
Judan Roe
Male Human Rogue 4 / Swashbuckler 3 / Scarlet Corsair 3 / Fortune's Friend 1
Damien the Bloodfeaster
Size: M (5'10")
Hit Dice: 4d6+4 plus 3d10+3 plus 3d8+3 plus 1d6+1
hit points: 66/66
Luck Pool: 5/5 (used/max per day)
Initiative: +4 (Dex) (+6 total in urban areas)
Speed: 30 ft.
Armor Class: 30 (+6 Dex, +6 armor, +2 shield, +3 natural, +2 deflection, +1 insight)
(flat-footed 30*, touch 19) *retains Dex bonus to AC when flat-footed from uncanny dodge
+1 dodge bonus to AC vs one foe per round via Swashbuckler dodge ability
Base Attack/Grapple: +9/+12
Weapons:
+14/+9 melee +1 cold iron rapier, 1d6+4 (15-20) plus 2 precision
+13/+8 masterwork guisarme, 2d4+4 (x3); 10' reach; may make trip attacks (Str check opposed by enemy's Str/Dex check; modified by size, stability, etc.)
+14/+9 masterwork spiked gauntlet, 1d4+3 plus 2 precision, cannot be disarmed
+13/+8 melee cutlass, 1d6+3 (19-20) plus 2 precision; +2 to avoid being disarmed
+13/+8 melee dagger, 1d4+3 (19-20) plus 2 precision
+13/+8 ranged shortbow, 1d6 (x3), range 60 ft.
+13/+8 ranged dagger, 1d4+3 (19-20), range 10 ft.
Alignment: Chaotic Good (CN leanings)
Height: 5'10". Weight: 180 pounds.
Eyes: Green. Hair: Light Brown. Skin: Light pink.
Ethnicity: Suloise (3/4); High Elf (1/4).
Distinguishing Features:
- Untamed wavy black hair.
- Puncture marks on left chest where a mutant dinosaur tried to claw his heart out.
- Dark discoloration on skin of left elbow where a mutant monkey bit him.
- Spiderweb-pattern scar on right hip where a frogman priest nearly killed him with a negative energy touch.
- Scarring on right biceps where a pirate zombie bit him and nearly severed an artery.
- Series of scars on either side of his throat where a monkey demon ripped his throat out with his fangs; these marks sometimes seem to glow with a faint reddish light as if embers were buried beneath his skin when Judan grows angry or agitated.
Saves: Fort +7, Ref +16, Will +9
(BASE 5/10/3)
+2 to Will if at least one Luck point remains in pool
Saves include +1 resistance bonus from cloak of resistance, and +1 luck bonus from luckstone.
Attributes: Str 14 (16), Dex 16 (18), Con 12, Int 14, Wis 12, Cha 14
+1 luck bonus on all ability checks (luckstone)
Skills and Feats
Skills: (Skill points = 77 Rog4, 21 Swa3, 21 SCor1, = 119 total)
Appraise (1r, 2 Int, 1 L) +4
Balance (5r, 4 Dex, 2 syn, 1 L) +12*
Bluff (14r, 2 Cha, 1 L) +17
(Feint = Bluff check opposed by foe's Sense Motive + BAB; penalty on bluff of -4 if nonhumanoid, -8 vs Int 1-2, impossible vs. Int 0)
Climb (2r, 3 Str, 1 L) +6
Diplomacy (1r, 2 Cha, 2 syn, 1 L) +6*
Disable Device (3r, 4 Dex, 2 tools, 1 L) +10*
Disguise (3r, 2 Cha, 2 kit, 1 L) +8 (+10 when observed/acting in character) (+10 more to checks if hat of disguise is worn)*
Escape Artist (8r, 4 Dex, 1 L) +13
Gather Information (2r, 2 Cha, 1 L) +5
Hide (3r, 4 Dex, 1 L) +8
Intimidate (9r, 2 Cha, 2 syn, 1 L) +14*
Jump (5r, 3 Str, 2 syn, 1 L) +11*
(base long jump DC = # feet jumped; high jump DC = # feet jumped x4; both are x2 without a 20-foot running head start; +4 bonus per 10 ft of speed over 30 ft.)
(hop up on object waist-high or less is flat DC 15 & costs 10 ft movement)
(controlled jump down DC 15 to reduce effective falling distance by 10 ft.)
Knowledge (local) (3r, 2 Int, 1 L) +6
Listen (1r, 1 Wis, 1 L) +3
Move Silently (2r, 4 Dex, 1 L) +7
Open Lock (4r, 4 Dex, 2 tools, 1 L) +11*
Perform (oratory) (8r, 2 Cha, 1 L) +11
Profession (sailor) (5r, 1 Wis, 1 L) +7
Search (9r, 2 Int, 1 L) +12
Sense Motive (2r, 1 Wis, 1 L) +4
Sleight of Hand (4r, 4 Dex, 2 syn, 1 L) +11*
Speak Language (Olman) (2r)
Spot (5r, 1 Wis, 1 L) +7
Swim (4r, 3 Str, 1 L) +8
Tumble (14r, 4 Dex, 2 syn, 1 L) +21*
(base DC 15, +2 per added foe; -10 penalty to tumble full speed; DC 25 to tumble through enemy's space; DC 15 to reduce falling damage by 10 ft.)
Use Rope (1r, 4 Dex, 1 L) +6
Skill Tricks (4r) Nimble Stand, Easy Escape, Acrobatic Backstab
Current ACP = 0
*Balance 5 ranks allows Judan to retain Dex and dodge bonuses to AC when Balancing
*Bluff grants +2 to Diplomacy, Intimidate, Sleight of Hand, and Disguise checks when observed and acting in character
*Open Lock/Disable Device gain +2 from masterwork tools; Disguise gains +2 from disguise kit
*Tumble 5 ranks grants +3 instead of +2 to AC when fighting defensively, and +6 instead of +4 to AC when taking the total defense standard action
*Tumble grants +2 to Balance and Jump checks
*Jump grants +2 to Tumble checks
*Boots striding and springing grant +4 to Jump from speed +10 ft, and +5 competence to Jump in addition
All skills include +1 luck bonus from luckstone.
Languages Spoken: Common, Elven, Draconic, Olman
Skill Tricks
Nimble Stand - 1/encounter, standing up from prone does not provoke attacks of opportunity
Easy Escape - 1/encounter, gain +4 bonus on an Escape Artist check to escape from a grapple per size category larger than Medium (+4 vs. Large foes, +8 vs. Huge foes, etc.). Can only use while Judan is Medium size or smaller.
Acrobatic Backstab - 1/encounter if successfully Tumble through enemy space, that foe is considered flat-footed against Judan's next attack if made in same turn; foe must be standing on ground/floor to use.
Feats
Child of the Shadow (Bonus, Sasserine) - +2 Diplomacy/Gather Info to find a city's black market; no checks needed to locate in Sasserine. In urban environments, +2 initiative. Enemies within melee reach are denied cover (but not total cover), such as when attacking around a corner.
Dodge (Bonus, Swashbuckler 1) Dex bonus x 1.5 applied to AC
Weapon Finesse (Bonus, Swashbuckler 1)
Daring Outlaw (L6; Complete Scoundrel) Rogue and swashbuckler levels stack for grace/arcane stunt, dodge bonus, and sneak attack ability determinations.
Improved Feint (Bonus, Scarlet Corsair 1) Feint as move action
Iron Will (Bonus, DM) +2 Will saves
Tenuous Link to the Mortal World (Bonus, DM, w/Iron Will) -1 Fort saves
Improved Critical (rapier) (L9 feat)
Luck Feats
Unbelievable Luck [Luck] (Complete Scoundrel) (Bonus, Human) - +2 to weakest save; gain 2 luck rolls
Lucky Start [Luck] (Complete Scoundrel) (L1) - Use 1 luck roll to reroll initiative; gain 1 luck roll
Advantageous Avoidance [Luck] (Complete Scoundrel) (L3) - Use 1 luck roll to force enemy to reroll crit confirm check against Judan; use 2 luck rolls to force foe to reroll attack; may use after the enemy's attack has been made and success has been determined; gain 1 luck roll
Special Abilities
Armor proficiency - light
Weapon proficiency - all simple and martial
Sneak Attack +5d6
Evasion (Ex) No damage instead of half on a successful Reflex save against a damaging area effect.
Uncanny Dodge (Ex) Retain Dex bonus to AC even when flat-footed or attacked by an invisible opponent.
Trapfinding (can find traps with Search DC greater than 20)
Arcane Stunt (Sp) 3/day, swift action, expeditious retreat for one round (replaces Grace; substitution level from Complete Mage; uses/day = 1 + Int bonus)
Insightful Strike (Ex) Add Int bonus (+2) to weapon damage when using a weapon that benefits from the Weapon Finesse feat; this is precision damage that does not apply to creatures immune to critical hits or precision-based damage.
Death's Ruin (Ex) Sneak attack undead at half normal sneak attack damage (rounded down). (character option from Complete Champion; replaces trap sense Rogue class feature)
Dodge Bonus (Ex) May specify one foe per round as free action, and gain +1 dodge bonus to AC against that foe. May not use this ability when wearing medium or heavy armor or carrying a medium or heavy load. (Swashbuckler 5, gained through Daring Outlaw feat)
Corsair's Feint (Ex) May feint as a free action rather than a move action against a foe; must wait 2d4 rounds before can attempt to use this ability again.
Easy Luck (Ex) The swift or immediate action to use a luck feat does not count against the limit of one swift or immediate action per turn. However, still cannot use a luck feat more than once to influence the same result.
Extra Luck (Ex) Gain +1 luck point to his luck pool (now 5 points).
More Luck than Skill (Ex) Once per day as a swift action, may add Fortune's Friend class level as a luck bonus to all skill checks made before start of next turn (no effect currently, since does not stack with bonus from luckstone).
Equipment
Worn on Person (27 lb)
+1 buckler (2.5 lb)
+1 cold iron rapier (2 lb)
dusty rose prism ioun stone: +1 insight bonus to AC
Masterwork spiked gauntlet (1 lb)
Cutlass (3 lb)
Heward's handy haversack (5 lb)
Belt pouch (1/2 lb)
Hidden pouch (worn under garments around neck) (1/2 lb)
Luckstone (in hidden pouch): +1 luck on saves, skill checks, ability checks; 1/month can reroll any one die roll
Body Slots
HEAD: Gargoyle crown: 1/day, swift action, DR 5/adamantine for 10 minutes (mod trans; CL 9th; stoneskin, true strike; 14K gp, 4 lb)
FACE: - none -
NECK: Amulet natural armor +3
TORSO (shirt/vest): - none -
TORSO (armor/robe): +2 mithral chain shirt armor (12.5 lb)
SHOULDERS (cloak, cape): Cloak of resistance +1
WAIST (belt): Belt of ogre power +2
ARMS (bracers): - none -
HANDS (gloves): Gloves of dexterity +2
RING #1: Ring of protection +2
RING #2: Ring of the ram (25 charges)
FEET: Boots of speed
Alternate body slot items owned but not usually worn
Hat of disguise
In Haversack main compartment (63/80 lb capacity)
Silk Rope (50 ft., knotted) (5 lb)
Grappling Hook (4 lb)
Masterwork ranseur (12 lb)
Longspear
Scimitar
Sap (2 lb)
Shortbow (2 lb)
Dagger (1 lb)
Quiver + 20 arrows (3 lb)
Arrows x100 (6 lb)
Cold iron arrows x20 (2 lb)
Caltrops x4 (8 lb)
Survivalist kit (Survival tools, masterwork) (1 lb)
Bells x4
Rations x7 (7 lb)
50 ft. fishing line
Hammer (2 lb)
Piton x4 (2 lb)
Disguise kit (8 lb)
In Haversack side compartment 1 (19/20 lb capacity)
Masterwork thieves tools (1 lb)
Sunrod x1 (2 lb)
Sunrod with double strength continual flame cast on it by Ossic (CL 12, bright light 40 ft., dim light to 80 ft.; considered a 4th level spell effect so overrides darkness effects of L3 or less), plus leather sleeve/cone to narrow to a cone or beam for directional use
Thunderstone (1 lb)
2 ft long twig from petrified tree in caverns below trog community where roper lived
Tanglefoot bag x2 (8 lb)
Alchemist's fire x4 (4 lb)
Antitoxin x2
Paper x6 sheets
Ink and ink pen
Soap (1 lb)
Masterwork manacles (2 lb)
Potion of haste
Magic perfume, 6 doses: grants +10 diplomacy checks for one hour (6 of original 12 doses given to Amella for negotiations)
In Haversack side compartment 2 (maybe 2/20 lb capacity)
oil of magic weapon
elixir of swimming
potion of enlarge person x2
potion of cure moderate wounds
potion of lesser restoration x2
oil of taggit poison x12 doses (540 gp) (DMG p. 297; DC 15, ingested, 0/unconsciousness)
violet fungus poixson x30 doses (? gp) (DC 14, 1d4 Str/1d4 Con, injected)
Spire of Sasserine medal (+2 Diplomacy/Gather Info with upstanding citizens of Sasserine)
Bedroll (5 lb)
In Belt Pouch (1/2 lb)
Key to sea chest (see below)
Copper/silver coins (1/2 lb) (see Treasure below)
In Hidden Pouch (1/2 lb)
Platinum coins (1/2 lb) (see Treasure below)
Stored Near the Sea Wyvern Wreck
Sea chest with DC 30 lock (25 lb empty)
Keg of decent rum (3 gallons, 3.2 gp, 32 lb)
6 leather mugs (6 cp)
Studded leather armor
Tower shield
Stored in sea chest
Laborer's outfit (5 lb) (1 gp)
Peasant's outfit (5 lb) (1 gp)
Scholar's outfit (6 lb) (free)
Explorer's outfit (8 lb)
Total Encumbrance: 41 lb
Light load = 0-58 lb
Medium load = 59-116 lb
Heavy load = 117-175 lb
Treasure
PP: 6 (in hidden pouch under armor)
GP: 7 (in haversack)
SP: 10 (in belt pouch)
CP: 14 (in belt pouch)
Other: 3,526.25 gp in crafting supplies
100 gp in diamond dust (for restoration, etc)
Experience Points: 56,596
To Level 12: 9,404 (66,000 total)
01/14/2008 = 0 (starting amount)
01/21/2009 = +375 (Blue Nixie shipboard battle, session #2)
02/04/2009 = +200 (RP/story award for retrieving ring and completing mission)
02/04/2009 = +240 (Vault)
02/18/2009 = +850 (Pirate tunnels with crabs, zombies, huecuva)
03/11/2009 = +1,200 (Lotus Dragon lair part 1)
03/18/2009 = +1,140 (Lotus Dragon lair part 2)
04/22/2009 = +4,250 (Kraken Cove)
05/15/2009 = +2,867 (Vanderboren Frogmen)
06/18/2009 = +375 (blue man group)
06/26/2009 = +750 (blue slaad in Father Feres)
07/09/2009 = +1,500 (Rowyn; floatsam ooze)
07/22/2009 = +750 (basilisk battle)
09/09/2009 = +1670 (Tamoachan 1: wisp, demon, traps)
09/17/2009 = +240 (Tamoachan 2: gibbering mouther)
10/28/2009 = +2025 (Avast! Ye pirate battle!)
11/04/2009 = +540 (aquatic hydra)
11/19/2009 = +1080 (kelp and kelp-men, battles 1 and 2)
01/12/2010 = +1800 (battle with Mother of All plant monsters and her spawn)
01/19/2010 = +350 (giant eel in storm)
02/03/2010 = +1350 (t-rex and big bug)
02/20/2010 = +980 (terror birds)
03/01/2010 = +1050 (gargantuan centipedes and black pudding)
03/15/2010 = +1700 (mummies and trap)
04/02/2010 = +1200 (Olman gargoyles)
05/17/2010 = +1020 (Elevator trap + Olman gargoyles batch #2)
06/07/2010 = +667 (Collapsing roof trap, blood temple mirror puzzle/trap)
07/22/2010 = +4133 (remaining demon monkey temple; died near end)
(08/02/2010 = 1440 (metal spider--dead at time))
(08/16/2010 = 1600 (allosaurus, Farshore arrival pirate battle--dead at time))
28,133 XP = New Total after being Raised from the Dead
08/30/2010 = +1400 (catfolk temple serpent battle)
09/06/2010 = +3200 (Zotzilaha's avatar bat-battle)
10/11/2010 = +1600 (fishman in Sea Wyvern wreckage)
10/25/2010 = +1029 (double Pathfinder t-rexes)
11/01/2010 = +1200 (black dragon at Sea Wyvern wreckage)
05/07/2011 = +9000 (Farshore pirate battle royale)
06/13/2011 = +1000 (drop black pearl in volcano to destroy)
06/20/2011 = +667 (roc wandering monsters)
06/27/2011 = +1417 (metallic spider demon and Olman spectres)
07/25/2011 = +4125 (lizardman encampment skinwalker demon battle)
08/01/2011 = +2000 (story award for couatls, riddle, ghost)
10/03/2011 = +1000 (elder black pudding)
10/10/2011 = +825 (roper)
Character Information
Description: Judan is a moderately handsome man of no special note typical of the more well-to-do rowdies of Sasserine. His curly black hair is kept trimmed high, and he affects a short, stylish goatee. At his side he bears a rapier and dagger--typical weaponry seen in the rough-and-tumble port city.
Background: Judan is the son of a wealthy merchant who lives and operates from a distant port of call. He came to Sasserine to gain an education and make a living, as well as on occasion to representy his family's interests and perform minor tasks for the Roe clan. When not on duty, he keeps himself amused with the many diversions Sasserine has to offer--gambling, watching fights in the arena, drinking, brawling, wenching, and the like.
Personality: Overall Judan could be described as a moderately pleasant and easygoing fellow, not especially remarkable by any means. He has perhaps a bit of a weakness for many of the tamer vices on offer in the city, and often can be found of an evening in one of the many watering holes that riddle Sasserine, carousing merrily with strangers and acquaintances. When on business, though, he seems sober and serious enough, if perhaps a bit bland.
