Agath

Janus Sena's page

44 posts. Alias of Ray McClure.


Full Name

Janus Sena Male Dhampir Rogue (investigator)/Oracle (Intrigue)

Race

HP: 9/9 | AC 16 : T 13 : FF 13: |CMD 14|Saves: F 1, R 5, W 3| Perception +9 | Status: Normal

About Janus Sena

Janus Sena
Male Dhampir, Rogue (Investigator)/ Oracle (Intrigue)
N Medium Humanoid (Dhampir)
Init +3; Senses: Darkvison 60’, Low light vison Perception +9
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Defense
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AC 16, touch 13, flat-footed 13
(+3 Dex, +3 Armor, +0 Shield)
Hp 09 (1d8+1)
Fort +1, Ref +5, Will +3
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Offense
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Speed 30 ft.
Melee Short Sword +3 (1d6+1/19 x2) {P} or
Melee Dagger +3 (1d4+1/ 19 x2) {P/S} or
Melee Masterwork Elven Curved Blade +0 (1d10+2/ 18 x2) {S}
Ranged Thrown Dagger +3 (1d4+1/ 19 x2) {P/S}
Combat Options Sneak Attack +1d6
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Statistics
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Str 13 Dex 16, Con 12, Int 13, Wis 13, [/b] Cha [/b] 16
Base Atk +0; CMB +1; CMD 14
Feats Simple Weapon Proficiency, Light armor Proficiency, Shield Proficiency, Finesse Training, Weapon Finesse, Extra Revelation
Skills
[+0] Acrobatics (3 Dex)
[+0] Appraise
[+9] Bluff (1 rank, 3 class, 3 cha, 2 race)
[+1] Climb (1 str)
[+0] Craft
[+9] Diplomacy (1 rank, 3 class, 3 Cha, 2 trait)
[+3] Disguise ( 3 cha )
[+3] Escape Artist (3 dex)
[+3] Handle Animal (3 cha)
[+1] Heal (1 wis)
[+8] Intimidate (1 rank, 3 cha, 1 trait)
[+1] Knowledge {Dungeon} (1 int)
[+7] Knowledge {local} (1 rank, 3 class, 1 int, 2 trait)
[+1] Knowledge {Religion} (1 int)
[+1] Linguistics (1 int)
[+5] Lore (1 bg, 1 int, 3 class)
[+9] Perception (1 rank, 3 class, 3 cha, 2 race)
[4] Perform {act} (1 trait, 3 cha )
[+5] Profession { PI} (1 bg, 3 class, 1 wis)
[+0] Ride
[+8] Sense Motive (1 rank, 3 class, 3cha, 1 trait)
[+5] Spellcraft (1 rank, 3 class,1 int)
[+7] Stealth (1 rank, 3 class, 3dex)
[+1] Swim ( 1 str)
Languages Common, Elven
Traits Child of Infamy {Campaign}, Diplomat {Social}, Bloody-Minded {Combat}, Local Know-It-All {Regional}
Drawback Overprotective, Family Ties
Combat Gear
Dagger x2, Short Sword, Studded Leather, MW Elven Curved Blade
Other Gear
3 GP, 2 SP, Rogue Kit, Masterwork Thieves’ tools, Traveler’s outfit, Journal, Ink, Inkpen
Encumbrance 0 – 50 lbs; 51 – 100; 101– 150; [Current Weight: Load]
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Magic
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Oracle Spells Known {CL: 1st}
0- {DC 13} Detect Magic, Enhanced Diplomacy, Guidance, Read Magic, Ghost Sound
1st- {DC 14} Cure Light Wounds, Inflict Light Wounds, Command, Mage Hand
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Special Abilities
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Spells - may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level. She cannot swap any cure or inflict spells, nor can she swap any spells gained from her mystery. Unlike a cleric, an oracle need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level. An oracle casts divine spells drawn from the cleric spell lists. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, an oracle must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an oracle’s spell is 10 + the spell’s level + the oracle’s Charisma modifier (see FAQ at right). Like other spellcasters, an oracle can cast only a certain number of spells per day of each spell level. Her base daily spell allotment is given on Table: Oracle. In addition, she receives bonus spells per day if she has a high Charisma score Unlike other divine spellcasters, an oracle’s selection of spells is extremely limited. An oracle begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new oracle level, she gains one or more new spells, as indicated on Table: Oracle Spells Known. Unlike spells per day, the number of spells an oracle knows is not affected by her Charisma score; the numbers on Table: Oracle Spells Known are fixed. In addition to the spells gained by oracles as they gain levels, each oracle also adds all of either the cure spells or the inflict spells to her list of spells known (cure spells include all spells with “cure” in the name, inflict spells include all spells with “inflict” in the name). These spells are added as soon as the oracle is capable of casting them. This choice is made when the oracle gains her first level and cannot be changed. Upon reaching 4th level, and at every even-numbered oracle level after that (6th, 8th, and so on), an oracle can choose to learn a new spell in place of one she already knows. In effect, the oracle loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged. An oracle does not need to provide a divine focus to cast spells that list divine focus (DF) as part of the components.
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.
Follow Up (Ex) - An investigator can roll twice on any Diplomacy check made to gather information, and receives the information for both results. This takes the same amount of time as one check. If the lesser of the two checks reveals false information, the rogue is aware of it. False information is not revealed in this way if the people she questioned do not know it to be false. This ability replaces trapfinding.
Intrigue Mystery - Class Skills - An oracle with the intrigue mystery adds Bluff, Disguise, Sleight of Hand, and Stealth to her list of class skills. Bonus Spells: Charm person (2nd), false belief (4th), suggestion (6th), sending (8th), true seeing (10th), symbol of persuasion (12th), greater scrying (14th), mind blank (16th), overwhelming presence (18th).

Revelation - At 1st level, 3rd level, and every four levels thereafter (7th, 11th, and so on), an oracle uncovers a new secret about her mystery that grants her powers and abilities. The oracle must select a revelation from the list of revelations available to her mystery (see FAQ at right). If a revelation is chosen at a later level, the oracle gains all of the abilities and bonuses granted by that revelation based on her current level. Unless otherwise noted, activating the power of a revelation is a standard action. Unless otherwise noted, the DC to save against these revelations is equal to 10 + 1/2 the oracle’s level + the oracle’s Charisma modifier.

Whispered Glimpses (Su) Revelation - The whispers of intrigue sing to you with glimpses of insight into others’ presence and motives, granting you greater awareness than your own senses could manage. You can add your Charisma modifier instead of your Wisdom bonus on Perception and Sense Motive checks. Final Revelation: Upon reaching 20th level, you become a master of intrigue. You can apply Silent Spell or Still Spell to any spell you cast without increasing the level or casting time. You do not need to possess these feats to use this ability.
Poetic Vengeance (Su) Revelation - You constantly plot and scheme to take your revenge against those who wrong you. Once per day as an immediate action, after an enemy successfully affects you with an attack (whether with a spell, a physical attack, or any other sort of attack), you can force the enemy to take half the effects of its own attack unless it succeeds on a Will save (DC 10 + 1/2 your oracle level + your Charisma modifier). Any damage from the attack is halved, and non-damaging effects have a 50% chance to apply. If the non-damaging effect has a DC, the enemy receives a saving throw against it, at either the DC of the original effect or the DC of this ability, whichever is lower. At 10th level, you can use this ability twice per day, and at 20th level you can use it three times per day.
Oracle’s Curse (Ex) - Each oracle is cursed, but this curse comes with a benefit as well as a hindrance. This choice is made at 1st level, and once made, it cannot be changed. The oracle’s curse cannot be removed or dispelled without the aid of a deity. An oracle’s curse is based on her oracle level plus one for every two levels or Hit Dice other than oracle. Each oracle must choose one of the following curses.
Haunted - (Curse) 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). Effect - 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.
Resist Level Drain - (Ex): A dhampir takes no penalties from energy drain effects, though he can still be killed if he accrues more negative levels then he has Hit Dice. After 24 hours, any negative levels a dhampir takes are removed without the need for an additional saving throw.
Manipulative - Dhampir gain a +2 racial bonus on Bluff and Perception checks.
Darkvision - Dhampir see perfectly in the dark up to 60 feet.
Low-light vision - In addition to their ability to see perfectly in the dark up to 60 ft, dhampir have low-light vision, allowing them to see twice as far as humans in conditions of dim light.
Dayborn - A few fortunate dhampirs were born during the day under the blessings of priests, and their blood has weaker ties to their undead bloodline than others of their kind. Such dhampirs are unhindered by daylight and lose the light sensitivity racial trait. This racial trait replaces the spell-like ability racial trait.
Negative Energy Affinity - Though a living creature, a dhampir reacts to positive and negative energy as if it were undead—positive energy harms it, while negative energy heals it.
Overprotective (DB) - In your youth, you saw a younger friend or loved one suffer a grievous injury or die, and you blamed yourself for not having been there to help, even if there was nothing you could have done. Effect: If one of your allies should fall unconscious from hit point damage, you take a –2 penalty on attack rolls and skill checks as long as you are farther than 10 feet away from your fallen ally.
Family Ties (DB) - Your family is extremely important to you, and you feel disheartened when you can’t do what they ask. Effect(s) When a family member makes a request of you, you must fulfill that request or take a –2 penalty on all Wisdom– and Charisma-based ability checks and skill checks until you either do what was requested or succeed at a DC 20 Will saving throw, which you can attempt once per day at the start of each day. You can’t take this drawback if you have no family. If you ever lose your family or lose contact with your family, exchange this drawback for the Doubt drawback
Child of Infamy (CT) Benefit: You gain a +1 trait bonus on Perform (act) skill checks, and the skill is always considered a class skill for you. Furthermore, you begin play with an additional 300 gp.
Diplomat - You know how to handle delicate communications with different groups of people. Benefit: You gain a +1 trait bonus on Diplomacy and Sense Motive checks.
Bloody-Minded (Combat) - You are always ready for bloodshed. Benefit(s): You gain a +1 trait bonus on initiative and Intimidate checks.
Local Know-it-All - Benefit: Choose a community that you’ve lived in for at least 5 years. You gain a +2 trait bonus on Knowledge (local) checks related to that community

Appearance
Janus is tall (5’ 11”) and lean (170) that on humans would be described as Lanky but the unnatural grace of his Dhampir heritage makes his movements flow. His hair is dark as befits one of Taldan blood. But it’s the other blood inheritance that defines him most. His skin is deathly pale which complements his light gray eyes. He is almost always clean shaven although his hair is usually just brushed from his face rather that styled. He rarely smiles except around family and close friends, as it reveals his slight fangs. While not harmed by sunlight he usually wears a dark wide brimmed hat and a matching long cloak.

Background
Janus’s story begins 125 years ago when Octavia Sena (the only child of Maxmus Sena, Patriarch of the powerful Sena family, a Taldan merchant house) fell madly in love with a dark a mysterious stranger then making the rounds at Westcrown parties. Against her parents wishes she ran off the man. Who was later identified as a Vampire. Maxmus would have none of this. He contacted the fabled “Counsel of Thieves” and commissioned a team to rescue Octavia. It took over a year to locate the Vampire’s lair. The rescue team was not fully prepared for the formidable power of the Vampire. When it was over the Vampire had been destroyed. But Octavia and over half of the rescue team lay dead. They did find something else a 1-year-old Dhampir infant. Octavia’s journal provided the sordid and unholy tale, as well as the boy’s name “Janus”. Maxmus was enraged at the death of his daughter as well as the suggestion that the “abomination child” be destroyed by the rescue team leader. Maximus refused to pay the remainder of commission. Further words were exchanged, blades drawn and blood spilt (as luck would have it the rescue team leader was the son of a high ranking “COT” member). This began a long and unpleasant conflict between the Sena Family and the “COT”. Janus was raised in the Sena household and wanted for little. Maximus tolerated no questions of the boy’s heritage, he was a Sena and would be treated as such. The conflict with the “COT” slowly escalated over the years, culminating in the “Party Massacre” that resulted in deaths of 4 members of the Sena family as well as 8 other guests and servants. Maximus now and old and ailing man, spared no expense to get revenge. Evidence linking several very high-ranking members of the “COT” to the murders as well as other high-profile crimes was sent to the Authorities and made public. The “COT” was pressured into giving up many members for Justice. This expenditure so weakened the Sea house that they were forced to become subservient to the Stamon family and thereby to the Tilernos House. The conflict slowed for several years. Until a new “COT” faction needing to prove themselves assassinated Maximus, unfortunately a member of the Stamon family ways also killed. House Tilernos stepped in and enforced a truce. They obtained recompense for the deaths and to ensure the peace was kept hostages would be exchanged. Janus and the daughter of a “COT” inner circle member where chosen. Janus spent the next 10 years living with some of the best practitioners of the game of intrigue around. This immersion in the world of intrigue was undoubtedly the catalyst for Janus’s manifestation of Oracle powers. When he returned to the Sena family Janus was sent to live with his uncle Rullus an Inquisitor of Asmodeus and Aunt Asla an Investigator and an Elf. Janus was raised by them for the next 65 years (Dhampir age slowly) until Rullus’s death left him with Aunt Asla and his cousin Irid (Half-Elf). They remained a family for the next 21 years. Aunt Asla now running her own Inquisitive agency allowed the children to help out. When Janus came of age he interned at the agency for several years until his Oracle powers manifested. He spent a few years exploring and learning about his gifts. He returned to the Family only to discover that Aunt Asla was dead, mysteriously killed while working a case. Janus and his Cousin Irid reconnected. And worked to find Asla’s killer. It was discovered that her partner in the agency (Varinus) did away with her to gain control of the agency. Janus and Irid told Varinus what they knew, he laughed at them and said there was nothing they could do to him. Janus and Irid plotted and planed for a year before they were able prove Varinus had killed Asla. When calling in favors Janus reconnected with other members of the Sena family. When they confronted him with the evidence he attacked them and Janus killed him. They recovered Asla’s Elven Curved Blade (family weapon). Irid insisted that Janus have the weapon. He remains very close to Irid and her children as well as other members of the Sena clan. To whom he is affectionately known as Uncle “J”. Janus now attempts, not always successfully to run his own Private Investigation business. He is currently working out of a room in a run-down tavern.