Classes/Levels |
HP 44/44; AC 17, T 14, FF 13; F+7, R+8, W+3; CMD 21; Perc +10, Init +4 |
About Thaven Jack
Thaven Jack
N Human Male Ranger (Sable Company Marine) 5
Init +4; Senses Perception +9
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DEFENSE
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AC 17, touch 14, flat-footed 13 (+3 armor, +4 dex)
hp 44 (5d10+10+5 FC)
Fort +7, Ref +8, Will +3
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OFFENSE
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Spd 30'
Melee Longsword +7 (1d8+3)
Ranged mwk darkwood comp longbow +10 (1d8+2)
Space 5'; Reach 5'
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STATISTICS
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Str 14, Dex 18, Con 14, Int 11, Wis 14, Cha 11
BAB +5; CMB +7; CMD 21
Feats (2) Point Blank Shot, Precise Shot, Rapid Shot*, Endurance*, Diehard, Boon Companion
Skills (7 skill) Handle Animal +8, Heal +10, Knowledge (local) +8, Perception +10, Ride +12 (+14 on hippogriff), Stealth +12, Survival +10 (+12 vs tracks)
Special Abilities: Track, wild empathy +5, favored enemy (humans +4, animal +2)
Spells: (DC 12+level) 2/day: gravity bow, speak with animals
Traits: Personal Addiction, Armor Expert
Possessions (175 gp) longsword (15 gp), longbow (75 gp), 40 arrows (2 gp), 2 daggers (4 gp), studded leather (25 gp), pathfinder's kit (12 gp), 2 gp, adamantine arrowhead
Loot: fine darkwood bow inlaid with silver detail and a quiver full of arrows. The bow is a masterwork darkwood composite longbow (+2 STR) and there are five adamantine arrows, five cold iron arrows, and five silver arrows.
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Stat Math:
Str 14
Dex 18 (+2 racial)
Con 14 (+1 4th level)
Int 11
Wis 14
Cha 11
'Whisper'
Hippogriff Companion
N Large female magical beast
Init +4; Senses darkvision 60 ft., low-light vision, scent; Perception +10
DEFENSE
AC 18, touch 14, flat-footed 13 (+4 Dex, +1 dodge, +4 natural, –1 size)
hp 37 (5d10+15)
Fort +7, Ref +8, Will +2
OFFENSE
Speed 40 ft., fly 100 ft. (average)
Melee bite +6 (1d6+3), 2 claws +6 (1d4+1)
Space 10 ft.; Reach 5 ft.
STATISTICS
Str 17, Dex 18, Con 16, Int 2, Wis 12, Cha 9
Base Atk +3; CMB +6; CMD 20
Feats Dodge, Run
Skills Fly +7, Perception +10; Racial Modifiers +4 Perception
Tricks known: stay, heel, come, attack, defend, guard, down
Special: evasion, ability bump +1 STR,
Thaven Jack wanted to be a Sable Company Marine for as long as he can remember. His grandfather was one. His father was one. Until the accident, when he was killed during an aerial chase when his mount snagged a hoof and flipped head over tail, landing hard on the cobblestones. Thaven's father was killed instantly and buried with full honors as a fallen hero. Thaven used to wear his replacement armor every night, drilling with a wooden rod as he'd seen his dad drill with a real sword. He carried himself with the same discipline as his father, and when he was old enough, he presented himself to the Academy for training.
As the Headmaster said, "It's a sad day in Korvosa when a Jack isn't in uniform."
But the Academy proved more difficult than Thaven imagined. Hard work, academics coupled with the stress of seeing his father's broken body every day in the faces of his teachers and fellow students drove him to distraction and his grades suffered. One night a kindly old man in the inn near the Academy offered him a taste of something he said would 'take the edge off, lad and let ye be yourself.'
Thaven took his first dose of Shiver. Soon he was hooked.
But Shiver is an expensive drug and only the first couple hits were free. Jack found himself selling his belongings, stealing from his mother and finally was caught stealing the day before his final tests. He was quietly drummed out, out of respect for his father and his family's legacy of service. He was told to clean himself up and he may be able to redeem his legacy.
Getting clean was harder than it sounded. For six months he struggled, relapsing several times. Each time, it was only a force of will that lead him to try again. Force of will and hatred of that old man and his damned drug. He swore he'd have revenge. He swore he'd make him pay for the hell he went through.
Yesterday he woke up without the shakes. He bathed and put on his father's old armor, and pulled his father's sword and bow out of storage. It's not going to be easy, but Gaedram Lamm must die.