Jardin

Jean LeFavre's page

199 posts. Alias of Joseph Yerger (RPG Superstar 2008 Top 8).


Full Name

Jean LeFavre

Race

Half Elf (Elf)

Classes/Levels

3 Rogue (Swashbuckler)/ 1 Ranger

Gender

Male

Size

M

Age

16

Alignment

CN

Deity

Besmarra

Occupation

Pirate (Cabin Boy)

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

About Jean LeFavre

Raised aboard the ship "Wastrel's Haven", he was kept as a slave and personal servant by the humanist Captain Patrick von Steinbruuk. Home port of Riddleport.

Work and regular beatings were the best times of the day for him, compared to what else happened at night in the Captain's Quarters...or the Crew's Quarters...or the bilge...or in the Crow's Nest...

Eventually he was able to escape the grasp and clutches of the crew members abusing him and was able to do his work in peace (but with a watchful eye always).

1 year ago ago while the "Haven" was sailing past Sandpoint, some crew members managed to capture and hold him down.

"This is for your elven pride..." as they took a pair of daggers and sliced the pointed tips of his ears off.

"Heh, the boy almost looks human now."
"Yah, like a twelve year old girl."

Then he broke free of their grip, his blood lubricating him to freedom and dove overboard and swam to shore, landing nearby the "Misgivings". He tried spending one night in that old house but didn't make it 3 hours still. Traveling in the dark, he snuck into town and thought he find a nice hidey hole, sleeping under the front porch stoop of Niska Mvashti. Three long weeks passed as he tried to stay unnoticed in town, but finding smalls leavings of fresh food, soap and clothes near his resting place. Eventually, Niska approached him and invited him to stay inside...he stayed with her another week, was given 50gp and sent to the dockyards of Magnimar to earn his keep. Recently he was called back to Sandpoint for a favor...

***
During his time at Sandpoint, he was accepted with a group seeking to collect a bounty from the removal of a bunch of goblin pests. Along the way they peaceably caused a the remnants of a nearby goblin tribe to flee the area and discovered an undead creature guarding a treasure which ended up being precious to the Kaijitsu family. Traveling with these new-found companions and Ameiko Kaijitsu, he set out towards a town or keep called Brinewall.

As they traveled Jean began to adapt to a land traveler's life, learning about the caravan driver trade from his new friend, Mukluk, an eccentric dwarf...although he could not give up his swashbuckling roots, rigging the various caravan wagons with a series of ropes and handholds so that he could move rapidly between them if need arose. During a visit to Roderick's Cove, Jean and a young girl (who intrigues and confuses him, yet he feels kind of protective of her as well) had an altercation with some of his former shipmates, leaving 2 dead in the "Drowned Goblin" (including one of those who trimmed his ears) and were forced to flee the town quickly to avoid any further trouble from his past...something that Jean is worried he has not yet fully escaped...

***
Jean LeFavre
Male Half-Elf Ranger 1/Rogue (Swashbuckler) 3
CN Medium humanoid (elf, human)
Init +6; Senses low-light vision; Perception +12
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Defense
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AC 19, touch 14, flat-footed 15 (+4 armor, +4 Dex, +1 natural)
hp 32 (1d10+3d8+8)
Fort +5, Ref +9, Will +3; +2 vs. enchantments, +1 morale bonus vs. fear
Defensive Abilities evasion; Immune sleep; Resist daring
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Offense
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Speed 30 ft.
Melee +1 menacing rapier +8 (1d6+2/18-20) and
beating stick +4 (1d6+1) and
dagger +7 (1d4+1/19-20) and
dagger +7 (1d4+1/19-20) and
dagger +7 (1d4+1/19-20) and
dagger +7 (1d4+1/19-20) and
dagger +7 (1d4+1/19-20) and
walthus's silver letter opener +8 (1d4/19-20)
Special Attacks favored enemy (humans +2), sneak attack +2d6
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Statistics
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Str 12, Dex 18, Con 14, Int 10, Wis 14, Cha 10
Base Atk +3; CMB +4; CMD 18
Feats Catch Off-Guard, Skill Focus (Acrobatics), Weapon Finesse
Traits elven reflexes, friend of the family
Skills Acrobatics +14, Bluff +4, Climb +4, Diplomacy +5, Disable Device +12, Escape Artist +9, Perception +12, Profession (driver) +6, Profession (sailor) +6, Sense Motive +7, Sleight of Hand +9 (+11 to oppose the Perception check of someone observing or frisking you regarding items in the sheath, +11 to oppose the Perception check of someone observing or frisking you regarding items in the sheath), Stealth +10, Survival +6 (+7 to track), Swim +5; Racial Modifiers +2 Perception
Languages Common, Elven
SQ elf blood, rogue talents (fast getaway), track, wild empathy +1
Combat Gear potion of cure light wounds, potion of restoration, lesser; Other Gear masterwork chain shirt, +1 menacing rapier, beating stick, dagger, dagger, dagger, dagger, dagger, walthus's silver letter opener, amulet of natural armor +1, ring of arcane signets, bandolier, bandolier, explorer's outfit, thieves' tools, masterwork, wrist sheath, wrist sheath, 209 gp
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Special Abilities
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Catch Off-Guard Proficient with improvised melee weapons. Unarmed foe is flat-footed against your improvised weapons.
Daring +1 (Ex) +1 save vs. fear.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Getaway (Ex) After a sneak attack or Sleight of hand check, can withdraw as a move action.
Favored Enemy (Humans +2) (Ex) +2 to rolls vs Favored Enemy (Humans).
Friend of the Family (Koya) (Ex) +1 vs foes threatening Koya.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Ring of arcane signets The approximately 1-inch-diameter pentagon of emerald green crystal that dominates this otherwise plain silver ring forms itself into a specific rune, sigil, or similar identifying marker each time a person first puts it on. If the wearer expects this to occur, she can cause the crystal to adopt any shape she wishes. If the wearer does not expect this to occur, the crystal instead molds itself into an image that symbolizes the wearer or some dominant facet of her personality. Once the crystal assumes this initial form, it always takes that form whenever the same wearer puts on the ring. The wearer can, as a standard action, embed this image on any object (as if using arcane mark) simply by pressing the ring against it. The wearer may choose the color and other cosmetic features of the image each time she uses the ring. The brand is otherwise permanent unless removed by dispel magic, erase, or a more powerful spell.

Construction
Requirements Forge Ring, arcane mark; Cost 500 gp
Sneak Attack +2d6 +2d6 damage if you flank your target or your target is flat-footed.
Track +1 Add the listed bonus to survival checks made to track.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.

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