The Illegitimate

Janus Grey's page

457 posts. Organized Play character for supervillan.

Full Name

Janus Grey


Human (ulfen)


Inquisitor (green faith marshal, sanctified slayer) 6| AC 20 T 13 FF 17 | HP 50/54 | F +9 R +7 W +9 | CMD 21 (22 v disarm)| Init +5 | Perc +11 (+13) | Spells (-,3/5, 3/4) | Bane (5/6)


active effects:
divine favour






Common, Skald, Sylvan

About Janus Grey

"We make endings."


Janus is from “unstuck” Uringen in the River Kingdoms, a town that is sometimes not there. Unstuck Uringen shifts in time, and is closer to the First World. Its residents are descended from the town's Ulfen founder, and still speak Skald. Like other residents of Uringen, Janus wears distinctive black and white clothing.

The proximity of Uringen to the First World leads to numerous strange occurences, and there is a notable Fey presence in the city. Janus experienced this closeness in periodic contact with Imbrex, the Twins, Eldest of Endings, Twins, and Statues. This contact drove Janus from a young age. Whilst not a twin themself, Janus identifies as two distinct entities: an ulfen human, and a dwarf river caiman crocodile. Janus either cannot or does not distinguish.

Janus' divine drive has led them to believe that civilisation encroaches upon “the Green”. They trained first with the Oakstewards of Sevenarches. To learn how to defend nature in accordance with the wishes of the Fey and the Eldest (specifically, Imbrex's wishes as communicated to Janus through the Fey and experiences in Unstuck Uringen) Janus travelled to Daggermark, a renowned proving ground for students of the art of death. Janus has the Fey's outlook on death – every ending is a beginning, and Imbrex is the maker of endings. They excelled in Daggermark, learning the Three Precepts of Life, Death, and the Vessel Between. They trained with the Vessels, but never intended to remain in Daggermark. They left, to learn more and perfect the way of ending in order to better protect the Green.

They travelled to Tian Xia in order to seek out masters of weaponry that they could learn more from, but fell in with the Pathfinder Society whilst there. The promise of advanced schooling in both magic and weapon use persuaded Janus to take on more work from the Pathfinders...

Janus is not a tank, they are a stealthy shock trooper. That said, at low levels especially they're going to be on the front line often enough.

Your aim in combat is to establish a flank and then full attack with your dire flail. You have many ways to accomplish this: Press to the Wall means you can flank with an inanimate object (you must be the only character threatening the target); your familiar can get into a flank; you can cast Ally Across Time to create a flank; and you can do it the usual way with your allies of course.

The familiar will use Aid Another on the human's attack bonus, especially if they don't have Divine Favour running.

If Janus cannot full attack from flank, they are happy to make a single attack two-handing the flail.

Try to use Studied Target if there is time.

Janus will cast Expeditious Retreat on the familiar to maximise mobility in combat (unless the familiar has an opportunity to get into a flank already). They will try to save a casting for Divine Favour for a boss fight.

Try a touch attack with Stricken Heart if you're having trouble hitting.

Use Bane against heavy hitters and bosses.

Janus Grey

Human (Ulfen) Inquisitor (sanctified slayer, green faith marshal) 6
N Medium Humanoid (human)
Init +5; Perception +11 (+13)

AC 20, touch 13, flat-footed 17 (+7 armour, +3 Dex)
hp 54 (6d8+21)
Fort +9, Ref +7, Will +9
+1 Will vs Illusion

Base Atk +4; CMB +8; CMD 21 (22 vs disarm)
Speed 30ft
+1 dire flail +9, 1d8+7/x2
+1 / +1 dire flail +7/+7, 1d8+5 and 1d8+3
dagger +8, 1d4+4/19-20x2
pair daggers, +6/+6, 1d4+4 and 1d4+2
light mace +8, 1d6+4/x2
pair light maces +6/+6, 1d6+4 and 1d6+2
Janus gets +1 to hit whenever Sneak Attack applies (trait bonus).

javelin +7, 1d6+4
thrown dagger, +7 1d4+4/19-20x2
Janus gets +1 to hit whenever Sneak Attack applies (trait bonus).

Spells Known (CL 6, concentration +8):

Level 0
acid splash, daze, detect magic, guidance, detect poison, virtue

Level 1 (5/day)
divine favour, expeditious retreat, shield of faith, litany of sloth, fallback strategy, disguise self, true strike

Level 2 (4/day)
invisibility, stricken heart, ally across time, defending bone



Str 18 Dex 17 Con 14 Int 10 Wis 14 Cha 7


Two-Weapon Fighting, Toughness, Alertness (familiar), Step Up, Precise Strike, Press to the Wall, Outflank


Fates Favoured (faith), The Vessel Between (regional: Daggermark)

42 ranks
[3] acrobatics 6
[1] climb 8
[4] know:arcana 7 (9 with pathfinder chronicle)
[4] know:nature 11 (13 with pathfinder chronicle)
[1] know:religion 4
[1] linguistics 1
[6] perception 11 (13)
[6] sense motive 11 (13)
[1] spellcraft 4
[6] stealth 15
[2] survival 7
[1] swim 8
[6] umd 8


Common, Skald, Sylvan


Gear from current scenario

Combat Gear
+1 mithral agile breastplate
+1 / +1 dire flail
javelin x2
cold iron dagger
cold iron light mace
alchemical silver light mace
happy stick (clw) 14/50 charges remaining
silver holy symbol
holy water x 2
alchemist fire
tanglefoot bag (uringen)
buffering cap

Potions and Scrolls
oil of bless weapon
potion of spider climb
potion of fly
scroll of magic weapon x2
scroll of remove fear
scroll of hide from undead x2
scroll of lesser restoration x5
scroll of see invisibility
scroll of remove paralysis
scroll of bulls strength x4

Other Gear
traveller's outfit (black and white)
50' rope
climber's kit
5 torches
smoked goggles
chalk (5 sticks)
scrivener's kit
spell component pouch
wand of comprehend languages (3/50)
wand of heightened awareness (27/50)
belt of incredible dexterity +2
ioun torch
courtier's outfit plus jewelry
infiltrator's kit [set of caltrops, chalk, a disguise kit (8/10), an ear trumpet, fake footprint shoes, a skeleton key, and a wrist sheath]
smoke stick
vermin repellent x2
cloak of resistance +2

7 CP; 3 SP; 2908GP

happy stick charges 14/50
wand of comprehend languages 3/50
wand of heightened awareness 27/50
death roll 5/5
diverse training (+5) 1/1
gm reroll (2 stars) 1/1
enduring scholar (+5) 1/1
magical tinkerer (+17) 1/1
buffering cap 1/1
bane 6/6

Special Abilities

Special Qualities:

class abilities:
Domain: crocodile
Familiar - dwarf caiman figment
Death roll: grapple check, with bonus equal to half class level (min. 1) to trip grappled target, do 1d8 damage. 5/day (3+WIS)
studied target (2) (move action): +2 bluff, knowledge, sense motive, perception, survival, weapon attack and damage rolls vs target.
wild lore (add WIS to know: nature)
spells and orisons
cunning initiative
detect alignment
track (+3)
solo tactics
sneak attack +2d6
nature's ally: cast Commune with Nature as an SLA 1/week
bane (6)

vanities: hunting lodge membership, green faith member

PFS chronicles:
XP: 17 Fame: 34 Prestige: 17
1. House of Harmonious Wisdom; 1XP, 2PP
2. The Unseen Inclusion; 1XP, 2PP
3. The Silverhex Chronicles; 1XP, 2PP
4. Faithless and Forgotten 1: Let Bygones Be; 1XP, 2PP
5. Faithless and Forgotten 2: Lost Colony of Taldor; 1XP, 2PP
6. Faithless and Forgotten 3: The Infernal Inheritance; 1XP, 2PP
7. Tome of Righteous Repose; 1XP, 2PP
8. In Wrath's Shadow; 1XP, 2PP
9. Graves of Crystalmaw Pass; 1XP, 2PP
10. Bones of Biting Ants: 1XP, 2PP
11. Oathbreakers Die: 1XP, 2PP
12. The Cost of Enlightenment: 1XP, 2PP
13. The Ghenett Manor Gauntlet: 1XP, 2PP
14. Six Seconds to Midnight: 1XP, 2PP
15. The Stranger Within: 1XP, 2PP
16. Captive in Crystal: 1XP, 2PP
17. Year of the Shadow Lodge: 1XP, 2PP


Student of Scrolls, Diverse Training: 1/scenario, attempt a skill check as if trained, your total bonus on the check is +5 (3 plus GM stars)
Impressive Find: when you reach 12 or more Fame, add 1 Prestige Point (not to exceed your Fame total).
Legacy of a Princess: 1 only swift action, duration 1 minute, the first time you hit a creature in melee each round you gain +2AC vs that creature until the beginning of your next turn.
Sun Shogun Talismans: access variant talismans.
Veshtahz's Favours: take a doru as an Improved Familiar, or 1 only obtain a result of 30 on a gather information check.
Elixir of Treasure Finding: drink to gain a +2 competence bonus to Appraise and Perception for a whole adventure, OR gain 150gp when you would gain less than the maximum gold for an adventure (up to the maximum). Cross off this boon when you use it.
Pleasure doing business: buy the Silverhex weapon at a discount.
Ally of the Green: you have three gourd seeds, gifts from the leshys. As a standard action, consume a seed as though it were a Goodberry, but it heals 1d4+1 damage; alternatively, feed a seed to an adjacent plant creature to give that creature 5 temp hp and CL6 Divine Favour for one minute.
Archeological Expert: +1 Appraise and Know:history relating to art objects. If you would succeed at a primary mission success but fail at the secondary success, cross off this boon to attempt an Appraise, Know:history, or Profession:archeologist check with a DC equal to 10 + 2 x character level; if you succeed on this check, you gain your second Prestige point. You may not take 10 on the check.
Imperium Initiate: once only, when you cast a spell divs and constructs get -2 to save against the spell for 1 round. OR treat the hardness and DR of divs and constructs as 5 less for 1 round.
Delvehaven Star: +2 to knowledge (history, local, nobility) associated with Cheliax; +1 initiative in Cheliax; once only, reduce the Prestige Point cost of spellcasting services by 2PP.
Eye for Traitors: +1 to Sense Motive to tell if someone is lying, +1 to Will saves vs illusions; cross off this boon to reroll a failed saving throw vs illusion.
Enduring Scholar: 1/adventure, gain +5 to a save vs spell before you roll.
Magical Tinkerer: UMD is a class skill. Once per adventure, roll UMD with a bonus of +17 (=5 + 2x goals completed on card) or an extra +2 if your normal bonus is higher.
Righteous Redemption: free stuff, not yet taken
Worthy Foe, Undead: 2 only, swift action, gain +2 to attack and weapon damage, and a +2 dodge bonus to AC, vs undead for 1 round; or gain +2 to caster level checks vs undead SR and to saves against undead spells and abilities, and increase DC of your spells and abilities by one when used against undead, for 1 round.
Clockwork insight: 2 only, add 1d6 to disable device, or attempt to disable a magical trap, or gain +1d6 to AC or to a saving throw against a trap.
Earth Affinity.
Grave Treader's Inspiration: 1 only, use inspiration as per the investigator class ability.
Gremlin's token: 4 only, immediate action, +2 to save vs curse for 1 hour.
Ulfen Ally: 5 boxes, at the start of an adventure gain a scroll of one bard spell at no cost. Check a number of boxes equal to the spell level (max 3). You cannot sell the scroll. You get +5 to your UMD to activate the scroll. 2 boxes used.
Whispers of the Amberhollow: 2 only, standard action to gain Sanctuary (DC15) vs vermin for 1 hour.
Timinic's trinkets: you may purchase wondrous items from the Core Rulebook with a value of 250gp or less, or a Traveler's AnyTool, or Sleeves of Many Garments, for 1PP each (this boon is reusable as often as you like).
High Priestess's Patronage: +2 circumstance bonus to Diplomacy in Qadira and vs followers of Sarenrae; bought a mithral agile breastplate at 10% discount.
Visions of the void: 1 only, before you roll a skill check add 1d6-2 to the roll.
Mulani Manual of Martial Mastery: +1 insight bonus to CMD vs one manoeuvre (disarm).
Embeth Hound: gain a combat trained riding dog with some unique bonuses.
Henbane's token: 1 only, as a purely mental move action remove yourself from time for 1 round. You are "out of game" but any spell or effect durations do not progress. You return in the square that you left, or the nearest available square.
Touched by Time: 1 only, cast Haste or Slow as an SLA at your caster level (CHA).
Oft-lectured (student of scrolls): when making knowledge checks at the beginning of an adventure (eg in the mission briefing) add +2 (number of GM stars).
Elemental Saturation (earth): pay 20PP to become an oread, or 10PP to begin a new character as an oread. If any of your PCs have an Oread's Favour boon [Sleeping Sword has this boon] then halve these costs. The costs include retraining any race-specific choices (feats, fcb, equipment etc)
Expert negotiator: 1 only, get +4 to a Bluff, Diplo or Intimidate check. If you are attempting to influence a genie or a creature with an elemental subtype you can also roll twice and take the better result.
Combat Boon: 2 only, immediate action reroll an attack roll.