The Cinderlander

Jan Carpenter's page

219 posts. Alias of Peet.


Full Name

Jan Carpenter

Race

Resources:
Spell Slots: 1st: 5/7 2nd: 3/6 3rd: 4/4 | SLA Glitterdust | Boots: 10/10 | Wand: 20 | Improvisation 6/6

Classes/Levels

Current Buffs: barkskin, shillelagh

Gender

Aasimar Oracle 6/Rogue 6 | HP 36/40 | AC: 25 TAC: 18 FAC: 19 CMB: 22 AC: 23 TAC: 16 FAC: 14 CMB: 18 | F: +5, R: +10, W: +5 | Init: +6 | Perc: +8, S.M. +6 | Speed 30ft. |

Size

M

Age

25

Alignment

CG

Deity

Desnan

Location

?

Languages

Common, Chelxian

Occupation

Carpenter

Strength 13
Dexterity 20
Constitution 14
Intelligence 12
Wisdom 8
Charisma 16

About Jan Carpenter

10-minute background (which took way more than 10 minutes):

Step 1: Write five things about your character’s concept and background, five things that you think are the most essential parts of your character.

* Jan is an Azata-blooded Aasimar. His ancestor is a rare type of Azata that is associated with trees much like dryads or nymphs. Jan's hair changes color with the seasons, being dark green in spring, dirty blond in summer, red in fall, and white in winter. Most people he meets think the white is his natural color and he dyes it at other times.
* Jan is a carpenter by trade. He has a natural affinity for wood, to the point that he is comfortable using unshaped hunks of wood as weapons. Though he has an affinity for trees, he sees no hypocrisy in using trees for lumber or other useful things. He believes that human society is made possible through the use of trees, which are used for so many things.
* Jan is a member of a resistance group dedicated to Desna. They oppose the Chelaxian autorities whenever they can and hope to restore the worship of Desna in Cheliax. His oracle abilities allow him to appear unarmed and he travel around the countryside as an ordinary carpenter looking for work.
* Jan is haunted by the spirit of one of resistance group that was wiped out . He sometimes sees a spectral cat, silvery in color, dogging his footsteps. He thinks the spirit is not the spirit of an animal but is rather one of the former revolutionaries in Senara, and it wants him to take action to get House Thrune out of Senara. He doesn't know why he was chosen for this task. (Oracle curse: haunted)
* Jan is a fairly devout worshiper of Desna. He is galvanized to action by the fact that his faith has been outlawed, and the lengths he goes to continue his religious observances have given him skills useful in staying hidden and in using trickery and cunning in a fight. (gestalt Rogue levels)

Step 2: List two goals for the character that you, as a player, think would be cool to see accomplished in-game.

* Ultimately he wishes to overthrow House Thrune in Cheliax. But at the very least he hopes for enough support for the rebellion that those of the Desnan faith are able to practice their religion in public without persecution.
* Jan still seeks to discover the truth about his ancestry. The older he gets, the deeper the mystery seems to go.

Step 3: List some secrets about your character.

* Jan is a bastard child and a foundling. His mother abandoned him at a small age, and he was taken in by a carpenter and his family. Though he learned his skills of carpentry from them, his adoptive family did not love him. He ran away from his rural home as a teenager and came to Kintargo looking for work. He has been in Senara long enough that he feels he is a native, but many kintagans consider him a bit rustic.
* Jan is descended from Nazara Arshim, a member of a resistance group that was wiped out by the Chelaxian authorities. When the crackdown came that would bring and end to the resistance, Nazara had her son smuggled out of the city. Jan is not aware of his ancestry. Jan has a star-shaped birthmark on the bottom of his right foot that has been possessed by all of the Arshim line (and is in fact a part of his Aasimar heritage). Someone in the know about the Arshim family might know the significance of the birthmark.
* Jan is a member of the Desnan resistance movement in Cheliax, which would be valuable information to any informants. Jan's actions in the resistance are more than enough to get him executed if he is caught.

Step 4: Describe three people that are tied to the character though blood, romance or honor. Two of them are friendly to the character, one is hostile.

* Moran Drinwych - An elderly cleric of Desna who has refused to leave the city despite the persecution at the hands of House Thrune. Moran is not as circumspect as he ought to be regarding his faith or his opinion of House Thrune, and Jan has had to rescue Moran from hostile loyalists. On one occasion he killed the man responsible in order to protect Moran.
* Bort Kramdennis - Jan's former employer. Bort has no children (he is sterile) and as a result he feels quite attached to Jan, though Bort has several employees. He took Jan on when he arrived in the city and was able to show some small talent as a woodworker. Bort does not like House Thrune but believes that politics is not the business of tradesmen like himself and that crackdowns on liberties will pass if everyone just behaves and doesn't make trouble.
* Saela Porena - A contract lawyer. Saela has used a variety of contracts to secure a prominent position in Senara, managing a network of businesses that are tied to her through "loopholes" in their mutual contracts. As a result Saela has her fingers in a variety of pots. Saela has her eyes on the Senara boatyard next, and as a carpenter and timber supplier, she hoped to use Bort Kramdennis (see above) as a lever to help her gain control of it. Sensing trouble, Jan interrupted the negotiations and convinced Bort not to sign. This has resulted in Bort not getting any work at the boatyard, but his business is successful enough without it. However, Saela remembers Jan and plans to teach him a lesson about interfering in the affairs of his betters.

Step 5: Describe three memories that your character has.

* The first sight of the ghost cat. Jan was only a small child when he first saw the cat. The cat knocked over some of his adoptive father's tools while he was playing under a work table. Jan was punished for "making a mess" despite his insistence that the Ghost Cat was responsible. His family dismissed his stories of the Ghost Cat as Jan's "imaginary friend." Gradually Jan came to realize that others were not capable of seeing the Ghost Cat. The Ghost Cat would continue to appear periodically, playing poltergeist-like pranks on Jan that often got him into trouble, but only rarely did it ever seem that the Raven was trying to communicate with him.
* Arriving in Senara. Before that, Jan was used to small rural villages. Senara seemed so huge that it must be the center of the world, and the performers that he saw made him feel both alive for the first time and yet embarrassed by his rustic background.
* Witnessing the brutality of House Thrune first-hand. Jan did not really understand the lengths that House Thrune would go to until he saw Thrune guardsmen break up a secret gathering of Desnans one night. The guards cared little for mercy, happily cutting down any Desnans that could not escape and would not surrender. He and Moran escaped the gathering together, and the gravity of House Thrune's rule has been with him ever since.

Race: Azata-Blooded Aasimar
Class: Oracle of the wood mystery
Gestalt Class (Unchained Rogue with the Makeshift Scrapper and the Scout archetype)

HP: 40 (8 + 4x5 + 12 CON)
HD: 6d8
Saves: Fort: +5, Reflex: +10, Will +5 (Includes +1 resistance bonus)
Initiative: +6 (+5 DEX, +1 Ioun Stone)
BAB: +4 CMB: +5 (+9 with finesse) CMD: 21

Attacks:
Melee Attacks: (+4 BAB, +5 DEX, +2 Wood Bond, +1 W.Focus, +1 Mwk)
Sneak Attack +3d6

Quarterstaff: +13 1d6+7
Quarterstaff (TWF): +11/+11 1d6+5 / 1d6+2
Unarmed Strike: +9 1d3+1
Unarmed Strike (TWF): +7/+7 1d3+1 / 1d3

Ranged Attacks: (+4 BAB, +5 DEX, +2 Wood Bond)
Club +11 1d6+1 (10 foot increment)
Club (TWF) +9/+9 1d6+1/1d6 (10 foot increment)

Armor Class:

With Wood Armor AC 20, Touch 16, Flat 14 (Armor +4, DEX +5, Dodge +1)
With Wood Armor & Fighting Defensively AC 24, Touch 20, Flat 14 (Armor +4, DEX +5, Dodge +5)
With Wood Armor & Barkskin AC 23, Touch 16, Flat 17 (Armor +4, DEX +5, Natural +3, Dodge +1)
With Wood Armor & Barkskin & Fighting Defensively AC 27, Touch 20, Flat 17 (Armor +4, DEX +5, Natural +3, Dodge +5)

Traits & Feats:

Traits:
* Fate’s Favored: The fates watch over you. Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
* Magical Lineage: One of your parents was a gifted spellcaster who not only used metamagic often, but also developed many magical items and perhaps even a new spell or two—and you have inherited a fragment of this greatness. Pick one spell when you choose this trait (Divine Favor). When you apply metamagic feats to this spell that add at least 1 level to the spell, treat its actual level as 1 lower for determining the spell's final adjusted level.

Drawbacks:
* Meticulous: You plan and prepare everything in detail, and aren't good at improvising when things don't go as planned. You take a —2 penalty on skill checks for skills with which you're untrained.
* Paranoid: You believe that someone or something is always out to get you, so you have a hard time truly trusting anyone. Anyone who attempts an aid another action of any type to assist you must succeed at a DC 15 check instead of the normal DC 10 check.

Feats & Rogue Talents:
1: Two-Weapon-Fighting
Archetype Bonus Feat: Catch Off-Guard
Archetype Bonus Feat: Throw Anything
Rogue Bonus Feat: Weapon Finesse
RT 2: Ninja Trick: Unarmed Combat Training
3: Dodge
RT 4: Ninja Trick: Style Master: Crane Style
5: Power Attack
RT 6: Weapon Training: Quarterstaff

Skills:
60 Ranks Total

Acrobatics +14 (6 ranks, +5 DEX, +3 class)
Bluff +11 (5 ranks, +3 CHA, +3 class)
Climb +5 (1 rank, +1 STR, +3 class)
Craft: Woodworking +10 (4 ranks, +1 INT, +3 class, +2 masterwork tools)
Diplomacy +14 (6 ranks, +3 CHA, +2 racial, +3 class)
Disable Device +11 (1 rank, +5 DEX, +3 class +2 Mwk Tools)
Escape Artist +10 (2 rank, +5 DEX, +3 class)
Knowledge: Dungeoneering +5 (1 rank, +1 INT, +3 class)
Knowledge: Local +5 (1 rank, +1 INT, +3 class)
Knowledge: Nature +5 (1 rank, +1 INT, +3 class)
Knowledge: Planes +10 (6 ranks, +1 INT, +3 class)
Knowledge: Religion +5 (1 rank, +3 class)
Perception +8 (6 rank, -1 WIS, +3 class)
Perform (winds) +11 (1 ranks, +3 CHA, +2 racial, +3 class, +2 masterwork instrument)
Sense Motive +6 (4 rank, -1 WIS, +3 class)
Spellcraft +7 (3 rank, +1 INT, +3 class)
Stealth +14 (6 rank, +5 DEX, +3 class)
Survival +3 (1 rank, -1 WIS, +3 class)
Swim +5 (1 rank, +1 STR, +3 class)
Use Magic Device +9 (3 ranks, +3 CHA, +3 class)

Skill Macros:

[dice=Acrobatics]1d20+14[/dice]
[dice=Bluff]1d20+11[/dice]
[dice=Climb]1d20+5[/dice]
[dice=Craft: Woodworking]1d20+10[/dice]
[dice=Diplomacy]1d20+14[/dice]
[dice=Disable Device]1d20+11[/dice]
[dice=Escape Artist]1d20+10[/dice]
[dice=Knowledge: Dungeoneering]1d20+5[/dice]
[dice=Knowledge: Local]1d20+5[/dice]
[dice=Knowledge: Nature]1d20+5[/dice]
[dice=Knowledge: Planes]1d20+10[/dice]
[dice=Knowledge: Religion]1d20+5[/dice]
[dice=Perception]1d20+8[/dice]
[dice=Perform (winds)]1d20+11[/dice]
[dice=Sense Motive]1d20+6[/dice]
[dice=Spellcraft]1d20+7[/dice]
[dice=Stealth]1d20+14[/dice]
[dice=Survival]1d20+3[/dice]
[dice=Swim]1d20+5[/dice]
[dice=Use Magic Device]1d20+9[/dice]

Race Features:

Racial Traits (Azata-Blooded Aasimar)
+2 Dexterity, +2 Charisma.
Native Outsider: Aasimars are outsiders with the native subtype.
Medium: Aasimars are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Aasimars have a base speed of 30 feet.
Darkvision: Aasimars can see in the dark up to 60 feet.
Skilled: Azata-Blooded Aasimars have a +2 racial bonus on Diplomacy and Perform checks.
Spell-Like Ability: Azata-Blooded Aasimars can use glitterdust once per day as a spell-like ability (caster level equal to the aasimar's class level).
Deathless Spirit: Particularly strong-willed aasimars possess celestial spirits capable of resisting the powers of death. They gain resistance 5 against negative energy damage. They do not lose hit points when they gain a negative level, and they gain a +2 racial bonus on saving throws against death effects, energy drain, negative energy, and spells or spell-like abilities of the necromancy school.
Languages: Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan.

Oracle Features:

Spells
Bonus Spells: shillelagh (2nd), barkskin (4th), minor creation (wood items only) (6th), thorn body (8th), tree stride (10th), ironwood (12th), transmute metal to wood (14th), changestaff (16th), wooden phalanx (18th).

Oracle Spells Known (7, 4, 2, 1)

Orisons (7+2):
Create Water
Detect Magic
Guidance
Mage Hand (Oracle Curse Bonus Spell)
Mending
Open/Close (Oracle Curse Bonus Spell)
Read Magic
Stabilize

1st Level DC 14 (4+2):
Cure Light Wounds (Oracle Bonus Spell)
Divine Favor
Liberating Command
Shield of Faith
Shillelagh (Mystery Spell)
Summon Monster I

2nd Level DC 15 (2+4)
Barkskin (Mystery Spell)
Burst of Radiance
Cure Moderate Wounds (Oracle Bonus Spell)
Levitate (Oracle Curse Bonus Spell)
Minor Image (Oracle Curse Bonus Spell)
Resist Energy

3rd Level DC 16 (1+2)
Cure Serious Wounds (Oracle Bonus Spell)
Dispel Magic
Minor Creation - Wood only (Mystery Spell)

Spell Slots Available:
1st Level: 7
2nd Level: 6
3rd Level: 4

Revelations:

Wood Armor (Su): You can conjure wooden armor around yourself, which grants you a +4 armor bonus. At 7th level, and every four levels thereafter, this bonus increases by +2. At 13th level, this armor grants you DR 5/slashing. You can use this armor for 1 hour per day per oracle level. This duration does not need to be consecutive, but it must be spent in 1-hour increments. The armor vanishes if you remove it.

Wood Bond (Ex): Your mystical bond with wood is such that your weapons become an extension of your body. You gain a +1 competence bonus on attack rolls when wielding a weapon made of or mostly consisting of wood (such as a bow, club, quarterstaff, or spear). This bonus increases by +1 at 5th level and every five levels thereafter.

Curse:

Haunted: Malevolent spirits follow you wherever you go, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises). Retrieving any stored item from your gear requires a standard action, unless it would normally take longer. Any item you drop lands 10 feet away from you in a random direction. Add mage hand and ghost sound to your list of spells known. At 5th level, add levitate and minor image to your list of spells known. At 10th level, add telekinesis to your list of spells known. At 15th level, add reverse gravity to your list of spells known.

Gestalt Rogue Features:

Weapon Proficiency: The makeshift scrapper is proficient with only simple weapons.

Improvised Weapons (Ex): At 1st level, a makeshift scrapper gains Catch Off-Guard and Throw Anything as bonus feats. This ability replaces trapfinding.

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 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.

With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), 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 total concealment.

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 (Quarterstaff). 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.

Evasion (Ex): At 2nd level, a rogue can avoid even magical and unusual attacks with great agility. If she succeeds at a Reflex 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.

Supernatural Improvisation (Su): At 3rd level, a makeshift scrapper gains the ability to enhance an item, making it a more effective weapon or changing the way it can be used. As a swift action, she can alter a single improvised weapon to either grant it a +1 enhancement bonus on attack rolls and damage rolls or use it to gain a +1 shield bonus to her AC. The makeshift scrapper can use this ability for a number of rounds per day equal to her rogue level. These rounds need not be consecutive, and the makeshift scrapper can change the enhancement each time she activates the ability. The bonus increases by 1 every 4 levels thereafter, up to a maximum bonus of +5 at 19th level. This ability replaces trap sense.

Debilitating Injury (Ex): At 4th level, whenever a rogue deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special ability). The rogue can choose to apply any one of the following penalties when the damage is dealt.

Bewildered: The target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –2 penalty to AC against all attacks made by the rogue. At 10th level and 16th level, the penalty to AC against attacks made by the rogue increases by –2 (to a total maximum of –8).

Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8).

Hampered: All of the target's speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.

These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty.

Scout's Charge (Ex): At 4th level, whenever a scout makes a charge, her attack deals sneak attack damage as if the target were flat-footed. Foes with uncanny dodge are immune to this ability. This ability replaces uncanny dodge.

Rogue's Edge (Ex): At 5th level, a rogue has mastered a single skill (Acrobatics) beyond that skill's normal boundaries, gaining results that others can only dream about. She gains the skill unlock powers for that skill as appropriate for her number of ranks in that skill. At 10th, 15th, and 20th levels, she chooses an additional skill and gains skill unlock powers for that skill as well.

Gear:

Starting cash: 11,000 gp

_4000 gp Belt of Incredible Dexterity +2
_1000 gp Cloak of Resistance +1
_2000 gp Handy Haversack
_1400 gp Daredevil Boots
__600 gp Masterwork Quarterstaff
__500 gp Cracked Dusty Rose Prism Ioun Stone
__500 gp Armbands of the Brawler
__300 gp Wand of Cure Light wounds (20 charges)
___55 gp Masterwork Artisan’s Tools (carpentry)
__100 gp Masterwork Flute
__100 gp Masterwork Thieves' Tools
__100 gp Holy Symbol Tattoo
___10 gp Leather Armor (this is Jan's work gear; it includes large thick leather gauntlets and a big leather apron).

10665 gp total

Remaining Gold: 335 gp.