About Jasno DrakemaulMove: 20 AC: 13* (f12/t13)*; CMD: 16; F: +4, R: +5, W: +7
Dwarven sailor (Eldritch Scoundrel 4 / Tatterdemalion & Wyrmwitch 2 / Storm Kindler 2) Equipment Weapon, Rusting Light mace. (1d6) Pathfinder pouch, holding hoard (see below). *ring of protection +2 Hoard (750 gp):
2 polished jasper stones, 1 rough quartz, 2 white pearls, 1 amethyst, 2 red garnet. Background:
For most of Jasnoc’s clan the salty breezes were met with chagrin as they brought extra wear on tools which their delving depended on. For Jasnoc they were a whisper. As a child this whisper was a distraction. His father, Kamnoc called him absentminded. If his fatherly attentions hadn’t been so focused on Jasnoc’s older brother Kelnoc, Kamnoc might have noticed this was more than a distraction. It was that something that called to Jasnoc. But in the deep of the mines the whisper was faint. Jasnoc worked well and even his proclivity to fidgeting with bits of rope proved useful now and then. He was always the first they looked to when pulleys wore down or a hasty repair was needed to keep a cart from spilling its precious stone upon the ground. A bit of rope was useful now and then. And after all, he was distracted. And so he grew, a bit on the thin side for a dwarf. But still useful, mostly. The sea side mine wasn’t the most prosperous, but given the otherwise wooded surrounding the precious stone the dwarfs found brought in what they needed to keep their small community supplied. In time they even commissioned a group of humans from a coastal city not far from down shore them to build them a proper harbor. This sped the arrival of supplies and delivery of mined metals and stone. It was in the billowing of the sails of the first ship to dock at the harbor that the whisper became too loud for Jasnoc to ignore. At first it was enough for him to help out with the lines and pulleys used to secure ships and move cargo to and from. But as Jasnoc picked up bits and pieces of the sailor’s way he decided it was time to see what or where this voice was calling him too. And so, as was the tradition of his clan that he took his first contract at the age of seventeen. His choice was to take to sea with a sailing vessel. By this time Jasnoc’s older brother Kelnoc had already taken his place beside their father as an accomplished smithy and so much of the shock of Jasnoc’s choice was kept quiet by his family’s reputation. And after all, it was just a passing phase, or so the elder Kamnoc thought. In the intervening years the boy’s interest grew into a man’s calling. One that benefited his seaside clan no small amount as it became clear to many of the captains that sailed these waters that there was a dwarf seemed to have a knack for getting vessels through the strange things that tended to happen any these waters. With each occurrence Jasnoc seemed to grow stronger. The voice became a roar. Its roaring strength seemed to guide the dwarf through storm after storm. His seaside home wasn’t so lucky. Jasnoc saw the storm clouds in the distance and used no small amount of the precious gems that seemed to be more than a reminder of his success, to charter the fastest vessel he could hire on short notice. And though he was able to help the swift boat through the storm, he did not arrive in time to save a soul. The roaring winds had decimated the harbor, for three decades it had stood. Surging waves had not only flooded the homes nearest the shore, but had caused catastrophic cave-ins within the mines. The collapse of the mines had brought down much of the seaside cliffs, destroying what parts of the village that had survived the winds and water. Jasnoc spent days swimming the depths, retrieving each body he could find. With each grave he dug his anger grew. His father was the hardest. He would return to what was left of the seaside community, pluming the depths of the nearby waters for the precious stones that had been the lifeblood of dwarves that once lived there. Though he was still at ease among the water, he raged through each storm he survived. In time his rage seemed to become one with the storms. Abilities (20 point buy):
STR 10 (+2 point buy, cost 2): 12 (+1) DEX 10 (+2 point buy, cost 2): 12 (+1) CON 10 (+2 racial) (+2 point buy, cost 2): 14 (+2) INT 10 (+6 point buy, cost 10; +1 @ lvl 4; +1 @ lvl 8): 18 (+4) WIS 10 (+2 racial) (+2 point buy, cost 2): 14 (+2) CHA 10 (-2 racial) (+2 point buy, cost 2): 10 (+0) STR 12 (+1) / DEX 12 (+1) / CON 14 (+2) / INT 18 (+4) / WIS 14 (+2) / CHA 10 (+0) Trait (Saltbeard):
Dwarves occasionally found iron cities along rugged seacoasts, and natives of such cities gain a +2 bonus on Profession (sailor) and Survival checks while at sea. They gain a +1 racial bonus on attack rolls and a +2 dodge bonus to AC against creatures with the aquatic or water subtype. Their greed racial trait applies only to treasure found in or under the water, but applies to all such treasure regardless of whether or not it contains metal or gemstones. This racial trait replaces defensive training, hatred, and stonecunning. Defense Racial Traits:
Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities. Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground. Feat and skill racial traits:
Greed*: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones. *(see Saltbeard) Senses racial traits Darkvision: Dwarves can see perfectly in the dark up to 60 feet. Offense racial traits Weapon Familiarity:
Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon. Hit Die:
D8 (4 lvls), D6 (2 lvls), D8 (1 lvl) Skills:
Appraise 2, Acrobatics 3, Craft 2, Climb 3, Fly 3, Knowledge (arcana) 2, Knowledge (dungeoneering) 3, Knowledge (history) 6, Knowledge (nature) 6, Knowledge (planes) 2, Perception 4, Profession (sailor) 5, Spellcraft 1, Swim 3. Feats:
Sea Legs, Arcane Strike, Sneaky Arcane Strike, Storm-Lashed Abilities (rogue):
Trap-finding 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. Evasion 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. Alarm Sense (Su) At 3rd level, an eldritch scoundrel gains an intuitive sense that warns her when she is near a magic trap. This functions as the trap spotter rogue talent, but applies only if the eldritch scoundrel comes within 10 feet of a magic trap. This ability replaces trap sense. Sneak attack (Ex) The eldritch scoundrel doesn’t acquire the sneak attack class feature until 3rd level, when she gains a +1d6 sneak attack. This increases by 1d6 at 7th level, and again at every 4 rogue levels thereafter. This modifies the rogue’s normal sneak attack progression. Rogue talent At 4th level and every 4 levels thereafter, the eldritch scoundrel gains a rogue or ninja talent (trick) for which she meets the prerequisites (treating her rogue level as her ninja level). If a talent requires her to expend points from her ki pool, she can instead expend a spell slot with a spell level equal to the number of ki points she would normally expend. If a talent functions only if she has ki in her ki pool, it functions as long as she still has a spell of 1st level or higher prepared. At 12th level, she can select an advanced talent in place of a rogue talent. This modifies the normal rogue talent progression and advanced talent. Rope Master (Ex) A rogue with this ability can move at her normal speed when using rope on a Climb check, can take 10 when using Acrobatics to move over narrow surfaces even when in danger or distracted, and gains a +4 bonus when determining the DC to escape bonds when she ties up a creature. Abilities (witch):
Cantrips, hex, patron spells, witch’s familiar Cantrips, see below. Hexes Dancing Strings (Su): A tatterdemalion adds animate rope to her class spell list and spells her familiar knows. She can control her clothing and cloth, rope, or woven fabric she wears in a manner otherwise identical to the prehensile hair hex. This alters spells and replaces the hex gained at 1st level. Combat Hypnosis (Su): The witch can lull her enemies into a trance, even in the chaos of combat. This hex functions as hypnotism, except it can affect only one creature at a time, and the target creature does not receive the usual +2 bonus on its saving throw while in combat. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day. Draconic Patronage A wyrmwitch must select one of the following patrons when he gains this archetype. Only witches with the wyrmwitch archetype can select these patrons. Imperial: 2nd—endure elements, 4th—gust of wind, 6th—hydraulic torrent, 8th—obsidian flow, 10th—fickle winds, 12th—move earth, 14th—reverse gravity, 16th—wall of lava, 18th—world wave. Wyrmwitch’s Hoard (Ex) Unlike traditional witches, a wyrmwitch does not have a familiar. Instead, a wyrmwitch develops a metaphysical link with a bonded hoard of treasure that serves as a conduit to the wyrmwitch’s patron. A wyrmwitch’s hoard must have a value of 50 gp plus 100 gp for every character level he has beyond 1st. Only non-magical objects that are not alchemical items, weapons, armor, or useful tools can be part of a wyrmwitch’s hoard. If the hoard falls below this value, the wyrmwitch cannot sleep on his hoard (see below) or add new spells to it until its value is restored. A wyrmwitch’s spells come from this link with his hoard, and its ability to hold spells functions in a manner identical to the way a witch’s spells are normally granted by a familiar. A wyrmwitch can add spells to his hoard in a similar fashion to the way conventional witches store spells in their familiars. A witch’s familiar and a wyrmwitch’s hoard can exchange spells in the same way two normal witch familiars do. Also, a witch can add a spell to his hoard from a wizard’s spellbook, if the spellbook is kept in the hoard and the spell is on the witch’s class spell list. The wyrmwitch must sleep on the spellbook in his hoard for a number of days equal to the spell’s level, after which he must succeed at a Spellcraft check (DC = 15 + spell level) to learn the spell. No matter the result, the spell is erased from the spellbook. A wyrmwitch must commune with his hoard to ready his body and mind for casting spells. If he does not spend at least 8 hours resting atop his hoard prior to preparing spells, he must attempt a concentration check anytime he attempts to cast a spell (DC = 20 + the spell’s level). If the wyrmwitch does prepare spells after properly sleeping on his hoard, he gains the ability to call on his hoard to cast any one spell it is holding and that he is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wyrmwitch, including when determining casting time, duration, and other effects dependent on the wyrmwitch’s level. This spell cannot be modified by metamagic feats or other abilities. This ability replaces witch’s familiar. Abilities (storm kindler):
Oceanic Spirit (Su) A Storm Kindler gains a bonus equal to her class level on Fly and Swim checks, and never needs to attempt concentration checks because of natural weather. She gains resistance to electricity 5 and sonic 5. At 5th level, her resistance to electricity and sonic increases to 10. At 9th level, these resistances increase to 20 Seasight (Su) At 2nd level, a Storm Kindler can see through fog, smoke, and other obscuring vapors as if they did not exist. This ability functions underwater as well, allowing the Storm Kindler to see through thick silt and other aquatic precipitates. Storm Shape (Su) At 2nd level, a Storm Kindler becomes a physical embodiment of the fury of the storm. As a standard action, she can transform herself into a whirlwind (as per the universal monster rule) for a number of minutes per day equal to her Storm Kindler level. These minutes need not be consecutive, but must be spent in 1-minute increments. If the Storm Kindler is underwater when she uses this ability, she instead transforms into a vortex of the same size (this functions identically to the whirlwind ability, but can form only underwater and can’t leave the water). The Storm Kindler can breathe water while in vortex form. If the Storm Kindler does not have a fly or swim speed, she gains one (as appropriate to her new form) equal to her base land speed while in storm shape. With a fly speed, she has average maneuverability. As a swift action, the Storm Kindler can change the height of her whirlwind form from a minimum of 10 feet tall to a maximum of 20 feet tall. Spellbook:
The well-worn leather-bound book is heavily accented with small gauge rope, a length wrapped a single time around it fastening it closed. Within are drawings of knots complimented by brief notes describing how to tie each alongside spell formulae. Spells, Rogue (Eldritch Scoundrel):
Known: All cantrips, 3+3+2 lvl 1. 2+2 lvl 2. (Spells/Day, 4 lvl 0, 3+1 lvl 1, 1+1 lvl 2) Lvl 1 spells (known): Handy Grapnel, mage armor, web bolt (twine bolt), thunderstomp, windy escape, hypnotism, hydraulic push, jury-rig. Witch (Tatterdemalion / Wyrmwitch):
All 0 lvl spells, 3+3+2 lvl 1 spells. (Spells/Day, 4 lvl 0, 3 lvl 1) Required prepared cantrips: mage hand, open/close, and prestidigitation. Lvl 1, animate rope*, endure elements*, cure light wounds, command, shadow trap, itching curse, positive pulse, bungle, adhesive spittle, obscuring mist. Lvl 2, aggressive thundercloud and lay of the land; Gust of Wind Lvl 3, Perfect Placement |