Lucky Ben Willhuff

Jarif Selvaunt's page

124 posts. Alias of Zin Z'arin.


Full Name

Jarif Selvaunt

Race

Human

Classes/Levels

Rogue (Unchained) 1 || AC 18 (T 15/Fl 13) || hp 10/10 || Init +4 || Fort +1 Ref +6 Will +1 || Perception +5 (+6 to locate traps)

Gender

Male

Size

Medium

Age

54

Alignment

NG

Location

Nirmathas

Languages

Common, Goblin, Orc

Occupation

Locksmith

Strength 10
Dexterity 18
Constitution 12
Intelligence 14
Wisdom 13
Charisma 10

About Jarif Selvaunt

Jarif Selvaunt
Male Human Rogue (Unchained) 1
NG Medium Humanoid (human)
Init +4; Senses Perception +5 (+6 trapfinding)

Str 10 Dex 18 Con 12 Int 14 Wis 13 Cha 10

Conditions:

Defense:

AC 18, touch 15, flat-footed 13 (+3 Armor, +4 Dex, +1 dodge); CMD 15 (16 vs. trip)
hp 10 (1d8, +1 Con, +1 favored class)
Fort +1 Ref +6 Will +1
Special Defenses
Dodge +1 dodge bonus to AC

Offense:

BAB +0 CMB +0
Speed 30 ft.
Melee
. . Dagger +1 +5 (1d4+1, 19-20/x2)
. . MW Short Sword +5 (1d6, 19-20/x2)
. . Short Sword +4 (1d6, 19-20/x2)
. . Bone, femur +0 (1d6) (improvised light mace)
. . Unarmed Strike +4 (1d3 nonlethal)
. . Touch +4
Ranged
. . +1 Dagger +5 (1d4+1, 19-20/x2, 10')
. . Ranged Touch +4
Special Attacks
Dirty Fighter +1 damage when target is flanked, multiplied on critical hits
Sneak Attack +1d6 damage to melee attacks or ranged attacks within 30' when target is flanked or denied Dex bonus to AC

Feats & Traits:

Feats
Dodge +1 dodge bonus to AC
Two-Weapon Fighting penalties on attack rolls for fighting with two weapons are reduced by -2 in the primary hand and -6 in the secondary hand, and an additional -2 for each if the secondary hand wields a light weapon
Weapon Finesse (bonus feat) use Dex modifier to melee attack rolls instead of Str with light weapons, rapier, whip, and spiked chain

Traits
Dirty Fighter +1 damage when target is flanked, multiplied on critical hits
Log Roller (forest) +1 trait bonus to Acrobatics skill checks, and to CMB vs. trip attacks

Proficiencies
Armor Proficiency, Light No penalties on attack rolls while wearing light armor
Rogue Weapon Proficiencies No penalties on attacks made with a hand crossbow, rapier, sap, shortbow, or short sword
Simple Weapon Proficiency No penalty on attacks made with simple weapons


Skills:

Skill Points Rogue 11 (8 class, +2 Int, +1 human)
ACP -1 (-1 Armor, -0 Encumbrance)
*ACP applied to these skills

[1] *Acrobatics +8
[ ] Appraise +2
[1] Bluff +4
[ ] *Climb -1
[1] Diplomacy +4
[1] Disable Device +10
[ ] Disguise +0
[1] *Escape Artist +7
[ ] *Fly +3
[ ] Heal +1
[ ] Intimidate +0
[1] Knowledge (dungeoneering) +6
[1] Knowledge (local) +6
[ ] Linguistics
[1] Perception +5 (+6 to locate traps)
[ ] *Ride +3
[1] Sense Motive +5
[ ] Sleight of Hand
[1] *Stealth +7
[ ] Survival +1
[ ] *Swim +4
[1] Use Magic Device +4

Skill Modifiers
Log Roller (forest) +1 trait bonus to Acrobatics skill checks
Ring of swimming +5 competence bonus on Swim checks
Thieves' Tools, Masterwork +2 circumstance bonus to Disable Device
Trapfinding add 1/2 rogue level to Perception checks to locate traps and to Disable Device skill checks; can use Disable Device to disarm magical traps

Languages Common, Goblin, Orc


Special Abilities:

Racial Abilities
+2 to one Ability Score: Dexterity
Bonus Feat Humans select one extra feat at 1st level
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level

Rogue Class Abilities
Finesse Training gain Weapon Finesse as a bonus feat
Sneak Attack +1d6 damage to melee attacks or ranged attacks within 30' when target is flanked or denied DEX bonus to AC
Trapfinding add 1/2 rogue level to Perception checks to locate traps and to Disable Device skill checks; can use Disable Device to disarm magical traps


Gear:

Light Up to 38 lbs. Medium Up to 76 lbs. Heavy Up to 115 lbs.
Current Load Carried 36.18 lbs. (Light); 47.68 with backpack (Medium)
Money 13gp 6sp 15cp

Containers
Backpack, Masterwork +1 Str for purposes of calculating Carrying Capacity
Belt Pouch

Worn Items
Studded Leather Armor
Explorer's Outfit (includes sturdy boots, leather breeches, a belt, a shirt, a vest, gloves, a cloak, and a wide-brimmed hat; the clothes have plenty of pockets (especially the cloak))

Magic Items
Ring of swimming

Weapons
Dagger +1
MW Short Sword
Short Sword
Bone, femur, x2 (improvised light mace)

Backpack, Masterwork
Flint and Steel
Trail Rations, x2
Soap
Waterskin

Belt Pouch
Chalk, x5
Thieves' Tools, Masterwork +2 circumstance bonus to Disable Device
Thieves' Tools
Money


Background:

The traveller pokes at the small fire with a long stick, trying to decide if it needs another log. One more, then to bed. As he tosses the new log on, the wind sends an eddy into his face. A grin curls the ends of his mouth up even as he winces from the smoke in his eyes. I'd forgotten the smell of a Fangwood pine; that's nice.

Jarif is returning home after a long time away. Born to Chelaxian settlers living in the Fangwood shortly after Nirmathas claimed its independence from Molthune, Jarif's early years were troubled. He lost both of his parents as a young boy, to Molthunian soldiers raiding the known Chelaxian settlements in that early period of unrest. Abel Selvaunt, a local lumberman, adopted Jarif into his family, mostly out of duty; you can't just leave a child alone in the wild, and Abel was nearby and could help. The family was good and kind, but it was a distant and perfunct relationship nonetheless. Not feeling like he would ever feel comfortable without understanding where he'd come from, and feeling a restlessness that was starting to push him into trouble, Jarif left some 30 years ago for Cheliax. He returns now, claiming to have found no trace of his heritage, but carrying a darkness that begs for more questions (not that he'd answer). Regardless of what he discovered or not, he returns now to find his heart yearning for the woods and trails of his youth, ready to settle down.

Jarif possesses the innate self-confidence of a Chelaxian, but lacks their ambition and flair for gaudy style. His intelligence comes off in a quiet way, and he prefers a simpler way of life. At 54 years old, he moves cautiously and deliberately, but with an ease that sometimes displays a sudden quickness that belies his years.


Locations & Acquaintences:

Gram Kerney, the unconvincing priest of Sarenrae, leading a caravan for Crypt of the Everflame celebration
Jaer Kols, halfling rogue from Kassen, previously on the Crypt of the Everflame "adventure"
Roldare, human villager, mentally unstable after encounters with undead
Goldi & Truffles, halfling and her pig companion, formerly with the party but has retreated to care for Roldare

Bookkeeping:

Upgraded 1 weapon to MW per GM prior to start of adventure
Received MW Thieves Tools from Jaer prior to travelling to crypt
Received +1 Dagger from Ka'narg inside crypt
Found 24 gp and a Ring of Swimming in the frog room

Advancement:

Statblock:

Rogue (Unchained) 1 || AC 18 (T 15/Fl 13) || hp 10/10 || Init +4 || Fort +1 Ref +6 Will +1 || Perception +5 (+6 to locate traps)