Pirate

Jaek Jabbs's page

76 posts. Organized Play character for roll4initiative.


Full Name

Jaek Jabbs

Race

| HP 47/47 | AC 20, t 15, ff 20 | CMB +3, CMD 17 | F +3, R +8, W +4 (evasion) | Init: +6 | Perc: +10, SM: +9

Classes/Levels

 | Speed 30' | sneak +3d6 | Active conditions: ---

Gender

m CG human | Rogue (core) 5

Size

m

Age

35

Special Abilities

Two-weapon fighting

Alignment

CG

Location

adventuring on the high seas

Occupation

sailor & buccaneer

Strength 10
Dexterity 18
Constitution 14
Intelligence 11
Wisdom 14
Charisma 12

About Jaek Jabbs

PFS #: 17148-12
Experience: 13
Faction: The Exchange
Prestige & Fame: 24 PP; 26 Fame

_________________________________________________

Rogue (core) 5
CG humanoid (human)

[dice=Initiative]1d20+6[/dice]
(Dex +4, Trait +2, Misc +0)
[dice=Perception]1d20+10[/dice]
(Rank +5, Class +3, Wis +2)

Jaek's Day Job:

Jaek works aboard a merchant ship between adventures.
[dice=Profession (sailor), take 10]10+15[/dice] (50 gp)

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Defense
--------------------
AC 20, touch 15, flat-footed 20
(+5 armor, +4 dex, +0 natural, +0 shield, +1 dodge, & Uncanny Dodge)

HP 47 (7+1 fcb/level, toughness)

[dice=Fortitude]1d20+3[/dice]
(Base +1, Con +2, Misc +0)
[dice=Reflex]1d20+8[/dice]
(Base +4, Dex +4, Misc +0)
[dice=Will]1d20+4[/dice]
(Base +1, Wis +2, Trait +1)

Notes: Evasion, +1 Ref vs. traps.

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Offense
--------------------
Speed: 30 ft.

Melee:
[dice=+1 shortsword]1d20+9[/dice]
[dice=jabby-jab!]1d6+1[/dice]
[dice=sneak?]3d6[/dice] (+3 bleed)
(crit 19-20/x2)

[dice=dagger]1d20+7[/dice]
[dice=piercing]1d4[/dice]

[dice=mwk cold-iron lt. mace]1d20+8[/dice]
[dice=bonk!]1d6[/dice]

Full Attack, TWF:
[dice=+1 shortsword]1d20+7[/dice]
[dice=jabby-jab!]1d6+1[/dice]
[dice=sneak?]2d6[/dice]
[dice=+1 shortsword]1d20+7[/dice]
[dice=jabby-jab!]1d6+1[/dice]
[dice=sneak?]2d6[/dice]
(crit 19-20/x2)

Ranged:
[dice=Mwk Shortbow]1d20+8[/dice]
[dice=cold-iron arrow]1d6[/dice]
(x3 crit, range 60')

[dice=thrown dagger]1d20+7[/dice]
[dice=piercing dmg]1d4[/dice]
(19-20/x2 crit, range 10')

Special Attacks: Sneak 3d6 (+3 bleed).

--------------------
Statistics
--------------------
Str 10, Dex 18, Con 14,
Int 11, Wis 14, Cha 12

Base Atk: +3
CMB +3; CMD 17

Feats:
1st. Two-weapon fighting
1st. Weapon Finesse (human bonus)
3rd. Dodge
5th. Toughness

Rogue Talents:
1. Weapon Training (shortsword focus)
2. Bleeding Attack

Traits:
Reactionary: +2 Initiative
Indomitable Faith: +1 Will Saves.

Languages: Common, Undercommon, Varisian.

SQ:
Trapfinding: ½ level to perception & disable device.
Trap Sense: +1 Reflex & AC vs. traps

-----------------------------------
SKILLS:
(9/level, class skills are bold)

[dice=Acrobatics]1d20+12[/dice]
(Rank +5, Class +3, Dex +4)
[dice=Appraise]1d20+0[/dice]
(Rank +0, Class +0, Int +0)
[dice=Bluff]1d20+5[/dice]
(Rank +1, Class +3, Cha +1)
[dice=Climb]1d20+7[/dice]
(Rank +4, Class +3, Str +0)
[dice=Craft]1d20+0[/dice]
(Rank +0, Class +0, Int +0)
[dice=Diplomacy]1d20+5[/dice]
(Rank +1, Class +3, Cha +1)
[dice=Disable Device]1d20+14[/dice]
(Rank +3, Class +3, Dex +4, Tools +2, Rogue +2)
[dice=Disguise]1d20+1[/dice]
(Rank +0, Class +0, Cha +1)
[dice=Escape Artist]1d20+8[/dice]
(Rank +1, Class +3, Dex +4)
[dice=Handle Animal]1d20+1[/dice]
(Rank +0, Class +0, Cha +1)
[dice=Heal]1d20+2[/dice]
(Rank +0, Class +0, Wis +2)
[dice=Intimidate]1d20+6[/dice]
(Rank +2, Class +3, Cha +1)
[dice=Know: Arcana]1d20+0[/dice]
(Rank +0, Class +0, Int +0)
[dice=Know: Dungeon]1d20+6[/dice]
(Rank +3, Class +3, Int +0)
[dice=Know: Engineering]1d20+0[/dice]
(Rank +0 Class +0, Int +0)
[dice=Know: Geography]1d20+0[/dice]
(Rank +0, Class +0, Int +0)
[dice=Know: History]1d20+0[/dice]
(Rank +0, Class +0, Int +0)
[dice=Know: Local]1d20+6[/dice]
(Rank +3, Class +3, Int +0)
[dice=Know: Nature]1d20+0[/dice]
(Rank +0, Class +0, Int +0)
[dice=Know: Nobility]1d20+0[/dice]
(Rank +0, Class +0, Int +0)
[dice=Know: Planes]1d20+0[/dice]
(Rank +0, Class +0, Int +0) 
[dice=Know: Religion]1d20+0[/dice]
(Rank +0, Class +0, Int +0)
[dice=Linguistics]1d20+4[/dice]
(Rank +1, Class +3, Int +0)
[dice=Perception]1d20+10[/dice]
(Rank +5, Class +3, Wis +2)
[dice=Perform]1d20+1[/dice]
(Rank +0, Class +0, Cha +1)
[dice=Profession (sailor)]1d20+8[/dice]
(Rank +3, Class +3, Wis +2)
[dice=Ride]1d20+4[/dice]
(Rank +0, Class +0, Dex +4)
[dice=Sense Motive]1d20+9[/dice]
(Rank +4, Class +3, Wis +2)
[dice=Sleight of Hand]1d20+4[/dice]
(Rank +0, Class +0, Dex +4)
[dice=Spellcraft]1d20+0[/dice]
(Rank +0, Class +0, Int +0)
[dice=Stealth]1d20+11[/dice]
(Rank +4, Class +3, Dex +4)
[dice=Survival]1d20+4[/dice]
(Rank +0, Class +0, Wis +2, Wayfinder +2)
[dice=Swim]1d20+5[/dice]
(Rank +2, Class +3, Str +0)
[dice=Use Magic Device]1d20+7[/dice]
(Rank +3, Class +3, Cha +1)

ACP: 0

Non-standard Skill Modifiers:
Prince of Wolves: +2 Diplo & Intim vs. Lycanthropes, Intim DC for lycan to demoralize is 2 higher.
Entrepreneur (fjc): +5 bonus Day Job checks.
Expanding Trade Network: +2 to Day Job checks.
Five Kings Negotiator: +2 Diplomacy vs. Dwarves.
Formidable Renown: +2 Intimidate vs Lissalan cultists.
Skill Boon: Reroll skill check. 2 uses. [ ][ ]

Combat Gear:
+1 mithral chain shirt, +1 shortsword (x2), mwk cold-iron light mace, mwk shortbow, cold-iron arrows (20/20), dagger x3, explorer's outfit.

Other Gear:
Backpack, 50' rope & grapple hook, waterskin, Wayfinder, mwk thieves' tools, pot/cure lt x2, potion/lesser restoration.

Wands (UMD +7, DC 20):
cure light wounds (50/50 charges)

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BOONS & CHRONICLES:
----------------------------------

Golden Crown Advantage:
You have secured an advantageous deal with the Golden Crown Company, which specializes in transporting goods. Once per scenario, you can use this boon to waive any customs fee or expenditure to secure transportation of 25 gp or less. You may cross this boon off your Chronicle sheet before attempting a day job check to automatically get a result of 35.

Magnimarian Debt:
The many wealthy and influential attendees of the auction for the Runecarved Key, among them some who actively bid against the Pathfinder Society for the ancient relic, owe you a debt of gratitude for dealing with the assault on the Temple of Abadar. In thanks for saving their lives from the rampaging cultists, the citizens of Magnimar can be called upon in the future to assist you when your life needs saving—or restoring. When you would pay for the casting of a raise dead, resurrection, or true resurrection, you may call upon this favor and reduce the price of the spellcasting service by half. This discount applies to spellcasting services paid for with either coins or Prestige Points. Once you have used this boon, cross it off the Chronicle sheet.

Formidable Renown:
Word of your defeat of the cultists of Lissala and your tenacity in the face of the relentless onslaught of summoned outsiders has quickly spread through the ranks of the secretive cult. When facing a worshiper of Lissala, you gain a +2 bonus on Intimdate checks to demoralize them, and can make one such attempt per encounter as a move action instead of a standard action.

Skill Boon:
[ ][ ] As an immediate action, you may reroll a skill check before success is determined. You must accept the second roll, even if it’s worse than the first roll. You may only use this ability twice. On using this ability, check one of the boxes. On using this ability the second time, check the final box and line through this boon.

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Pathfinder Tales Boons
------------------------------

Blood of the City:

Attuned to the Citysong:

Every city has an underlying beat, and you are attuned to the musical cues that change subtly to reflect nearby events. At the start of an adventure, you may select a settlement that has at least 1,000 inhabitants. For the duration of the adventure, you gain a +1 bonus on initiative checks and Knowledge (local), Perception, Stealth, and Survival skill checks while within the limits of the selected settlement. If you select Magnimar as your settlement of choice, increase this bonus to +2. Once you have used this boon, cross it off the Chronicle sheet.

Urban Tenacity:

Your work is never done, and a near-death experience is never enough to keep
you down. As an immediate action when you are reduced to negative hit points and dying, you
automatically stabilize. If you use this ability while in the community you chose as part of the Attuned to the Citysong boon, you also receive a +1 morale bonus on attack rolls, saving throws,
and skill checks for the remainder of the encounter. Once you use this boon, cross it off the Chronicle sheet.

------------------------------
Master of Devils

Dragon Empires Expert:
Your travels in the Dragon Empires of Tian Xia have provided you with valuable tools when dealing with the lands’ varied natives. You receive a one-time +5 bonus on one of the following skill checks: Diplomacy or Sense Motive against a native of Tian Xia; Knowledge (geography, history, local, or nobility) regarding Tian Xia or its citizens; Linguistics to decipher or translate Dtang, Hon-la, Hwan, Minatan, Minkaian, or Tien. Once you have used this boon, cross it off the Chronicle.

-------------------------------

Prince of Wolves:

Your experiences with the Sczarni of the Prince’s Wolves have given you insight into dealing with werewolves and other lycanthropes, and you are unphased by their bestial natures. You receive a +2 bonus on Diplomacy and Intimidate checks against lycanthropes. Additionally, the Intimdate DC for a lycanthrope to demoralize you is 2 higher than normal.

------------------------------
Queen of Thorns

Desperate Bargain:
Presented with a choice between damnation and domination, you chose the latter and might choose it again. As an immediate action when you are reduced to fewer than 0 hit points, you gain a number of temporary hit points equal to 2d10 + your character level that last for 3 rounds. During these 3 rounds, you are confused as per the confusion spell. Each round, you may attempt a DC 18 Will save to remove the condition. At the end of 3 rounds or when you successfully save against the confusion effect, all remaining temporary hit points are lost and you resume dying if your hit point total remains below 0. Once you have used this boon, cross it off the Chronicle sheet.

-------------------------------
Winter Witch

Distrust of Witches:
Having been exposed to the curses of the jadwiga and winter witches of Irrisen once, you are mentally prepared to resist the hexes of others. You gain a one-time +4 bonus on a saving throw against a single witch hex, curse effect, or spell or effect with the pain descriptor. When this bonus is used, cross it off your Chronicle.

Enemies of the North:

Your repeat encounters with the ice trolls and goblins of Irrisen have trained you to handle these foes efficiently in combat. You gain a one-time +4 bonus on a damage roll against an ice troll or snow goblin. When the boon is used, cross it off your Chronicle.

------------------------------
The Worldwound Gambit

Demonic Scholar:
You gain a permanent +1 bonus on Knowledge (planes) checks when making checks regarding demons.

-------------------------------
Liar’s Blade

Liar’s Intuition:
The more thoroughly you dupe your enemies, the more thoroughly you can see through their lies. For the duration of one scenario, you gain a +1 circumstance bonus on Sense Motive checks for 1 hour against any creature that you have successfully deceived using the Bluff skill. For every additional successful lie that you tell that creature, the bonus increases by 1 (maximum +5). You can only benefit from this boon against one creature at a given time.

------------------------------
Song of the Serpent

Five Kings Negotiatior:
Your numerous interactions with the dwarves of the Five Kings Mountains have trained you in their ways and customs. You gain a +2 circumstance bonus on Diplomacy checks versus dwarves.

Kalistrade Appraisal:
You have studied the Prophecies of Kalistrade and worked alongside Druman merchants, and learned a few of their negotiating tricks, thus giving you the upper hand in your own mercantile negotiations. This allows you to sell a single item of treasure at 75% value rather than 50% one time. When this boon is used, cross it off your Chronicle sheet.

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CHRONICLES
-------------------------------

1. Module: Master of the Fallen Fortress:

Boon: none
PA Earned: +2
Fame Spent:
Gold Earned: 479 gp
Day Job: 20 gp

2. First Steps, Part 1:

Boon: none.
PA Earned: +2
Fame Spent:
Gold Earned: 417 gp
Day Job: 15 gp

3. #29 The Devil We Know, pt I (GM):

Boon: none.
PA Earned: +2
Fame Spent:
Gold Earned: 538 gp
Day Job: n/a

4. #30 The Devil We Know pt 2:

Boon: none.
PA Earned: +2
Fame Spent:
Gold Earned: 505 gp
Day Job: 20 gp

5. #41 The Devil We Know pt 3:

Boon: none.
PA Earned: +2
Fame Spent:
Gold Earned: 506 gp
Day Job: 10 gp

6. #48 The Devil We Know pt 4:

Boon: none.
PA Earned: +2
Fame Spent:
Gold Earned: 506 gp
Day Job: 10 gp

7. #7 Among the Living:

Boon: none.
PA Earned: +2
Fame Spent:
Gold Earned: 1036 gp
Day Job: 50 gp

8. #6-12 Scions of the Sky Key, pt 1 (GM):

Boon: Golden Crown Advantage.
PA Earned: +2
Fame Spent:
Gold Earned: 1194 gp
Day Job: n/a

9. #51: The City of Strangers, pt 1 (GM):

Boon: none.
PA Earned: +2
Fame Spent:
Gold Earned: 2257 gp
Day Job: n/a

10. #52: The City of Strangers, pt 2:

Boon: none
PA Earned: +2
Fame Spent:
Gold Earned: 1350 gp
Day Job: 50

11. #5-01: The Glass River Rescue:

Boon: Expanding Trade Network.
PA Earned: +2
Fame Spent:
Gold Earned: 1184 gp
Day Job: 50

12. #4-99: Race for the Runecarved Key (GM):

Boon: Magnimarian Debt, Formidable Renown.
PA Earned: +2
Fame Spent:
Gold Earned: 1184 gp
Day Job: n/a

13. Year of the Shadow Lodge (GM):

Boon: Skill Boon.
PA Earned: +2
Fame Spent:
Gold Earned: 2500 gp
Day Job: n/a