Jengren Dsustrun's page

506 posts. Alias of baldwin the merciful.

Full Name

Jengren Dsustrun


H, Keleshite,


Sor 4, Init. 9, P 2, AC 13, T 13, FF 10, HP 26/26 , F +3, R +4, W +5 (+1 electricity)




6'3, Wt 160, tattooed



Special Abilities

SQ Djinni, Electricity Ray (1d6+2) (7/day)






Common, Kelish

Strength 7
Dexterity 16
Constitution 14
Intelligence 10
Wisdom 12
Charisma 18

About Jengren Dsustrun

Jengren Dsustrun
Male Human (Keleshite) Sorcerer 4
CN Medium humanoid (human)
Init +9; Senses Perception +2


AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 27 (4d6+12)
Fort +3, Ref +4, Will +5; +1 trait bonus vs. electricity
Resist electricity 10


Speed 20 ft.
Melee dagger +0 (1d4-2/19-20) and
shock biter +1 (1d4-1/19-20) and
sickle +0 (1d6-2)
Ranged sling +5 (1d4-2)
Sorcerer Spells Known (CL 4th; concentration +8):
2nd (4/day)— scorching ray
1st (7/day)— color spray (DC 15), mage armor , magic missile , shocking grasp
0 (at will)— acid splash , breezeUM, detect magic , disrupt undead , light, message


Str 7, Dex 16, Con 14, Int 10, Wis 12, Cha 18
Base Atk +2; CMB +0; CMD 13
Feats Eschew Materials, Improved Initiative, Spell Focus (evocation), Toughness
Traits genie blood (human - kelshite), reactionary
Skills Appraise +4, Bluff +9 (+10 vs. creatures with the air subtype), Diplomacy +4 (+5 vs. creatures with
the air subtype), Fly +4, Intimidate +9 (+10 vs. creatures with the air subtype), Knowledge (planes) +5,
Perception +2, Sense Motive +1 (+2 vs. creatures with the air subtype), Spellcraft +7, Use Magic Device
Languages Common, Kelish
SQ bloodlines (djinni), electricity ray
Combat Gear oil (3); Other Gear shock biter , dagger, sickle, sling, sling bullets (10), backpack, bedroll,
belt pouch, candle (3), flint and steel, lamp, magnet, sack, scroll case, soap, spell component pouch, trail
rations (4), waterskin (3), whetstone, 40 gp, 9 sp, 7 cp


Dagger - 0/1
Electricity Ray (1d6+2, 7/day) (Sp) - 0/7
Shock Biter - 0/1
Sling bullets - 0/10
Trail rations - 0/4

Special Abilities:

Djinni You were born with the power of air genies, and the magic of the djinn is strong in you.

Bloodline Arcana: Whenever you cast a spell that deals energy damage, you can change the type of damage to electricity. This also changes the spell's

Electricity Ray (1d6+2, 7/day) (Sp) Starting at 1st level, you can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of electricity damage + 1 for every two sorcerer levels you possess.

You can use this a Energy Resistance, Electricity (10) You have the specified Energy Resistance against Electricity attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.

Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.

Physical description:
Jengren is tall, 6'3, tattooed human. His forearms and shoulders have colorful tattoos - light brown, red, gold and green in intricate twirling patterns resembling a sandstorm with lightning arc of chaos. Visually the patterns have an appearance of movement to the naked eye.

His eyes are brown with fleck of gold. Notably his muscles look underdeveloped given the size of his frame.

He wears hot weather gear which is sandy and white in color.

Potential allies:

Undrella says "Look out for a goblin in a jester's outfit called Jank. He acts as Kardswann's major domo, but is as badly-treated as everyone else. You may also get aid from the bartender, a gnoll called Kurellak. He's a coward, but knows every nook and cranny of the place."

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