Kereda Harper

Jera Alsabor's page

25 posts. Alias of Captain collateral damage.


Full Name

Jera Alsabor

Race

Human

Classes/Levels

Investigator (antiquarian) 1; Init +2; Perception +5 (+6 vs. traps); hp 9/9; AC 15/T 12/FF 13; CMD 12; Fort +1; Ref +4; Will +3

Size

Medium

Alignment

N

Deity

All of them

Languages

Azlanti, Common, Osiriani, Jistkan, Thassilonian, Varisian

Strength 10
Dexterity 14
Constitution 12
Intelligence 16
Wisdom 13
Charisma 10

About Jera Alsabor

Statblock:
Jera Alsabor
Human Investigator (antiquarian) 1
N Medium humanoid (human)
Init +2; Senses Perception +5
DEFENSE
AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 9 (1d8+1)
Fort +1, Ref +4, Will +3;
OFFENSE
Speed 30 ft.
Melee sword cane +2 (1d6)
Ranged shortbow +2 (1d6/x3)
Spells Prepared (CL 1st)
1st—cure light wounds, shield
STATISTICS
Str 10, Dex 14, Con 12, Int 16, Wis 13, Cha 10
Base Atk +0; CMB +0; CMD 12
Feats Extra Inspiration, Weapon Finesse
Skills Acrobatics +5, Appraise +7, Disable Device +6, Knowledge (arcana, dungeoneering, history, religion) +7, Linguistics +7, Perception +5 (+6 vs. traps), Spellcraft +7, Stealth +5, Survival +6, Use Magic Device +4; (+1 to Appraise, Knowledge (history), Spellcraft, and Use Magic Device concerning buildings or objects more than 1000 years old) Armor Check Penalty –1
Traits exchange agent (survival), relic hunter
Favored Class Investigator (+1 skill rank/level)
Languages Azlanti, Common, Osiriani, Jistkan, Thassilonian, Varisian
SQ relic magic, inspiration (6/day), trapfinding
Gear studded leather armor, sword cane, shortbow w/ 20 arrows, backpack, thieves’ tools, trinket collection (ant haul, comprehend languages, cure light wounds, identify, shield), flint and steel, silk rope, hooded lantern, holy symbols of Abadar, Aroden, Asmodeus, Brigh, Horus, Irori, Kurgess, Norgorber, Nethys, Pharasma, Ragathiel, Sarenrae, & Torag 18 gp

Background:
Jera hails from the nation of Rahadoum, a land where religion is forbidden. However, it is perhaps in the nature of the young to defy authority and seek that which is forbidden. Whenever he was able, young Jera would sneak away from his home to explore nearby ruins from the ancient Jistka Imperium. In doing so, he learned many valuable skills, especially in dealing with the timeworn but still deadly traps the ruins held. In full defiance of, and perhaps because of, the law, Jera also began to collect the holy symbols and relics of the dead religions he found within the ruins. But most improtantly, Jera found a scroll that, when he deciphered it, taught him to use his innate magic to activate the magic of the relics he found. The power of the relics had largely dissappeared over the years, or perhaps he wasn’t performing the technique correctly, so he was only able to coax a few of the relics into performing minor spells, but Jera was still fascinated. Hungry for more knowledge of lost cultures, when Jera reached adulthood, he left his home and traveled to Azir to try to join the Pathfinder Society. Impressed with his skills and collection for one so young, the Venture-Captain sent him on to Absalom to be trained as an initiate. There he learned much more about exploring ruins, and about the civilizations they were once part of. Jera was interested most in the rune magics of ancient Thassilon, and when he completed his Confirmation, he requested a post in Varisia, so he could learn more about the destroyed civilization.

Appearance:
The most immediately noticeable thing about Jera is that he wears the symbols of at least a dozen various faiths somewhere on his person. He wears most of them openly, with the exception of Norgorber, whose symbol he secrets away, as befits the god. While young, he is clearly an experienced explorer and traveler. He wears studded leather armor, a long coat, and a bow at his side.