Jask Derindi

Jask is a middle-aged, plain-looking Garundi man with hair starting to gray and watery eyes.

Description:

Male middle-aged human cleric of
Nethys 2
LN Medium humanoid (human)
Init +0; Senses Perception +3
Defense
AC 10, touch 10, flat-footed 10
hp 8 (2d8–4)
Fort +1, Ref +0, Will +8
Offense
Speed 30 ft.
Melee unarmed strike +0 (1d3–1 nonlethal)
Special Attacks channel positive energy 8/day (DC 14, 1d6),
hand of the acolyte (6/day)
Domain Spell-Like Abilities (CL 2nd; concentration +5)
At will—lore keeper
Cleric Spells Prepared (CL 2nd; concentration +5)
1st—comprehend languagesD, endure elements, sanctuary
(DC 14), shield of faith
0 (at will)—detect poison, light, mending, read magic
D Domain spell; Domains Knowledge, Magic
Tactics
During Combat, Jask supports allies in combat by
using healing magic. If attacked, he fights defensively.
Morale Jask fights to the death, figuring death in the wild is
better than life in prison.
Statistics
Str 9, Dex 11, Con 7, Int 16, Wis 16, Cha 15
Base Atk +1; CMB +0; CMD 10
Feats Extra Channel, Iron Will
Skills Heal +8, Knowledge (arcana) +8, Knowledge
(geography) +8, Knowledge (local) +8, Knowledge
(religion) +8, Spellcraft +8, Survival +5
Languages Azlanti, Common, Osiriani, Polyglot
Gear a masterwork dagger, a suit of
leather armor, two potions of cure light wounds, a holy symbol
of Nethys, and a spell component pouch.

Bio:

Appearance: Jask is a middle-aged,
plain-looking Garundi man with hair
starting to gray and watery eyes.
Personality: Jask is curious and eager, especially when
presented with new knowledge, and honest to a fault. He
is relieved to have been granted a reprieve from returning
to Sargava—this, combined with the fact that he survived
the wreck, has made him giddy with delight. Yet as time
wears on and the difficulties of life on the Shiv progress,
Jask grows increasingly depressed and desperate to escape
back to civilization—even if it means going to jail.

One of the incriminating papers he found so
long ago indicated that one of his superior’s contacts
in the Shackles was a man named Avret Kinkarian.
Kinkarian’s ship, the Brine Demon, reputedly wrecked
here on Smuggler’s Shiv. He knows it’s a long shot, but
Jask would love to track the ship down and explore
the wreck on the off chance there could be more
evidence somewhere aboard to prove his innocence.

In return for the papers, Jask shares a number of mantras and focusing chants—with a day of practice, these chants grant a +2 bonus on concentration checks.

Jask Derindi

Serpent's Skull Cobra