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About Jethryk DevarreAppearance:
Jethryk is a weathered man with prematurely-greying hair and a slightly wild goatee, dressed in equally worn (but well cared for) travelling leathers. He has piercing blue eyes that, when the light catches them *just so*, glitter with flecks of gold. His arms are covered in a dense network of tattoos, which he keeps hidden when he is not working, but flexes for effect when he is working the cards. After all, punters tend to take a reading more seriously when a 'real' Varisian is handling the Harrow deck...
Background:
Jethryk has the misfortune to have once been a... business associate... of Lamm's. He had always had a gift for bringing in the punters, lulling them into a false sense of security, and then fleeing before things became too dicey. Of course, in the end, *he* was the one who ended up being conned. When he had outlived his usefulness, Lamm left him holding the bag after a particular swindle went horribly wrong. Jethryk was arrested, but luckily, he was able to talk his way into jail time, rather than a hangman's noose. He served his time, and it was actually quite instructive - it proved to be the shock to the system that he needed, leading him to 'reform' his life.
These days, the only swindles that he pulls are relatively harmless fortune-telling cons (specialising in Harrow readings), which help to keep his hand in the game, without risking his fingers being burned. Still, he *never* forgave Lamm for hanging him out to dry - he fully intends to pay the man back, with interest...
Initiative: -1 [-1 Dex]
AC: 9 (10 - 1 Dex)
Hit Points: 8/8 Fort: +2 Ref: +1 Will: +3 Combat:
Base Atk: +0; CMB: -1; CMD: 8 Melee
Ranged
Skills:
Skill Points per level: Sorcerer: 2 (Class) + 2 (Intelligence) + 2 (Background)** Acrobatics -1 Appraise +2 Bluff +8 (+4 Cha + 1 rank + 3 class skill) Climb -1 Craft(Any) +2 Diplomacy +9 (+4 Cha + 1 rank + 3 class skill + 1 Trait) Disguise +4 Escape Artist -1 Heal +1 Intimidate +8 (+4 Cha + 1 rank + 3 class skill) Knowledge(History) +6 (+2 Int + 1 rank + 3 class skill)** Linguistics +6 (+2 Int + 1 rank + 3 class skill)** Perception +13 (+1 Wis + 1 rank + 3 class skill + 1 Trait + 2 Keen Senses + 2 Alertness + 3 Skill Focus) Perform +4 Ride -1 Sense Motive +3 (+1 Wis + 2 Alertness) Stealth -1 Survival +1 Swim -1 Trait:
Seeker:
Category Basic (Social) You are always on the lookout for reward and danger. Benefit: You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you. Betrayed - Reformed Criminal:
Benefit: You gain a +1 trait bonus on Diplomacy checks, and Diplomacy is a class skill for you.
Feats:
1st: Mauler's Endurance 1st (Half-Elf Bonus Feat): Skill Focus - Perception 1st (Tattooed Sorcerer Bonus Feat): Varisian Tattoo Racial Abilities:
Low-Light Vision:
Half-elves can see twice as far as humans in conditions of dim light. Adaptability:
Elf Blood:
Elven Immunities:
Keen Senses:
Arcane Training:
Class Features:
Familiar Tattoo (Su):
A tattooed sorcerer gains a familiar as an arcane bond, as a wizard equal to her sorcerer level. Her sorcerer levels stack with any wizard or witch levels she possesses when determining the powers of her familiar—this ability does not allow her to have both a familiar and a bonded item. Unlike most familiars, her familiar can transform itself into a tattoo that she carries in her flesh. Transforming into a tattoo or back to normal familiar form is a move action for her familiar. In tattoo form, the familiar looks like a stylized version of itself, but does not count as a creature separate from the tattooed sorcerer. In tattoo form it continues to grant its special familiar ability (Core Rulebook 82), but otherwise has no abilities and can take no actions except to transform from tattoo into creature. A familiar tattoo cannot be erased or dispelled. This ability replaces her 1st-level bloodline power. Varisian Tattoo (Ex):
Bloodline Tattoos (Ex):
Bloodline Arcana:
Spells:
Cantrips(12): Acid Splash, Daze, Detect Magic, Light, Mage Hand, Mending, Message, Prestidigitation, Ray of Frost, Read Magic, Scrivener's Chant, Spark
1st(7) (0/3+1 used): Comprehend Languages, Endure Elements, Infernal Healing, Magic Missile, Identify, Mage Armor, Shield Companion 2nd(7): Alter Self, Command Undead, Create Pit, Glitterdust, Resist Energy, See Invisibility, Suppress Charms and Compulsions 3rd(6): Fireball, Haste, Heroism, Paragon Surge, Rope Trick, Water Breathing 4th(6): Acid Pit, Dimension Door, Emergency Force Sphere, Enchantment Foil, Monstrous Physique II, Stoneskin 5th(6): Break Enchantment, Hungry Pit, Life Bubble, Overland Flight, Roaming Pit, Teleport 6th(5): Chain Lightning, Chains of Light, Contingency, Transformation, True Seeing 7th(2): Legendary Proportions, Limited Wish Equipment:
--=Worn=--
--=MW Backpack (50gp)=-- (4lbs)
Coins: 3gp
Familiar, Rosemary:
Fox 1
NG Tiny animal Init +2; Senses low-light vision, scent; Perception +9 Defense AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size) hp 6/4+2 Fort +4, Ref +4, Will +4 Offense Speed 40 ft. Melee bite +1 (1d3–1) Space 2-1/2 ft., Reach 0 ft. Statistics Str 9, Dex 15, Con 13, Int 6, Wis 12, Cha 6 Base Atk +0; CMB +2; CMD 11 Feats Skill Focus (Perception) Skills Acrobatics +2 (+10 when jumping), Bluff -1, Diplomacy -1, Intimidate -1, Knowledge(History) -1, Linguistics -1, Perception +8, Stealth +10, Survival +1 (+5 scent tracking) Special Abilities Languages - Common, Celestial (Cannot Speak) Alertness, Improved Evasion, Share Spells, Empathic Link Bond Forged In Blood(Su) |