Jasper Algernon | |
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Aliases: | none |
Age: | 15 |
Fur: | Piebald |
Eyes: | brown |
Height: | 5'7" |
Weight: | 132 |
Race: | beastfolk (ratling) |
Class: | Scout 5 |
Alignment: | Neutral |
Level: | 5 |
Experience: | 12,747/15,000 |
Hit Points: | 50 |
Gold: | 13,354gp |
Current Status: | Active |
Played by pyrostinger |
Lean through a year out on his own, this rat's fur is piebald, which is to say black and white in patches all over his body. He has a wiry sort of frame, owing partially to his ratfolk heritage, and partially to his general lifestyle before he came to the city-state of Avalon. When adventuring or working, he prefers simple, cotton clothing under his leather armor. When not working, he indulges himself in stylish silk.
Gallery
Ability | Score | Mod | Temp Score | Temp Mod |
Strength | 16 | +3 | +0 | +0 |
Dexterity | 20 | +5 | +0 | +0 |
Constitution | 14 | +2 | +0 | +0 |
Intelligence | 14 | +2 | +0 | +0 |
Wisdom | 16 | +3 | +0 | +0 |
Charisma | 7 | -2 | +0 | +0 |
Temp Mod Used to track Magic Item bonuses etc
Armor Class | |
Total | Base 10 + Dexterity + Armor = 17 (18) |
Note: Battle Fortitude gives +1 when moving 10 ft | |
Flat-Footed | 12 |
Touch | 15 |
Saving Throws | Base | Bonus | Total |
Fortitude (Con) | +2 | +1 | +2 |
Reflex (Dex) | +5 | +4 | +9 |
Will (Wis) | +3 | +1 | +3 |
BAB | Mod | Total Range/Melee |
+3 | +Dex/+Str | +8/+6 |
Initiative |
Dex + Battle Fortitude + Improved Initiative = +10 |
Skills | Ranks | Stat Bonus | Synergy | Magical Bonuses | Total | |
X | Appraise (Int) | +0 | +2 | +0 | +0 | +2 |
C | Balance (Dex) | +3 | +5 | +0 | +0 | +8 |
X | Bluff (Cha) | +0 | -2 | +0 | +0 | -2 |
C | Climb (Str) | +4 | +3 | +0 | +0 | +7 |
X | Concentration (Con) | +0 | +2 | +0 | +0 | +2 |
C | Craft (Int) | +0 | +2 | +0 | +0 | +2 |
X | Decipher Script (Int) | +0 | +2 | +0 | +0 | +2 |
X | Diplomacy (Cha) | +0 | -2 | +0 | +0 | -2 |
X | Disable Device (Int) | +1 | +2 | +0 | +0 | +3 |
X | Disguise (Cha) | +0 | -2 | +0 | +0 | -2 |
C | Escape Artist (Dex) | +2 | +5 | +0 | +0 | +7 |
X | Forgery (Int) | +0 | +2 | +0 | +0 | +2 |
X | Gather Information (Cha) | +0 | -2 | +0 | +0 | -2 |
X | Handle Animal (Cha) | +0 | -2 | +0 | +0 | -2 |
X | Heal (Wis) | +0 | +3 | +0 | +0 | +3 |
C | Hide (Dex) | +7 | +5 | +0 | +0 | +12 |
X | Intimidate (Cha) | +0 | -2 | +0 | +0 | -2 |
C | Jump (Str) | +2 | +3 | +0 | +0 | +5 |
C | Knowledge (Geography) (Int) | +2 | +1 | +0 | +0 | +3 |
C | Listen (Wis) | +8 | +3 | +0 | +0 | +11 |
C | Move Silently (Dex) | +7 | +5 | +0 | +0 | +12 |
X | Open Lock (Dex) | +0 | +5 | +0 | +0 | +5 |
X | Perform (Cha) | +0 | -2 | +0 | +0 | -2 |
X | Profession (Wis) | +0 | +3 | +0 | +0 | +3 |
C | Ride (Dex) | +0 | +5 | +0 | +0 | +5 |
C | Search (Int) | +8 | +2 | +0 | +0 | +10 |
C | Sense Motive (Wis) | +6 | +3 | +0 | +0 | +9 |
X | Sleight of Hand (Dex) | +0 | +5 | +0 | +0 | +5 |
C | Speak Language (n/a) | +2 | +0 | +0 | +0 | +2 |
X | Spellcraft (Int) | +0 | +2 | +0 | +0 | +2 |
C | Spot (Wis) | +8 | +3 | +0 | +0 | +11 |
C | Survival (Wis) | +7 | +3 | +0 | +0 | +10 |
C | Swim (Str) | +4 | +3 | +0 | +0 | +7 |
C | Tumble (Dex) | +2 | +5 | +0 | +0 | +7 |
X | Use Magic Device (Cha) | +0 | -2 | +0 | +0 | -2 |
C | Use Rope (Dex) | +3 | +5 | +0 | +0 | +8 |
Where X is Cross Class and C is a Class Skill
Languages Known: Common, Squeak Speak, Literacy, Trade Tongue, Carnivon
Skill Tricks:
Skill Tricks go here
Skill Point Total: Total Here
1st 36, 2nd-7th 54, 8th-9th 20 <—Breakdown of skills generated per level, helps you keep track.
Feats:
Point Blank Shot - +1 bonus on attack and damage rolls so long as target is within 30 ft
Precise Shot - Can shoot at opponents in melee without incurring -4 penalty.
Improved Initiative - (scout bonus feat) +4 to initiative checks
Class Abilities:
Skirmish (+2d6, +1) - extra 2d6 damage on all attacks when moving at least 10 ft, only on scout's turn; +1 competence bonus to armor class when moving at least 10 ft, lasts until beginning of next turn
Trapfinding - A scout can use the Search skill to locate traps with a DC higher than 20, and she can use Disable Device to bypass a trap or disarm magic traps.
Battle Fortitude - Scout gains +1 competence bonus to Fortitude saves and Initiative checks. A scout loses this bonus when wearing medium or heavy armor or when carrying a medium or heavy load.
Uncanny Dodge - Scout cannot be caught flat-footed and reacts to danger before her senses would normally allow her to do so.
Fast Movement - +10 foot enhancement bonus to base land speed, lost when wearing medium or heavy armor
Trackless Step - Scout cannot be tracked in natural surroundings except at own discretion
Bonus Feat - Every 4 levels, can get a bonus feat from selected list.
Evasion - Can avoid damage from certain attacks with successful Reflex save
Racial Abilities:
+2 Dexterity, +2 Constitution, -2 Charisma
-Medium-size.
-30' Movement.
-Stealthy: +2 on Hide and Move Silently checks.
-Hardy: +2 on saves versus poison and disease, as well as on saves versus magical effects.
-Tireless: Large rodents and lapids gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage, Constitution checks made to continue running, Constitution checks made to avoid nonlethal damage from a forced march, Constitution checks made to hold their breath, Constitution checks made to avoid nonlethal damage from starvation or thirst, Fortitude saves made to avoid nonlethal damage from hot or cold environments, and Fortitude saves made to resist damage from suffocation. Also, large rodents and lapids may sleep in light or medium armor without becoming fatigued. This stacks with the Endurance feat, which also allows large rodents of lapids to sleep in heavy armor without becoming fatigued.
-Low-light Vision.
Weapon | Attack Bonus/Range | Damage | Crit | Damage Type |
+1 Masterwork Composite Longbow, +2 Str | 110ft | 1d8+3 | x3 | piercing |
Dagger | +2 | 1d4 | 19/20 x2 | piercing or slashing |
Handaxe | +2 | 1d6 | x3 | slashing |
Armour / Shield | Armour/Shield Bonus | Max Dex | Armour Check | Arcane Spell Failure | Movement Speed | Weight |
Leather | +2 | +6 | -1 | 10% | 30ft | 15lb |
Slot | Item | Description |
Head | Item name goes here | |
Face | Item name goes here | |
Neck | Item name goes here | |
Shoulders | Item name goes here | |
Torso | Leather Armor | |
Arms | Item name goes here | |
Hands | Item name goes here | |
Right Ring | Item name goes here | |
Left Ring | Item name goes here | |
Waist | Item name goes here | |
Feet | Item name goes here | |
Pack | Backpack |
List of Items Here:
Backpack (2 gp, 2 lbs.);
Bedroll (1 sp, 5 lbs.);
scrollcase (1 gp, 1/2 lb.);
Flint and Steel (1 gp);
beltpouch (1 gp, 1/2 lb.);
4 days trail rations (2 gp, 4 lbs.);
50' silk rope (10 gp, 5 lbs.);
grappling hook (1 gp, 4 lbs);
sewing needle (5 sp);
2 waterskins (2 gp, 8 lbs.);
oil, 1-pint flask (1 sp, 1 lb.);
Lantern, hooded (7 gp, 2 lbs.);
+1 masterwork composite longbow, +2 str (2,600 gp, 3 lbs.);
13/20 arrows (1 gp, 1/2 lbs);
20 axehead arrows (5 gp, 7 lbs);
handaxe (6 gp, 3 lbs.);
dagger (2 gp, 1 lb);
4 potions of cure light wounds (50 gp per);
1 potion of Pass Without Trace (50 gp);
1 potion of Change Sex (300 gp);
2 potions of arousal (50 gp);
1 potion of invisibility (300 gp);
1 potion of magic weapon (+1) (50 gp)
1 wand of invisibility [31 charges] (4,500 gp);
1 oil of stone to flesh (3,300 gp);
1 Atlas of Endless Paths (4,752 gp, 3 lbs);
Statistics of Items Here:
- hooded lantern: clearly illuminates within a 30 ft radius, and shadowy illumination in a 60 ft radius. Burns for 6 hours on a pint of oil.
- silk rope: This rope has 4 hit points and can be burst with a DC 24 Strength check. It is so supple that it provides a +2 circumstance bonus on Use Rope checks.
- potion of Cure Light Wounds: heals 1d8 points of damage. Drinking is a standard action.
- potion of Pass Without Trace: lasts 1 hour, subject can pass through any type of terrain and leave neither footprints nor scent.
- Potion of Sex Change: lasts 3 months, changes sex into male, female, hermaphrodite, or asexual (fortitude saves)
- potion of Arousal: lasts 20 minutes (?) creates state of unfocused, extreme arousal in affected creature (will saves)
- +1 Masterwork Composite Longbow, +2 strength rating: see quest When The Wicked Walk
*Underdark Ambush — thrown together with 3 others, Jasper fought off a small plot by a deep dragon to rob adventurers blind by pulling the floor from under them. There, he met Mordred Alstreim, Neysa, and Sirius
*Wicked Witch — teaming up with a larger party from before, all new to him, Jasper took down a local witch that was causing the local populace some trouble with her plethora of flying monkeys…
*Tentacle Troubles — While visiting an inn outside of Avalon City doing some personal patrols, Jasper, along with a few others including Roka and Neysa, came upon an all-male mob angry about a monster disgracing their women. After convincing the mob to not storm the town, the party found the monster, a rather benign tentacle monster whose sexual encounters were all consensual. While managing to convince the monster to find another place to go, they were ambushed by the mob leaders who were immobilized while the party and monster escaped to safety.
*Fredquest — It seemed like a normal quest… until he found out that the employer was a mindflayer. This seemed to set the stage while he teamed up with Roka, his acquaintance Satin (both of whom were aware to 'Fred's actual identity) and a few other unlucky souls. Fred sent them to check out a warehouse of the Wheelwright Guild, principal machiners in Avalon City, were doing something very strange. Within, the party found a particularly disgusting living tunnel full of traps which led to disgusting creatures that were half-organic, half-robotic. While the party escaped with their lives, it was also with the grim knowledge that an invasion was coming.
*Dinner For Two — On the way back from escorting a caravan, Jasper along with Octavi and Nerylos happened upon an ettin who was having himself a dinner of three highborn human females. Not quite satisfied with the purse he got from caravan duty (and in the face of the lizardkin's desire for human flesh), Jasper opted to rescue the highborn. Now, his purse is fatter, and he has the gratitude of those in high places. Along with an eyeful of all three naked.
*Arboreal Raiders — Another caravan trip, this one taking Jasper to the Shatterlands. A few others joined with him, among them Voss, Kiefer, and Aeryn. Instead of seeking a way home on foot, they were interrupted by a lizardfolk. Her father, as well as many other villagers, had been stolen. Taking it as an opportunity to explore this land, Jasper tagged along. After locating the camp of raiders, however, there were guards. They were dispatched of, as the rest of the raiders were away… raiding. Jasper and co got the villagers back to safety, taking with them some gold from the gold mine.
*A Supply Line Broken — A pretty simple quest, really. There was a supply line carrying newly caught slaves, and their job was to interrupt it. With Voss, there were two newcomers: Sam Dray and Seren Arc. The job went off without a hitch, and the party was simply left with the warning to steer clear of Daylan.
*When The Wicked Walk — A dark and storming night to be spent in a local inn turned very, very wrong when monstrous beasts attacked it. Jasper was simply taking shelter with Nerylos, Satin and Roka when the monsters attacked. Against his better judgment, Jasper opted to stay and fight rather than run, mostly because Satin and Roka did. However, the innkeeper had secrets of his own, and because of those he took his own life rather then face what he had a hand in making. Because of it, however, Jasper's bow feels… different in a way. Perhaps better.
*Beach Bash — A trip to San Clara, courtesy of the owner of the island resort, brought Jasper with old acquaintances Roka and Voss along with Kevarl Flameborn and Lily. The problem was that fishmen were overrunning the resort. So, the party went in, killed some fishmen, and then the hydra with a god complex. But hey, free vacation time is nice, no?
*Sphinx's Sacrifice — During another vacation/scouting endeavor, Jasper found himself among those he knew (Neysa and Seren Arc) and those he didn't (Colt and Raydair). The local village chief, however, had found that two girls were missing from the village, and it was believed to be the local sphinx who did it. When the party went to the lair of the sphinx, they discovered the girls alive… but made the slaves of three other male sphinxes. After dispatching all three, the party was granted a boon, and for Jasper's he asked for a map so he would never be lost.
*Night Swim — Being out for a walk turned into a cry for help. Annoyed at being disturbed, Jasper quickly found out that the woman was being attacked by a shark. He might not have done anything if somebody he didn't know (Kasius) hadn't fired a crossbow bolt at the innocent woman! Or… seemingly. As it turned out, the whole situation was a farce, the woman being a wereshark bent on attacking. With the help of old acquaintance Voss, Kasius and Raethoriel, they were able to send the beasts back to the deep with more holes than they left with.
*Stoned Schoolgirls — Jasper, on one of his more interesting assignments, was sent to investigate the disappearance of four schoolgirls from the famed Trevalis Academy. What made it interesting to Jasper was the island the girls were last seen off the coast of was uncharted territory. Unfortunately, he lost his balance and fell off the boat. Resurfacing and pulling himself ashore, he tracked down the rest of the party (Voss, Silk, Aerybeth and Cordy in time for the final confrontation. Jasper managed to fire off an arrow at a weakspot before he was turned to stone, though luckily the medusa had plenty of elixer to restore him back to normal.
Questionnaire:
A: Appearance
1) Describe yourself as someone meeting you for the first time would see you. (Race?, Gender?, Age?, Size? Coloration? Attractiveness?, Dress? Do you try to emphasize or hide any of these features?)
Jasper is lean and rangy, with some muscle. In a more modern parlance, he'd be akin to Spider-man in terms of build. He's, of course, male, and stands about 5'7". His fur is piebald, which is to say white with black splotches at seemingly random intervals. One such splotch covers the left side of his face, but leaves the muzzle white. Jasper is not one for fancy clothing, favoring functional wear over anything else. He is also very obviously young, despite a very serious demeanor.
2) What other details would someone notice on a closer look? (Distinguishing marks, birthmarks, scars, etc?)
There's a notch taken out of his left ear
3) Do you have a distinctive way of speaking or any other mannerisms or memorable behavior?
Jasper seems to avoid speech if possible. He doesn't go into any great lengths, but if he can keep silent, he usually will.
B: Birth and Family
1) Where and when were you born? (Also good to include: Do you know your exact birthdate? Did anything unusual (storms, accidents, deaths, etc?) happen about the same time, with which some people might still associate your birthdate?)
Jasper doesn't remember much in terms of location in his younger years, nor was his birthday celebrated with much fanfare. He does know that he was born in winter.
2) Who are your parents? (Names, Occupations, Social class, Were they married?, Are they still alive? are all good things to include)
Jasper was born to Keyes and Alice Algernon, both middle class traveling merchants. So far as he knows, they are still alive.
3) Do you have any siblings? (If so, it would be good to describe them as you did your parents above.)
Only child
4) Do you know any members of your extended family? (grandparents, aunts, uncles, cousins? Also would be good to describe them as above)
No.
5) How did you get along with your family?
Jasper got along passably well, though neither parents were known for their affection.
C: Education and Work
1) Did you serve an apprenticeship in order to learn your current profession/class? For how long?
Jasper learned the trade under a military scout, spending an entire year learning from him.
2) If you were not an apprentice, how did you learn your trade/skills/ect? Formal schooling? Informal Teachers? Self-Taught?
3) Who was your master or teacher? (Race? Gender? Appearance? Personality?) Is he/she still alive? How were you treated? Are/Were you on good terms with your master?
Garadon "Don" Belltir, freelance scout, taught Jasper all he knows. He's a human with the same rangy build as Jasper, though his was somewhat heavier with muscles. The relationship started at arrow-point, with Jasper demanding that he be taught to be a scout when he caught Don completely unsuspecting. Being the jovial sort that he is, Don was more amused by this than anything else, and readily agreed. Don is perhaps the closets to ever get to Jasper, though mostly by shared hardship, and was a patient teacher. They parted ways when Jasper left to seek his own fortune, and the ratkin hasn't heard from or of Don since.
4) Did your teacher have any other apprentices or students? Who were they? Did you get along?
5) Due to the rarity of literacy in this setting, how important are books, writings, letters, ect. to your character? Regardless as to whether or not he/she can read?
Books and other writings have a functional importance to Jasper. He reads to gain information, not for pleasure or love of writing.
6) Do you have a job other than "adventurer"? Who do you work for? How much of your time does this require?
D: Friends
1) Who were your friends as a child? As an adolescent? As an adult?
He didn't have any friends, per se, but did get along with the guard sometimes purchased by his parents to protect more valuable cargo.
2) How many of these people are still alive? How many are you still friends with?
The names and faces blur together as it is.
3) Who is/was your best friend? What is the most memorable thing that the two of you ever did together?
One particular guard stands out by the name of Cyrus. He gave Jasper his first bow and arrow set, with which the diminutive rascal promptly shot Cyrus' leg with it.
4) What do you look for in a friend?
Jasper prefers being around people who are focused.
5) Have you ever been in love? Was it reciprocated? Do you have (or have you had) a boy-/girlfriend, a lover, or a spouse? More than one? Are you looking for one? What do you look for in a romantic partner?
Love was not something considered often.
E: Attitudes and Beliefs
1) What are your beliefs about religion and the afterlife? Do you follow any particular god or gods? What appeals to you most about this religion? Least?
Too worried about this life to worry of the next.
2) Where do spirits of nature, the elements and the dead fit into these beliefs?
3) What gods, religions, or priesthoods will you have nothing to do with?
4) What is your moral code? Under what conditions will you kill? Steal? Lie? Do you have a personal code of behavior about violence? Magic? Sex? Dealing with Evil Beings?
Jasper was taught to be a survivor, first and foremost. As scouts are usually solitary, he's gained a habit of looking after his own skin. Those he considers comrades (After gaining a level of trust and competence) will he also consider helping.
5) How committed are you to seeing through something (a task, quest, bargain, etc) that you have started?
While not one to succumb to distraction, he will abandon a task/quest/what have you when it seems untenable for him.
6) How important are the following to you?: Power, Wealth, Fame, Honor, Family, Friends, Love, Knowledge, Religion, Your job? To what lengths would you go to acquire or preserve these things?
He cares little for power, wealth, fame, love, religion, or honor, really. His job and staying alive are the for most things in his mind.
7) How often do you remember your dreams? How much attention do you pay to them? Do they inspire you? Guide you? Inspire You? Warn you? Frighten You?
Dreams mean very little to Jasper, and they receive about that much attention.
8) What is your attitude towards magic? People who use it? Fearsome monsters? The unknown in general?
Jasper has grown to have a minor disdain for magic.
F: Edges and Flaws
1) What are you especially good at? What sets you apart from the rest of the world? A skill? An unusual knack? A certain flair of style or wit?
Jasper prides himself on his archery skills, practicing that regularly.
2) What flaws do you have? Bad habits? Obsessions? Terrible (or embarrassing) secrets?
Probably his greatest flaw is his general disdain for others until proven otherwise.
3) Do you have any enemies? How much trouble do those conflicts cause you?
Any enemies he has, he is not aware of.
G: Likes and Dislikes
1) What do you love? (People? Places? Creatures? Kinds of Food? Activities? Subjects?)
Exploring new places, natural beauty.
2) What do you hate? How do you typically react to these hated things?
Incompetent people, regardless of rank or station.
3) What do you fear? What is your worst nightmare?
Growing old and useless.
H: Miscellaneous
1) Describe your first encounter with a nonhuman monster. (Not counting player races, animals, etc that you grew up with, but feel free to mention them too)
Jasper's parents' caravan was once attacked by a band of rowdy monsters. Jasper helped out after a moment of panic, helping to take down one of them with a few well-placed arrows.
2) If you are a spellcaster, describe your first experience with using magic. What were the circumstances? Were you expecting it?
3) If you have an animal companion or familiar, describe how you acquired it. Describe this ally's personality, and its attitude towards you. (Loyal unto death, mischievous, lazy, etc)
4) If you have any unusual possessions, describe how you acquired them. Is their value practical, monetary, sentimental or some combination of these?
5) Please describe your characters general background, this may be any length you wish, but at least one paragraph. You may use any or all of the information above, or new information not covered. (Encouraged)
At age 14, the age of majority for ratkin, Jasper told his parents that he was leaving them. Before, he was the sole son of middle class traveling merchants, quiet and with an interest in archery. The small purse set aside for this very day was given to him, and he set out to make himself useful in the world. Along the way, he surprised a freelance scout, Don Belltir, and demanded he be taught how to scout. Amused and surprised by the ratkin's request, he agreed, the two training for a year largely in secret. But yet again, Jasper left, seeking his fortune on his own and declaring the apprenticeship at an end. For now, the ratkin holds life and limb together by accepting freelance jobs, quite like his mentor.