Kolyarut

Jamir Underfoot's page

85 posts. Alias of Faelar Braegen.


Full Name

Jamir Underfoot

Race

Halfling Unchained Rogue (Roof Runner) 2

Classes/Levels

HP 17/17 | AC 19 T 16 FF 14 (+1 Dodge vs Medium and bigger)| Fort+2 Ref +8 Will+0 | Initiative +5 | Perception +0

Gender

Male

Size

Small (3'0" , 30 lb)

Age

16

Special Abilities

Finesse Training, Sneak Attack (1d6), Roof Running, Evasion, Tumbling Ascent, *Ledge Walker*

Alignment

Chaotic Good

Languages

Common, Elven, Halfling, Infernal, Varisian

Strength 8
Dexterity 20
Constitution 14
Intelligence 12
Wisdom 10
Charisma 9

About Jamir Underfoot

Initiative : +5
Base Speed : 30 ft
Perception : 0

Defence:

Hit Points : 17 / 17
Armour Class : 19 (20 vs Medium creatures and up)
Flat Footed : 14
Touch : 16 (17 vs Medium creatures and up)
Fortitude : 2
Reflex : 8 (9 vs Trample)
Will : 0

Offence:

Base Attack Bonus : 1
CMB : 0
CMD : 14
Dagger Attack : 7
Dagger Damage : 1D3 (19-20 x 2)
Sneak Attack : 1D6

Skills:

Skill : Total (Ability Modifier, Ranks, Class Skill, Traits, Feats, Equipment)
Acrobatics : 13 (5, 2, 3, 1, 2)
Climb : 6 (-1, 2, 3, 2)
Diplomacy : 4 (-1, 2, 3)
Disable Device : 12 (5, 2, 3, 0, 0, 2)
Disguise : 4 (-1, 2, 3)
Escape Artist : 10 (5, 2, 3)
Knowledge (Local) : 6 (1, 2, 3)
Linguistics : 6 (1, 2, 3) Background Skill
Sleight of Hand : 10 (5, 2, 3) Hiding Daggers = 14 Background Skill
Stealth : 14 (5, 2, 3, 4)
Swim : 5 (-1, 2, 3, 1)

Feats:

Weapon Finesse : Benefit: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Sure and Fleet : Benefit: You gain a +2 racial bonus on Acrobatics and Climb checks.

Traits:

(Regional) River Rat: You learned to swim right after you learned to walk. When you were a youth, a gang of river pirates put you to work swimming in nighttime rivers and canals with a dagger between your teeth so you could sever the anchor ropes of merchant vessels. You gain a +1 trait bonus on damage rolls with a dagger and a +1 trait bonus on Swim checks. Swim is always a Class Skill.
(Social) Acrobat: Having trained from a young age, you’re capable of amazing feats of daring. You gain a +1 bonus on Acrobatics checks, and you take only a –2 penalty instead of the normal –5 penalty when using the Climb skill to attempt an accelerated climb.

Equipment Carried:

PP : 0 , GP : 160 , SP : 4 , CP : 0

Explorers Outfit : 0 lb
Daggers x 5 : 2.5 lb
Masterwork Studded Leather Armour : 10 lb
Masterwork Thieves Tools : 2 lb
Masterwork Backpack : 1 lb
Canteen : 1 lb
Trail Rations x 4 : 1 lb
Bedroll : 1.25 lb
Blanket : 0.75 lb

Potions :

Total Weight Carried : 21.5 lb
Light Load : 22.5, Medium Load : 45, Heavy Load : 62.5

Magic Equipment:

Head :
Face :
Throat :
Shoulders :
Body :
Torso :
Arms :
Hands :
Ring 1 :
Ring 2 :
Waist :
Feet :

Racial Abilities:

Fleet of Foot: Some Halflings are quicker than their kin but less cautious. Halflings with this racial trait move at normal speed and have a base speed of 30 feet. This racial trait replaces slow speed and sure-footed.
Low Blow: Some halflings train extensively in the art of attacking larger creatures. Halflings with this racial trait gain a +1 bonus on critical confirmation rolls against opponents larger than themselves. This racial trait replaces keen senses.
Underfoot: Halflings must train hard to effectively fight bigger opponents. Halflings with this racial trait gain a +1 dodge bonus to AC against foes larger than themselves and a +1 bonus on Reflex saving throws to avoid trample attacks. This racial trait replaces halfling luck.
Skulker: Oppressed halflings train from a young age to take advantage of times when their oppressors ignore them. Such halflings gain a +1 racial bonus on attacks against foes who are denied their Dexterity bonus to AC. This racial trait replaces fearless and weapon familiarity.
Small: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.

Favoured Class Bonus : Choose a weapon from the following list: sling, dagger, or any weapon with "halfling" in its name. Add a +1/2 bonus on critical hit confirmation rolls with that weapon (maximum bonus +4). This bonus does not stack with Critical Focus.

Class Abilities:

Weapon and Armour Proficiency : Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. They are proficient with light armor, but not with shields.
Finesse Training (Ex): At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.
Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.
Roof Running (Ex): At 1st level, a roof runner becomes entirely adept at moving across the tops of buildings, spires, and similar locations. Provided she is wearing light armor or no armor, the roof runner can move at full speed while traveling across the tops of buildings or similar structures, and takes no penalties on any Dexterity-based Skill checks or Reflex saves that might be incurred from moving about on a roof. This ability replaces trapfinding.
Evasion (Ex): At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Ref lex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Tumbling Descent (Ex): At 2nd level, a roof runner can use her acrobatics skill to attempt a rapid descent from a rooftop or another surface, ricocheting against another surface and then diving through an opening (such as a balcony or window) directly below. So long as she has at least two surfaces no farther than 10 feet apart to bounce against, she can ricochet her body back from one to the next, descending great distances with a single check. The DC is 10 + 5 for every additional 10-foot increment descended beyond the initial 10 feet dropped. If she fails, she falls the full distance. This ability replaces trap sense.

Rogue Talents:

Ledge Walker (Ex): This ability allows a rogue to move along narrow, uneven, or slippery surfaces (such as ice) at full speed using the Acrobatics skill without penalty. In addition, a rogue with this talent is not flat-footed when using Acrobatics to move along such surfaces, and retains her Dexterity bonus to AC.

Backstory:

Jamir doesn't know his real name, he doesn't know who his family is or why he was abandoned. He has never wondered about such things, he as always had his "family" and the fact that his family was so much larger than him never mattered. Roran had found him when he was a few days old; he had been thrown out and left to die among the rubbish, so he took him in and fed him, cleaned him and from that day on he was his father. Things were going well and for 20 years they were a loving father and son, both running the roofs, picking pockets and generally getting by whilst trying to stay out of the eyes of the Sczarni and Cerulean Society.
They were not trying to be rivals to these groups; only to survive, but of course that is not how they saw it and one day they caught Jamir. Roran found out and barged in trying to settle problems diplomatically, until he saw the beaten they had given Jamir, blood poured from his face, his eyes were swollen and his arm was broken. It was upon seeing Roran that Jamir fell unconscious and didn't wake for another 2 weeks. When he did finally wake his arm was healed, although his face bore the scars of the beating he had received. Roran had lost a lot of weight and when he slept he shook and sweated a lot.
Thinking it was just the effects of having to tend to him, he got up and forced himself to work for the both of them whilst Roran got better ... but he still got worse. He never left his bed (that he was aware of) and hardly ate. One evening as Jamir got back from a day's work Roran was in a bad shape and beckoned him over, clasped his hand with a cold and clammy hand, smiled at him and asked for some broth. Delighted Jamir jumped at and poured him a large bowl of this brown broth, but within that time the life had flowed from Roran as he drifted into the endless sleep.
Jamir was heartbroken when he realised he had lost his father and couldn't even leave the house apart from to give him a burial at sea that night. As he was cleaning the place a week later he found a small almost empty back beneath Rorans pillow, in it contained a small amount of a drug that Jamir knew too well; Shiver. Suddenly everything made sense, but why would Roran have started taking the drug and who sold it to him?

Now he had a purpose, to find out who had sold him the drug and made him take it, and why. He spent the next month asking around and saw an unwelcome face, one of the ones who had beaten him. Memories flooded him, the last time Roran had been well was when he had saved him. Jamir followed the man, sticking to the roofs where he couldn't be seen and once he was in an alley he ambushed him. With a knife pressed against the mans groin he demanded answers, and he received them quickly. The group hadn't been part of the Sczarni or the Cerulean Society, but were ordered to attack him by a crime-lord named Gaedren.
He finally had a name, the only thing left was to find out how and why Gaedren had targeted them and made Roran take the despicable drug. He has heard that Gaedren is now dead and is looking for those responsible.

Appearance:

Jamir only stands at 3 feet and his face is scarred, so he often wears a hood low to hide his eyes. Although he would rather hide the scars completely, they are one of the few remaining things he has to remember Roran by. He wears a finally made jerkin made of black leather with brass studs, and other dark clothes. He has 2 long knives at this side, but on closer inspection there are another 2 behind his back, hidden by the cloak. He has brown hair and eyes.

Personality:

Jamir only does what he needs to get by, due to Roran's upbringing he often helps children out that are on the street; if he can, he was always bubbly and friendly, but that is not so anymore. Maybe once he has his answers from those who killed Gaedren he will revert to his usual self. There is nothing that he enjoys more than running along the rooftops and jumping around the town, where no one can stop him and he can see everything.