Jask Derindi
"I call sanctuary!"

Jask is a middle-aged, plain-looking Garundi man with hair starting to gray and watery eyes. When the PCs first meet him on the beach, all he has are ragged clothes and manacles that bind his wrists behind his back. As far as Jask knows, the keys to his bonds were lost in the shipwreck—a DC 30 Disable Device check is required to pick the lock. However, the keys remain in the captain’s cabin on the wreck of the Jenivere (area B), along with J ask’s equipment. Freeing Jask makes Jask friendly, at which point he mentions the wreck of the Brine Demon (see below).

Jask Derindi CR 1
XP 400
Male Human (Khinasai) Cleric of Nethys 2
LN Medium humanoid (human)
Init +0; Senses Perception +3


AC 11, touch 10, flat-footed 11 (+1 shield)
hp 10 (2d8-2)
Fort +2, Ref +0, Will +8


Speed 30 ft.
Melee club +0 (1d6-1) and
unarmed strike +0 (1d3-1 nonlethal)
Ranged javelin +1 (1d6-1)
Special Attacks channel positive energy 7/day (DC 13, 1d6), hand of the acolyte (6/day)
Domain Spell-Like Abilities (CL 2nd; concentration +7)
At will—lore keeper
Cleric Spells Prepared (CL 2nd; concentration +7):
1st—comprehend languages[D], diagnose disease[UM], hide from undead (DC 14), shield of faith
0 (at will)—detect poison, light, mending, spark[APG] (DC 13)
D Domain spell; Domains Knowledge, Magic


During Combat If unbound, 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.


Str 9, Dex 11, Con 8, Int 16, Wis 16, Cha 15
Base Atk +1; CMB +0; CMD 10
Feats Extra Channel, Iron Will
Traits focusing mantras
Skills Heal +8, Knowledge (arcana) +8, Knowledge (geography) +8, Knowledge (local) +8, Knowledge (religion) +8, Spellcraft +8, Survival +5
Languages Basarji, Eastron, Khinasai, Polyglot, Theren
SQ aura, variant channeling (knowledge variant channeling)
Other Gear light wooden shield, club, javelin (5)

Special Abilities

Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Cleric Channel Positive Energy 1d6 (7/day, DC 13) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Knowledge) Granted Powers: You are a scholar and a sage of legends. In addition, you treat all Knowledge skills as class skills.
Cleric Domain (Magic) Granted Powers: You are a true student of all things mystical, and see divinity in the purity of magic.
Focusing Mantras +2 to Concentration checks
Hand of the Acolyte (6/day) (Su) As a standard action, melee weapon strikes at foe in 30 ft. Use Wis for att bonus instead of Str.
Knowledge Variant Channeling (±1 Sacred) Knowledge & Perception bonus/Intelligence damage
Lore Keeper (At will) (Sp) By touch, learn about a creature with a Knowledge check result of 20.


Motivations & Goals 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.

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