)* +6 (2 Ranks + 3 Class + 1 Int)
Disable Device +8 (2 Ranks + 3 Class + 3 Dex)
Intimidate 0 + (0 Ranks + Class + 0 Cha)
Knowledge (dungeoneering) +5 (1 Ranks + 3 Class + 1 Int)
Knowledge (geography)* +6 (2 Ranks + 3 Class + 1 Int)
Knowledge (local) +6 (2 Ranks + 3 Class + 1 Int)
Linguistics +5 (1 Ranks + 3 Class + 1 Int)
Perception +6 (2 Ranks + 3 Class + 1 Wis)
Profession — (Ranks + Class + Wis)
Ride +3 (0 Ranks + Class + 3 Dex)
Spellcraft — (Ranks + Class + Int)
Stealth +8 (2 Ranks + 3 Class + 3 Dex)
Survival +6 (2 Ranks + 3 Class + 1 Wis) (+1 to follow tracks)
Swim +5 (1 Ranks + 3 Class + 1 Str)

Skill-Related Abilities
Mnemonic Genius (Ex): A code runner learns to memorize and accurately recall information, even if she does not speak or understand the language in which the information was presented. The code runner can spend 1 hour and attempt a DC 15 Linguistics check to memorize a single passage of up to 150 words of information in a language he speaks.

For every 5 by which she exceeds the DC, she can memorize 150 additional words. The DC is increased by 10 if the message is encoded or in a language he doesn’t understand. A code runner can memorize one such message at any given time. If he fails to memorize a message, he can retry as many times as he wants, as long as he spends 1 hour each time. Once a message has been memorized, he can recall it with perfect accuracy until he memorizes a different message. This ability replaces wild empathy.

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

Languages: Common, Dwarven

===EQUIPMENT===

Gear:

=Worn/Equipped=
Mwk Composite Shortbow (Str +1) (1d6/x3 P; 70 ft.) (450 gp, 2 lbs)
Lamellar cuirass (Armor +2, Max Dex +4, ACP 0) (15 gp, 8 lbs)
Explorer's Outfit (free)
Backpack, Mwk (50 gp, 4 lbs)
Quiver

=Worn on Belt/Waist=
Machete (1d6/19-20x2 S) (10 gp, 2 lbs)
Belt pouch (1 gp, 1/2 lb)
Waterskin (1 gp, 4 lbs)

=In Quiver=
Arrows (x60) (3 gp, 9 lbs)
Incendiary Arrows (x20) (10 gp, 3 lbs)
Smoke arrow (x2) (20 gp)

=In Belt Pouch=
Potion of shield of faith +1 (2x) (100 gp, -)
Potion of cure light wounds (1x) (50 gp)
Set of dice (1 sp)

=In Mwk Backpack=
Artisan's Tools (Locksmith), Mwk (55 gp, 5 lbs)
Blanket (5 sp, 3 lbs)
Flint and steel (1 gp, -)
Gear maintenance kit (5 gp, 2 lbs)
Grooming kit (1 gp, 2 lbs)
Mess kit (2 sp, 1 lb)
Sunrod (x2) (4 gp, 2 lbs)
Thieves' tools, mwk (100 gp, 2 lbs)

Cash: 118 gp, 2 silvers, distributed throughout person
Total Carry Weight: 49.5 lbs (Max Light Load 50 lbs, 43 lbs without mwk backpack)
(Starting wealth: 1,000 gp, spent 881.8)

===DESCRIPTION===

Background:

Jacq is a salvager, drifter, and tinker, in no particular order, who has no idea what she did wrong.

She grew up at the side of her father, Stefano Serra, an adventurer hailing from Absalom, who called himself an archeologist. Sure, he may have been a little more opportunist or tomb robber than Jacq wishes he had been, but he was smart, curious, and loyal to his friends, and these better traits of his are the ones Jacq inherited.

Stefano at one point worked for the Pathfinder Society, but somewhere along the way, something went missing and the Pathfinders disavowed him. Many also, of course, questioned his wisdom in taking Jacq with him on his adventures, Pathfinder sanctioned or no, but she stayed quiet and was a good spotter of trouble—and valuables—for the group. Her father and his crew taught her archery so she could fend off trouble from afar, especially rival tomb robbers and bandits competing for the same treasures. Her nimble fingers also helped the group get them in and out of some tight scraps, and they taught her secret codes to transmit information to their allies and fences. She liked the codes; they were like puzzles but with words, and she liked doing puzzles. Indeed, she got older, one of her dad’s team was a locksmith, who taught her to make puzzleboxes... and indeed, locks... which she had already gotten good at dissecting.

Stefano drank a little too much, or did ever since Jacq’s mother died—a Vudrani woman named Rani—when Jacq was little. This meant that they never quite had enough to settle down on, and always needed to go to on one more expedition, which would always be the last one, and it never was.

And then it was the last one, all too quickly. They had gone to Alkenstar, a terrific place, so Stefano insisted, to seek and sell all kinds of valuables. Jacq was not there when it happened. She just knows he sought and sold the wrong thing, and then he was found dead in an alleyway.

Jacq decided to stay in the city, whose smoggy, tinkery charm got to her. It felt right, and she wanted to move on from her itinerant past. She was smart, good with her hands, and a good spotter as she ever was. Sometimes she did some work as a locksmith or made and sold puzzles. Sometimes she traveled into abandoned places and found good stuff to salvage and live off of. Sometimes she set herself up to be hired as a city guide. She’s even served in the militia. She didn’t like committing to any one thing—just seeing what she could find, and pretending to have a drink while carousing with the folks in the local watering hole in the Ferrous Quarter. But unlike her father, her work stays above board.

So it’s strange when, the day after the only work she’d done was selling some puzzleboxes, she was on the wanted list and no one in the Ferrous Quarter would do business with her. She saw Angelique Loveless’s name on the warrant for her arrest. She’s not sure why. Was it who she sold the boxes to? Was it who she played cards with the night before? Was it something to do with her past and her father? She doesn’t know, but she is going to find out.

Appearance:

Heroforge Mini

Jacquelin is a sturdy woman, medium height with some curves, in her late 20s. She keeps her long dark brown hair in a braid. She has inquisitive, sparkling dark eyes and an olive complexion; she isn’t especially muscular but quite solidly built, and she doesn’t pay much attention to pain.

She has a tattoo of an angel just above her left shoulder blade. She normally wears simple, practical clothing with a broad-rimmed fedora. She carries a bow and a pair of blades—perhaps common in the rest of the world but not necessarily in Alkenstar. But she likes that bow use catches people off guard in Alkenstar, and she trusts arrows over gunpowder. For now, at least

Personality:

Whatever Jacq does, she throws her all into it. She inherited a bit of a daredevil nature from her father and has no fear of entering an unknown area or trying something new—curiosity and figuring out how things work drive her. Growing up she spent most of her dad and his team of rogue Pathfinders and loves the stories they told and the mischief they could get into and out of. She likes a good game of cards or dice and would rather (usually) be seen hanging around as “one of the gang” than sequestering herself longer than she has to for making somthing—unless she hits a hardship that causes her usual passion and optimism will fail her. Then she clams up and retreats to her workshop (which she’s now had to abandon) and gets quiet, introspective, and invested in her work to the exclusion of all else until she works out in her mind whatever is bothering her.