Aspis Agent

Jennix Caerwyllien's page

607 posts. Alias of Hawkwen Agricola.


Full Name

Jennix Caerwyllien

Race

Human

Classes/Levels

Fighter(Lorewarden) 4 / Bard (Archaeologist) 3 / Ninja! 4

Gender

AC21/T15/FF17|CMD28||HP41[64]F+7|R+12|W+6||Int.+4|Percept.+16|SenMot.+5

Size

Medium

Age

24

Special Abilities

Common, Thassilonian, Varisian

Alignment

CG

Location

Varisia

Strength 13
Dexterity 16
Constitution 12
Intelligence 12
Wisdom 12
Charisma 15

About Jennix Caerwyllien

Jennix Caerwyllien
Male human (Chelaxian) bard (archaeologist) 3/fighter (lore warden) 4/ninja 4
CG Medium humanoid (human)
Init +4; Senses Perception +16
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Defense
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AC 21, touch 15, flat-footed 17 (+5 armor, +1 deflection, +4 Dex, +1 natural)
hp 64 (11 HD; 7d8+4d10+11)
Fort +7, Ref +12, Will +6
Defensive Abilities improved uncanny dodge, trap sense +1
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Offense
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Speed 30 ft.
Melee +1 cold iron morningstar +12/+7 (1d8+3) or
. . +1 dagger +14/+9 (1d4+3/19-20) or
. . +1 returning starknife +14/+9 (1d4+3/×3) or
. . +2 oni-bane defending flaming katana +14/+9 (1d8+6/18-20 plus 2d6 vs. Oni plus 1d6 fire) or
. . mwk handaxe +14/+9 (1d6+2/×3) or
. . mwk rapier +14/+9 (1d6+2/18-20) or
. . mwk scorpion whip +14/+9 (1d4+2)
Ranged mwk composite longbow +14/+9 (1d8/×3)
Special Attacks archaeologist's luck 7 rounds/day (+1), sneak attack +2d6
Ninja Spell-Like Abilities (CL 4th; concentration +7)
. . —vanishing trick[UC]
Bard (Archaeologist) Spells Known (CL 3rd; concentration +6)
. . 1st (4/day)—cure light wounds, feather fall, grease, sleep (DC 14), vanish[APG] (DC 14)
. . 0 (at will)—daze (DC 13), detect magic, mage hand, message, read magic, resistance
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Statistics
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Str 14, Dex 18, Con 12, Int 12, Wis 12, Cha 16
Base Atk +9; CMB +13; CMD 28
Feats Combat Expertise, Double Slice, Expanded Arcana[APG], Improved Two-weapon Fighting, Lingering Performance[APG], Piranha Strike, Skill Focus (Sleight of Hand), Slashing Grace[ACG], Two-weapon Defense, Two-weapon Fighting, Weapon Finesse, Weapon Focus (katana)
Traits caravan guard, vagabond child (urban)
Skills Acrobatics +15, Appraise +5, Bluff +8, Climb +10, Diplomacy +7, Disable Device +20, Disguise +4, Escape Artist +10, Intimidate +7, Knowledge (arcana) +7, Knowledge (dungeoneering) +7, Knowledge (engineering) +6, Knowledge (geography) +6, Knowledge (history) +6, Knowledge (local) +7, Knowledge (nature) +6, Knowledge (nobility) +6, Knowledge (planes) +7, Knowledge (religion) +7, Linguistics +10, Perception +16, Perform (oratory) +7, Sense Motive +5, Sleight of Hand +11, Spellcraft +5, Stealth +15, Survival +6, Swim +6, Use Magic Device +10
Languages Common, Daemonic, Erutaki, Hallit, Minkaian, Thassilonian, Tien, Varisian
SQ bardic knowledge +1, clever explorer +1, ki pool (5 points), ninja tricks (vanishing trick[UC], weapon training), no trace +1, poison use
Combat Gear cold iron arrows (50), potion of cure moderate wounds (3), potion of disguise self, potion of vanish, scroll of magic circle against evil, magic circle against evil, magic circle against evil, scroll of summon nature's ally v, blue whinnis (3), deathblade (5), thunderstone (2); Other Gear +1 mithral chain shirt, +1 cold iron morningstar, +1 dagger, +1 returning starknife, +2 oni-bane defending flaming katana[UC], mwk composite longbow, mwk handaxe, mwk rapier, mwk scorpion whip[UC], amulet of natural armor +1, belt of incredible dexterity +2, handy haversack, ring of protection +1, climber's kit, grappling hook, masterwork thieves' tools, masterwork tool, masterwork tool, masterwork tool, silk rope (50 ft.), tindertwig (6), traveler's outfit, 647 pp, 37 gp, 7 sp, 13 cp
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Special Abilities
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Archaeologist's Luck +1 (7 rounds/day) (Ex) Gain Luck bonus to attack, damage, saves, and all skills.
Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Clever Explorer +1 (Ex) Half time to use disable device.
Combat Expertise +/-3 Bonus to AC in exchange for an equal penalty to attack.
Improved Uncanny Dodge (Lv >=11) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 11+.
Ki Pool (5/day) (Su) You have a ki pool equal to 1/2 your monk level + your Charisma modifier.
Lingering Performance Bardic Performances last 2 rds after you stop concentrating.
No Trace +1 (Ex) Survival DCs to track you are at +1, gain +1 to Stealth when you are stationary and not acting.
Piranha Strike -3/+6 You can subtract from your attack roll to add to your damage with light weapons.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Slashing Grace (Katana) Treat chosen weapon as 1-handed piercing weapon and can had Dex instead of Str to dmg.
Sneak Attack +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Two-Weapon Defense +1 to AC while wielding 2 weapons. +2 when doing so defensively.
Vanishing Trick (Su) As a swift action, the ninja can disappear for 1 round per level. This ability functions as invisibility. Using this ability uses up 1 ki point.

Deadly Kiss:

Aura moderate evocation; CL 6th
Slot none; Price 10,302 gp; Weight 1 lb

Forged centuries ago for a master poisoner known for her seductive assassinations, Deadly Kiss is a Tian-style +1 dagger with a blue metal blade. If the wielder is carrying poison on her person, she can, as a swift action, magically apply the poison to the blade with no chance of exposing herself to the poison. The poison simply disappears from its container and reappears on the blade. This consumes the dose of poison. As with any poisoned weapon, if an attack with the blade results in a natural 1, the wilder exposes herself to the poison unless she has the poison use special ability

.

Books:
Jedediah Morthrum's Cyclopedia of Machinery, Construction, Fluidics, and Applied Schools of Thought (Knowledge-engineering)

Ruminations of the Ancient Past by Istor Riebuff (Knowledge-history)

Worship and Belief Systems of Golarian, Past and Present by Sir Gandar Ataski Knight of Ozem (Knowledge-religion)

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The spirit of the poet Li Xu sings Tien epics and recites complex poetry directly into your mind. These tales grant you a +2 bonus on KN (history), KN (local), and KN (nobility) checks and you can make such checks untrained for as long as the spirit possesses you.
In addition, you learn to speak Tien. The process will take 1 week to fully learn the language and retain it after the spirit has left or been dismissed. If Li possesses you for one month or more, you permanently gain a rank in Perform (sing).

Li Xu can only be dismissed through magic or by the possession of another spirit.

You are inhabited by the spirit of Yuka, a woman who died here. She seeks vengeance and urges you to slay her killer Munasukaru. While she possesses you she grants you her still mind monk class ability and a +2 bonus on saving throws against enchantments. If/when you defeat Munasukaru, you gain Exotic/Martial Weapon Proficiency in a single Tian weapon of your choice.

Backstory:
Jennix Caerwyllien grew up in the streets of Magnimar. His father was a thug who met an early death and his mother was small time performer and occasional prostitute. Jennix learned from an early age to take care of himself and left "home" at an early age.

As a youth, Jennix roamed the streets fighting and stealing to make his way. He often slept in alleyways in Dockway and Ordellia districts, but sometimes managed to hide out in a library or museum in the upper districts. That is where he developed his love of learning. When not fighting and scrounging for food, he spent all of his extra time studying books and exploring the ubiquitous monuments of the city.

As he grew to adolescence, Jennix began to hone his skill in fighting by falling in with Sczarni gangs on occasion and hone his oratory skills talking his way out of trouble. He continued to explore the monuments and centers of learning, which is when he began to venerate the Empyreal Lords, especially Sinashakti and Soralyon. Eventually, Jennix decided that he did not want to become like his father, a Sczarni thug, and left Magnimar to become an explorer.

After leaving the City of Monuments, Jennix wandered the countryside for a while, exploring anything new to him. Eventually he found himself in Sandpoint where he soon met Ameiko as he tried to filch food from the kitchen. Ameiko pointed Jennix to Sandru, where he hired on as a caravan guard and occasional entertainer. The caravan life suited Jennix well and he loved the sense of journey and travel.

The caravan had kept Jennix's sense of exploration sated for a while, but of late he has desired to see more than the same old caravan trail. He has spoken to Sandru about laving the caravan in orger to explore more of Varisia and beyond.