Mayor

Jaris Riegon's page

27 posts. Alias of Tenro.


Race

RETIRED Anuiran

Classes/Levels

Rogue (Charlatan) 2

Age

33

Alignment

NE

Location

Endier

Strength 10
Dexterity 16
Constitution 14
Intelligence 14
Wisdom 10
Charisma 18

About Jaris Riegon

Bloodline:

Brenna bloodline (bloodline 37)
Minor:
  • Blood History: Knowledge Bonus/Access, Bardic Knowledge at +2
  • Hightened Ability: (Dex)

    Major:

  • Charm Aura: Charm/Scare up to six unblooded w/i 50ft
  • Enhanced Sense: Darkvision, +2 Listen
  • Unreadable Thoughts: +4 Bluff vs those Sensing Motive on attempts to deceive

    -----
    MAJOR BLOODLINE
    You have a Major Bloodline Derived from an Ancient God that was killed at Mount Deismaar.
    Requirements: Bloodline Score of 36 to 50.
    Benefit: You gain 1d4 minor blood abilities, and 1d4 major blood abilities.

  • Domain - Regency:

    Domain: Endier
    ENDIER: As one of the smallest domains in Anuire, Endier finds itself in something of a bind, wedged as it is between Avanil, Ghoere, Tuornen, Diemed, Alamie, and the Spiderfell. It cannot hope to compete with the farms of the larger realms around it, cannot raise an army to rival theirs, and cannot hope to defeat these powerful entities in any endeavour, except one - trade. The ruler of this realm, Guilder Kalien, has done his best to ensure that the words Endier and trade become synonymous. Since taking power, Kalien has transformed Endier from a cesspool of corruption into one of the greatest trade centres in Cerilia. Though his means are very dictatorial, Kalien is careful to maintain the people's loyalty with frequent celebrations of their newfound prosperity.

    Like Ilien, Endier is dominated by a single city - the Free City of Endier. The city is a thriving metropolis located on the banks of the River Maesil, supported by foodstuffs imported from the countryside. It is from this city that Kalien runs his tangled web of intrigue, pulling on a string here and there to get the desired result.

    Initially, Endier was part of the Spiderfell. Technically, Roele had rewarded the province to Diemed, but House Diem never braved the Spider to claim it. A little over 250 years ago, however, an intrepid scion named Richard Endier arrived with a group of settlers and tore the province away from the Spider while Diemed languished under an inept ruler. The county has managed to keep itself free of the Dieman yoke ever since.

    Why Would you Want to play Endier: Endier is a trading Kingdom. The Prototypical kingdom ran by rogues. It's a kingdom built by trade rather than sources or law. Endier is one of three kingdoms in Anuire that consists of only one Province. Ilien and the Spiderfell is the other two.

    * you get 43 GB in your treasury. You gain an income of 32 GB through taxes on trade, but you pay 3 GB in tribute to the Wizard regent Caine once a year.

    * Your military forces consist of: 1 unit of light Cavalry, 2 units of Infantry, two units of Archers, 1 unit of Scouts, and a navy of six Caravels.

    * Your people worship Saramie and Haelyn.

    * You accumulate 36 Regency Points through control of trade routes and law holdings, one of which is in Medoere.

    Max HP: 17
    Resists: Evasion, Roll 2x vs disease
    Immunities: Mind Reading
    Init: +2
    AC: 18: 10 + 3 DEX + 5 ARMOR

    SAVES
    FORT: 2 -------|0 Base + 2 CON|
    REF : 6 --------|3 Base + 3 DEX|
    WILL: 0 -------|0 Base + 0 WIS|
    MISC:

    COMBAT STATS
    Mwk Rapier, +2 Melee, 1d6, 18-20/x2
    Mwk Dagger, +2 Melee, 1d4, 19-20/x2, 10ft
    Dagger, +1 Melee, 1d4, 19-20/x2, 10ft

    Mwk Hand Crossbow, +5 Ranged, 1d4, 19-20/x2, 30ft
    Mwk Dagger, +5 Ranged, 1d4, 19-20/x2, 10ft
    Dagger, +4 Ranged, 1d4, 19-20/x2, 10ft

    Sneak Attack +1d6 (Underhanded/On Guard during surprise round)

    BAB +1
    CMB +1
    CMD 14

    RACIAL ABILITIES:

  • Ability Score Racial Traits (CHA): Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
  • Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
  • Base Speed: Humans have a base speed of 30 feet.
  • Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
  • Focused Study All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait.
  • Heart of the Slums Humans who eke out a life in a city's teeming slums must be quick and clever. They gain a +2 racial bonus on Sleight of Hand and Stealth checks, and a +4 racial bonus on Survival checks in urban and underground settings. In addition, they may roll twice when saving against disease, taking the better roll. This racial trait replaces skilled.

    Favored Class: +2/6 of a new rogue talent

  • CLASS ABILITIES:

  • 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.

  • Natural Born Liar (Ex): At 1st level, when a charlatan successfully deceives a creature with a Bluff, that creature takes a –2 penalty on the charlatan’s Bluff checks for the next 24 hours. This ability does not stack with itself.
    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 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.

  • Rogue Talents: As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2 levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once.
    Talents marked with an asterisk add effects to a rogue's sneak attack. Only one of these talents can be applied to an individual attack and the decision must be made before the attack roll is made.
    (Editor's Note: A complete listing of rogue talents can be found here: Rogue Talents)
    -- Underhanded
  • SKILLS:


    • Acrobatics: 8 =2+3 DEX+3
    • Administrate: 6 =1+2 INT+3
    • Appraise: 2 =r+2 INT+0
    • Bluff: 16 =2+4 CHA+3 +3 SF, +4 Bl (enemies take -2 after deceived)
    • Climb: 0 =r+0 STR+0
    • Craft: 2 =r+2 INT+0
    • Diplomacy: 9 =2+4 CHA+3
    • Disable Device: 2 =r+2 INT+0
    • Disguise: 11 =2+4 CHA+3 +2 Cs
    • Escape Artist: 7 =1+3 DEX+3
    • Intimidate: 4 =r+4 CHA+0
    • Know: Dungeon: 2 =r+2 INT+0
    • Know: Law: 6 =1+2 INT+3
    • Know: Local: 6 =1+2 INT+3
    • Linguistics: 2 =r+2 INT+0
    • Perception: 7 =2+0 WIS+3 +2 Bl
    • Perform: 4 =r+4 CHA+0
    • Profession: 0 =r+0 WIS+0
    • Sense Motive: 5 =2+0 WIS+3
    • Sleight of Hand: 9* =1+3 DEX+3 +2 R +4 to hide wpns (+2 for cloak, +2 with a dagger)
    • Stealth: 10 =2+3 DEX+3 +2 R
    • Swim: 0 =r+0 STR+0
    • Use Magic Device: 8 =1+4 CHA+3
      +4 R to Survival in Underground/Urban

      Misc Mod Codes: Cl = Class; R = Racial; Cm = Competence; Cs = Circumstance; I = Insight


    EQUIPMENT:

    89 gp

    302 gp Mwk Dagger (1d4, 19-20/x2, 10ft)
    10 gp Dagger x5 (1d4, 19-20/x2, 10ft)
    2100 gp +1 Mithral Chain Shirt (+5/+6/-0)
    320 gp Mwk Rapier (1d6, 18-20/x2)
    400 gp Mwk Hand Crossbow (1d4, 19-20/x2, 30ft)
    4 gp 40 Hand Crossbow Bolts
    175 gp Noble Outfit plus appropriate jewelry
    50 gp Mwk Disguise Kit

    HISTORY:

    Jaris is a self-made bullshitter who was born into the lesser nobility of Endier, and made a pretty penny being paid by the original Jaris (his brother) to impersonate him and attend court affairs in his stead, being more puissant in the realm of diplomacy. When the original Jaris was on his deathbead due to a sudden illness (perhaps he was poisoned), he killed his brother Jaris, using his body to fake his own grief-stricken suicide while replacing the original Jaris and making "a miraculous recovery".

    Thus, his old self, known for being a drunkard and a ne'er-do-well, has perished; leaving only the silver-tongued sibling remaining. Channeling his affected grief to mount a campaign against his most powerful political rival, he disposed of the man by framing him for his own (brother's) attempted murder. He used his skill at bullshittery to rise in the ranks, eventually being placed as advisor to the throne. Seeing the previous King's declining health, he has the heir committed for insanity (eventually poisoning him to death) and assumed the throne for himself by royal decree upon the King's death.

    CAMPAIGN NOTES: