Dalviss Crenn

Jethryk Devarre's page

372 posts. Alias of Luke_Parry.


Full Name

Jethryk Devarre

Race

Half-Elf

Classes/Levels

Tattooed Sorceror (Harrow Bloodline) (HP 8/8) (AC 9/9/9) (CMD 8) (Fort +2, Ref -1, Will +3) (Init -1) (Perception +13)

Gender

Male

Size

Medium

Age

74

Alignment

Neutral Good

Languages

Common, Elven, Varisian, Shoanti, Infernal

Strength 8
Dexterity 8
Constitution 15
Intelligence 14
Wisdom 12
Charisma 18

About Jethryk Devarre

Appearance:
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]
Senses: Perception +13, Low Light Vision
Speed: 30 ft

AC: 9 (10 - 1 Dex)
Touch: 9 (10 - 1 Dex)
Flat-footed: 9 (10 - 1 Dex)

Hit Points: 8/8

Fort: +2 Ref: +1 Will: +3

Combat:

Base Atk: +0; CMB: -1; CMD: 8

Melee
Quarterstaff: -1 to Hit; Dmg 1d6-1; crit 20/x2; Type B

Ranged
Ray: -1 to Hit; Dmg 1d3; crit 20/x2; Type A/C/E; Range 30'

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:
Category (Campaign)
You’ve given up the life of crime, and managed to talk your way out of any repercussions such as jail time or fines. You’ve told yourself that you would rather leave your past behind, yet the concept of seeing Gaedren Lamm pay for his crimes still appeals to you.

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:
Half-elves receive Skill Focus as a bonus feat at 1st level.

Elf Blood:
Half-elves count as both elves and humans for any effect related to race.

Elven Immunities:
Half-elves are immune to magic sleep effects and get a +2 racial bonus on saving throws against enchantment spells and effects.

Keen Senses:
Half-elves receive a +2 racial bonus on Perception checks.

Arcane Training:
Half-elves occasionally seek tutoring to help them master the magic in their blood. Half-elves with this racial trait have only one favored class, and it must be an arcane spellcasting class. They can use spell trigger and spell completion items for their favored class as if one level higher (or as a 1st-level character if they have no levels in that class). This racial trait replaces the multitalented racial trait.

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):
At 1st level, the tattooed sorcerer gains Varisian Tattoo (see the Inner Sea World Guide) as a bonus feat. If she doesn’t have Spell Focus, she may choose which school of magic her Varisian Tattoo enhances. This ability replaces her Eschew Materials bonus feat.

Bloodline Tattoos (Ex):
Whenever a tattooed sorcerer gains a bloodline spell, a new tattoo manifests on her body to represent this spell. Her bloodline spells are always enhanced by her Varisian Tattoo feat, even if they don’t match the school to which her Varisian Tattoo belongs.

Bloodline Arcana:
Whenever you cast a divination spell that requires a percentage roll, add 5 to the result of your roll. In addition, you can roll the percentage dice twice and use the result you prefer. Your maximum percentage chance of receiving a meaningful and accurate reply for divination spells is 100%, instead of the usual 90%.

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=--
Explorer's Outfit (-)
Silver Holy Symbol (Desna) (25gp)

--=MW Backpack (50gp)=-- (4lbs)
50' Silk Rope (10gp) (5lbs)
Flint and Steel (1gp) (-)
Grappling Hook (1gp) (4lbs)
Spell Component Pouch x2 (10gp) (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)