Eagle Knight of Andoran

Jacques Remy's page

8 posts. Alias of Sersi.


Full Name

Jacques Remy

Race

Half-Elf (French)

Classes/Levels

Fighter (Lore Warden) 3 / Monk (Maneuver Master) 3 | Champion 3 (lvl 6)

Gender

Male

Size

M

Age

36

Special Abilities

Wielder of the "Reign of Terror" a fauchard crafted from the blade of Dr. Antoine Louis' original Guillotine

Alignment

LN

Deity

Athiest

Location

Paris, France

Languages

Common (English), French, German

Occupation

Former crinimal fence turned martial artist and police consultant

Strength 20
Dexterity 18
Constitution 14
Intelligence 14
Wisdom 12
Charisma 7

About Jacques Remy

Jacques Remy
Half-Elf Fighter (Lore Warden) 3/Monk (Maneuver Master) 3
LN Medium humanoid (elf, human)
Init +4; Senses low-light vision; Perception +10
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Defense
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AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex)
hp 54 (3d10+3d8+17)
Fort +8, Ref +8, Will +5; +2 vs. enchantments
Defensive Abilities evasion; Immune sleep
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Offense
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Speed 40 ft.
Melee +1 temple sword +11 (1d8+6/19-20) and
. . +1 temple sword +11 (1d8+6/19-20) and
. . +1 temple sword +11 (1d8+6/19-20) and
. . +1 temple sword +11 (1d8+6/19-20) and
. . reign of terror +12 (1d10+8/15-20) and
. . unarmed strike +10 (1d6+5)
Ranged shotgun +9 (1d8)
Special Attacks stunning fist (3/day, DC 14)
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Statistics
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Str 20, Dex 18, Con 14, Int 14, Wis 12, Cha 7
Base Atk +5; CMB +13 (+15 disarm, +19 trip); CMD 26 (28 vs. disarm, 28 vs. trip)
Feats Combat Expertise, Combat Reflexes, Fury’s Fall, Improved Disarm, Improved Trip, Improved Unarmed Strike, Power Attack, Stunning Fist, Two-weapon Fighting, Weapon Focus (fauchard)
Traits anatomist, signature moves
Skills Acrobatics +13 (+18 to jump, +17 jump), Appraise +7, Escape Artist +13, Intimidate +5 (+6 while wielding Fauchard), Knowledge (arcana) +6, Knowledge (dungeoneering) +6, Knowledge (engineering) +6, Knowledge (geography) +6, Knowledge (history) +6, Knowledge (local) +6, Knowledge (nature) +6, Knowledge (nobility) +6, Knowledge (planes) +6, Knowledge (religion) +6, Perception +10, Sense Motive +7, Stealth +8, Survival +5; Racial Modifiers +2 Perception
Languages Common, Elven, Other Language, Other Language
SQ elf blood, flurry of maneuvers, maneuver defense, maneuver training, stunning fist (stun), unarmed strike
Other Gear mithral chain shirt, +1 temple sword, +1 temple sword, +1 temple sword, +1 temple sword, reign of terror, metal cartridge (30), shotgun, boots of striding and springing, fighter's kit, 32 gp
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Special Abilities
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Anatomist +1 to confirm critical hits.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (5 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Flurry of Maneuvers (1 maneuver, -2) (Ex) At 1st level, as part of a full-attack action, a maneuver master can make one additional combat maneuver, regardless of whether the maneuver normally replaces a melee attack or requires a standard action. The maneuver master uses his monk level in pl
Fury’s Fall When making a trip attack, add your Dexterity bonus to your CMB.
Improved Disarm You don't provoke attacks of opportunity when disarming.
Improved Trip You don't provoke attacks of opportunity when tripping.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Maneuver Defense (Ex) At 3rd level, if a maneuver master has an Improved combat maneuver feat, any creature attempting that maneuver against the maneuver master provokes an attack of opportunity, even if it would not normally do so. This ability replaces still mind.
Maneuver Training (Ex) CMB = other BABs + Monk level
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Signature Moves (Fauchard) One mwk item (up to 900 gp), +1 trait bonus to Bluff/Intimidate when wielding item.
Stunning Fist (3/day) (DC 14) You can stun an opponent with an unarmed attack.
Stunning Fist (Stun) (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This conditio
Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes.

ATMDG:

Panzer Model

The Panzer version comes with 30 charges. Each canister holds 15 charges due to magi-tech revolutionary ideals. It can be loaded with inferior canisters. The Panzer Model has a recharging mechanism built into the device, it functions with the combination of water runes (Decanter of Endless Water) and reactant heating pads (Compact campfire bead). For every 10 minutes you may renew 5 charges to the Panzer ATMDG; It requires continuous attention however, if you are interrupted in any way, it must be started again for each 10 min. increment. This function is magical and thus can be suppressed the core functions however cannot.

Canister Charges
3 Charges: Increase Enhancement bonus to stats upon Model by +2 for 5 rounds.
3 Charges: The effects of Haste for 5 rounds.
3 Charges: The effects of Fly for 5 rounds. You must succeed in a DC 20 Acrobatics check when using this form if you have surfaces, DC 25 if there is no flat surface or you are airborne. If the surface is a creature you must make a ranged touch attack to attach to said creature.. this does not provoke an attack of opportunity but does no damage.
1 Charge: Reduce Falling Damage from up to 100 ft.
2 Charges: Reduce Falling Damage from any distance.
2 Charges: Move Action of 30 ft, specifically for movement.
5 Charges: You perform a Brutal Strike. Make an acrobatics check, you leap that many feet into the air and make a charge attack dealing appropriate falling damage on top of your attack. 3/day you may add a dice equal to Derrik's current surge dice upon this attack roll and a additional 1d6 points of damage. 1/day you may preform a Fatal Strike and gain the benefits of Aerial Assault at MT 5, this requires 10 charges.

Equipping the ATMDG takes 5 minutes or 2 full round actions if wearing the proper harnesses.

The ATMDG uses carbon-nano tube wiring and high polymer alloy retractable hooks in function. This allows the recipient to imitate limited flight. The hooks latch into surfaces and bypasses hardness of 20 or lower. The wires have 40 HP and hardness 20.

The ATMDG also functions as Boots of Striding and Springing and offers a constant +2 enhancement bonus to Strength and Dexterity.

Activating an ability that uses a charge is a swift action, reducing falling damage is an non-action.

Jacques' ATMDG comes with slots to hold Reign of Terror (4 slots) and four +1 temple swords.