Othlo

Jarvis Seacutter's page

2 posts. Alias of Xzaral.


Full Name

Jarvis Seacutter

Race

Elf

Classes/Levels

Rogue 1

Gender

Male

Size

Medium

Alignment

Chaotic Good

Deity

Cayden Cailen

Languages

Common, Elven, Sylvan, Goblin, Orc

Occupation

Treasure Hunter

Strength 12
Dexterity 16
Constitution 12
Intelligence 16
Wisdom 10
Charisma 10

About Jarvis Seacutter

HP: 9
Fort +1 (+2 vs. Poison)
Ref +5
Will +0 (+2 vs. Enchantment)
AC: 16
CMD: 14
Initiative: +3
Speed: 30' (6 squares)

Trained Skills:

Acrobatics +7
Appraise +7
Climb +5
Disable Device +7 (+1 vs. Traps)
Escape Artist +7
Knowledge(Dungeoneering) +7
Knowledge (Local) +7
Open Lock +7
Perception +6 (+1 vs. Traps)
Sleight of Hand +7
Stealth +7
Swim +5

Feats:

Weapon Finesse - Use Dex instead of Str on attack rolls with light weapons

Racial Traits:

•Low-Light Vision: Elves can see twice as far as humans in conditions of dim light (see low-light vision).
•Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
•Silent Hunter: Elves are renowned for their subtlety and skill. Elves with this racial trait reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a –20 penalty (this number includes the penalty reduction from this racial trait). This racial trait replaces the elven magic racial trait.
•Keen Senses: Elves receive a +2 racial bonus on Perception skill checks.
•Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.

Rogue Talents and Abilities:

Sneak Attack - 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.

Trapfinding - A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

Trap Spotter (Ex) - Receive a Perception check whenever you come within 10 feet of a trap.

Weapons:

Dagger, Melee 1d4+1 (19-20/x2)
Dagger, Range 1d4+1 (19-20/x2), 10'

Traits:

Boarded in Mediogalti - Your travels have brought you to the Jenivere through the dangerous port of Ilizmagorti, home to both pirates and assassins. Perhaps you’re fleeing a price on your head, perhaps you’ve jumped ship from another vessel, or perhaps you’re merely looking for a new start in a land where the dangers make themselves more obvious. Your familiarity with subtle slayings and toxins grants you a +2 trait bonus on all saves against poison. In addition, you can pick one type of poison listed below to be immune to, having undergone a long and painful process of building up an immunity to its effects: blue whinnis, giant wasp poison, medium spider venom, small centipede poison, or spider vine poison (a poison derived from a toxic plant native to the Mwangi Expanse).

Dirty Fighter - You wouldn’t have lived to make it out of childhood without the aid of a sibling, friend, or companion on whom you could always count to distract your enemies long enough to do a little bit more damage than normal. That companion may be another PC or an NPC (who may even be recently departed from your side).

Benefit: When you hit a foe you are flanking, you deal an additional 1 point of damage (this damage is added to your base damage, and is multiplied on a critical hit). This additional damage is a trait bonus.

Equipment:

Studded Leather Armor
Daggers x12
Explorer's Outfit
Backpack
Thieve's Tools, MW
93 GP

Stats are in Flux atm.

Appearance:
Jarvis stands tall, 6 1/2 feet tall that is, with what looks like sticks for limbs. He crouches down, obviously used to the action, legs slightly bowed as he walks. He is shirtless with a studded leather vest for his chest, and pants of similar material. He wears boots, well polished and well maintained, black leather to contrast with the brown of his clothing. A wide-brimmed hat tops his shaven head. A dozen knives adorn his body, 6 along his belt, 1 in each bracer on his wrist, 1 in each boot and 2 more in sheathes along the legs. He carries a satchel across his chest.

Interview:
Ms. Landor, I assume? My name's Jarvis. Jarvis Seacutter. Pleasure to make your acquaitence.

I hear you're looking for some help exploring some ruins. Well if treasure seeking is what you're up for, I think I can help you out there.

Credentials? Well, you see this left hand here? I still got it, those are my credentials. You see, my pop, he took me spelunking with him. Worked for a bunch of 'naval bound acquisitionists', if you catch my drift. Well, his saying was a treasure hunter is only as good as the number of limbs he still has left. And considering I've got both mine still, I'm in good shape.

How can a big guy like me be all stealthly like? Well that's just part of the job. If you'll notice, I may be tall, but I ain't got all that useless meat some do. I can get myself into some pretty cramped places. You'd be surprised at who I've snuck up on.

What am I in it for? Well the fun of course. Sure all that treasure's nice and all, but it's the thrill of finding it. That's what lifes about.

As Jarvis prepares to leave

How's my pop now? Well, you see, he doesn't have all his limbs. Them's the breaks though. At least he had a nice nestegg for his retirement and a load of stories. Now I'm gonna see how my luck goes.