Jadis "Jade Arrow" Susteren, female human Scout 5 (10045xp)

Medium humanoid

HP 39/39 (5d8 + 5)

Init +6

Speed 40 ft

AC 18(19), touch 13(14)

Base attack +3, grapple +3

Attack/Full attack +4 melee (masterwork handaxe 1d6/x3) or +7 ranged (+1 shortbow 1d6+1/x3/70ft)

SA skirmish, corner perch, SQ trapfinding, battle fortitude, uncanny dodge, fast movement, trackless step, evasion


Saves: Fort +3 Ref +6 Will +2

STR 11 DEX 16 CON 13 INT 18 WIS 13 CHA 9

Skills and Feats:

Balance +13 (8, +2 synergy)
Climb +8 (8)

Craft (trapmaking) +9 (5)
Disable Device +8 (3, +2 synergy)
Escape Artist +8 (5)
Hide +9 (6)
Jump +10 (8, +2 synergy)
K: dungeoneering +9 (5)
K: geography +9 (5)
K: nature +9 (5)
Listen +5 (4)
Move Silently +9 (6)
Ride +7 (4)
Search +10 (6)
Sense Motive +5 (4)
Spot +6 (5)
Survival +9 (8)
Swim +4 (4)
Tumble +13 (8, +2 synergy)
Use Rope +8 (5)

Track(bonus), Point Blank Shot, Precise Shot, Quick Reconnoiter(bonus)

Languages: Common, Dwarven, Elven, Goblin, Orc

Skirmish(Ex): During any round in which she moves at least 10 feet, Jadis gains a +1 competence bonus to AC and +2d6 damage to her attacks. This extra damage does not apply to any creature immune to critical hits and applies to ranged attacks within 30 feet.

Corner Perch(Ex): Once per encounter, when Jadis climbs a surface with corner walls or opposite walls to brace against, she can use her hands freely until the end of her next turn. If she does not continue the climb she falls and must make a Climb check to catch herself.

Trapfinding(Ex): Jadis can find and disarm magical and complex traps like a rogue.

Battle Fortitude(Ex): Jadis gains a +1 competence bonus to fortitude saves and initiative checks.

Uncanny Dodge(Ex): Jadis cannot be caught flat-footed.

Trackless Step(Ex): Jadis leaves no trail in natural surroundings and cannot be tracked.

Evasion(Ex): When Jadis makes a successful Reflex save for half damage, she instead takes no damage.



Jadis is the granddaughter of Gerrard "Sureshot" Susteren, who made a name for himself as an archer in the ranks of the army of Furyondy and commanded a batallion of archers during the Battle of Emridy Meadows. He is currently retired and serving as a military advisor to the king of Furyondy. Jadis's parents are merchants of some repute in the port town of Willip, but Jadis snuck away and stayed behind on a visit to her grandfather, and while her parents accept the direction she's taken with her life (their eldest son stands to inherit the business as it is) they're not particularly proud of either her or her grandfather.

Jadis works as a freelance tracker/trapfinder/trailblazer/general person who goes in first. She rents a room in the market district of Furyondy if she needs a place to settle for a few days, but otherwise lives off the land, such as it is. Originally many people suspected her grandfather of landing her a cushy job, since many of her first forays were with scouting parties, but she's performed well independently and doesn't have many critics anymore.

Jadis is heading out to Hommlet and the vicinity thereof as part of a general walkabout - she takes it on herself to know the lay of the land before she goes leading people through it.


Jadis is never entirely confident she's being taken seriously. She's well aware, perhaps overly so, of the many things she's incapable of doing. This means that most of the people who've worked with her tend to come away with the impression she was trying to show off for them the entire time. She doesn't grandstand or take unwarranted risks, but she does take even slight opportunities to demonstrate what she _can_ do - climb a tree, jump a river, strike camp, blaze a trail, set a snare...

Even if nothing's formally expected of her, Jadis looks at the world as an opportunity to practice. She doesn't live a very opulent life, preferring simple food, drink, and clothing - to keep in practice for the times she has to separate from civilization. She tends to prefer taking the "broken" roads of Furyondy to the ones which have been repaired, springing from rock to rock or walking a narrow strip of stone. Rather than go around a gully or a cliff, she goes down it and up the other side, and in general tends toward the unbeaten path whenever she's traveling alone.