Jeggare Noble

Devon Durant's page

459 posts. Alias of Brainiac.


Race

Human Champion 17 | HP 156/280; resist acid 5, evil 5, slashing 3 | AC: 42 (44 w/shield) | F: +29, R: +22, W: +27; juggernaut, divine will | Per +24 (+26 init) | Speed 25 ft | Focus 2/2| Hero Points 3/3 | Conditions: None

About Devon Durant

Male human champion 17
CG Medium Humanoid (Human)

Senses: Perception +24 (4 expert, +17 level, +3 Wis)

DEFENSE
AC 42 or 44 with shield (+1 Dex, +8 master, +17 level, +5 armor, +1 item)
HP 280/280 (resist slashing 3)

Fort +29 (+6 master, +17 level, +5 Con, +1 rune); juggernaut
Ref +22 (+4 expert, +17 level, +1 Dex, +1 rune)
Will +27 (+6 master, +17 level, +3 Wis, +1 rune); divine will

OFFENSE

Melee +2 greater striking low-quality cold iron longsword +31 (3d8+10)
Ranged composite longbow +24 (d8+7)
Spell +27; DC 37

Spd 25 ft*

CLASS FEATURES

Liberator's Code: You must never perform acts anathema to your deity or willingly commit an evil act, such as murder, torture, or the casting of an evil spell. You must never knowingly harm an innocent, or allow immediate harm to one through inaction when you know you could reasonably prevent it. This tenet doesn't force you to take action against possible harm to innocents at an indefinite time in the future, or to sacrifice your life to protect them. You must respect the choices others make over their own lives, and you can’t force someone to act in a particular way or threaten them if they don’t. You must demand and fight for others’ freedom to make their own decisions. You may never engage in or countenance slavery or tyranny.

Champion's Reaction: Liberating Step
Trigger An enemy damages, Grabs, or Grapples your ally, and both are within 15 feet of you.

You free an ally from restraint. If the trigger was an ally taking damage, the ally gains resistance to all damage against the triggering damage equal to 2 + your level. The ally can attempt to break free of effects grabbing, restraining, immobilizing, or paralyzing them. They either attempt a new save against one such effect that allows a save, or attempt to Escape from one effect as a free action. If they can move, the ally can Step as a free action, even if they didn’t need to escape.

You punish those who ensnare your allies in bondage. If the triggering enemy was using any effects to make your ally grabbed, restrained, immobilized, or paralyzed when you used Liberating Step, that enemy takes persistent good damage equal to your Charisma modifier.

You can help your whole group get into position. When you use Liberating Step, if your ally doesn’t attempt to break free of an effect, you and all allies within 15 feet can Step, in addition to the triggering ally.

Deity: Cayden Cailean
Edicts drink, free slaves and aid the oppressed, seek glory and adventure
Anathema waste alcohol, be mean or standoffish when drunk, own a slave

Divine Ally: Blade Ally
A spirit of battle dwells within your armaments. Select one weapon or handwraps of mighty blows when you make your daily preparations. In your hands, the item gains the effect of a property rune and you also gain the weapon's critical specialization effect. For a champion following the tenets of good, choose disrupting, ghost touch, returning, or shifting.

Weapon Expertise: Expert weapon proficiency

Armor Expertise:

Weapon Specialization

Alertness

Juggernaut

Divine Will

Armor Mastery

Weapon Mastery

Greater Weapon Specialization

Champion Mastery

Legendary Armor

CANTRIPS: disrupt undead, divine lance

FOCUS POWERS (2 Focus Points)

Lay on Hands
Uncommon, Champion, Healing, Necromancy, Positive
Cast Single Action somatic
Range touch; Targets 1 willing living creature or 1 undead creature
Your hands become infused with positive energy, healing a living creature or damaging an undead creature with a touch. If you use lay on hands on a willing living target, you restore 54* Hit Points; if the target is one of your allies, they also gain a +2 status bonus to AC for 1 round. Against an undead target, you deal 9d6* damage and it must attempt a basic Fortitude save; if it fails, it also takes a –2 status penalty to AC for 1 round.

Overstuff
Uncommon, Cleric, Transmutation
Domain indulgence
Cast Two Actions somatic, verbal
Range 30 feet; Targets 1 living creature
Saving Throw Fortitude
Huge amounts of food and drink fill the target. It receives a full meal's worth of nourishment and must attempt a Fortitude save.

Critical Success The target is unaffected.
Success The target is sickened 1, but if it spends an action to end the condition, it succeeds automatically.
Failure The target is sickened 1.
Critical Failure The target is sickened 2.

A target sickened by this spell takes a –10-foot status penalty to its Speed until it's no longer sickened.

STATISTICS
Str 21 (+5)
Dex 12 (+1)
Con 20 (+5)
Int 10 (+0)
Wis 16 (+3)
Cha 18 (+4)

HERITAGE

Versatile Heritage: Humanity's versatility and ambition have fueled its ascendance to be the most common ancestry in most nations throughout the world. Select a general feat of your choice for which you meet the prerequisites (as with your ancestry feat, you can select this general feat at any point during character creation).

BACKGROUND

Harbor Guard Moonlighter: The Harbor Guard isn’t known for being the most honorable precinct in town. A few years after you joined the force, you became disillusioned by the rampant corruption within the precinct and the district at large. One night, you stumbled on an ad for a local monster hunter’s guild. You joined on a whim, but fell in love with the swashbuckling lifestyle of an independent bounty hunter. You’ve since earned quite a reputation for your nocturnal adventures; everyone still knows that you’re a Harbor Guard, but stories of your dungeondelving adventures have long overshadowed that facet of your life. Unfortunately, long nights of monster-hunting have negatively impacted your performance at your day job, so maybe it wasn’t a surprise when your supervising officer put in a transfer request for you, spelling the end of your plucky nighttime antics with that particular guild. Despite the decline in your performance, Lieutenant Lavarsus of Edgewatch sees potential (and even, maybe, a bit of himself) in you. You’re eager to be on a new unit and for the chance to bring your monster-hunting skills to a district that has been plagued by such supernatural beasts for far too long. Choose two ability boosts. One must be to Strength or Constitution, and one is a free ability boost. You’re trained in the Athletics skill and your choice of Sailing Lore or Hunting Lore. You gain a +1 circumstance bonus to Deception, Diplomacy, and Intimidation checks to interact with Harbor Guards, ship captains, and freelance adventurers. You gain the Quick Jump skill feat.

FEATS

Natural Ambition: You were raised to be ambitious and always reach for the stars, leading you to progress quickly in your chosen field. You gain a 1st-level class feat for your class. You must meet the prerequisites, but you can select the feat later in the character creation process in order to determine which prerequisites you meet.

Toughness: You can withstand more punishment than most before succumbing. Increase your maximum Hit Points by your level. The DC of recovery checks is equal to 9 + your dying condition value.

Quick Jump: You can use High Jump and Long Jump as a single action instead of 2 actions. If you do, you don’t perform the initial Stride (nor do you fail if you don’t Stride 10 feet).

Shield Block: You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.

Deity's Domain: You embody an aspect of your deity. Choose one of your deity’s domains from those listed on page 441. You gain the domain’s initial domain spell as a devotion spell.

Desperate Prayer: Free
Frequency once per day
Trigger You begin your turn and have no Focus Points in your pool.
You call out to your deity in a plea for their aid. You instantly recover 1 Focus Point.

Divine Grace
Trigger You attempt a save against a spell, before you roll.
You call upon your deity’s grace, gaining a +2 circumstance bonus to the save.

Pilgrim's Token: You carry a small token of protection from a site holy to your faith, or you touched your religious symbol to a relic or altar at such a site. So long as this token is in your possession, when you tie an adversary's initiative roll, you go first.

Incredible Initiative: You react more quickly than others can. You gain a +2 circumstance bonus to initiative rolls.

Aura of Courage: You stand strong in the face of danger and inspire your allies to do the same. Whenever you become frightened, reduce the condition value by 1 (to a minimum of 0). At the end of your turn when you would reduce your frightened condition value by 1, you also reduce the value by 1 for all allies within 15 feet.

Powerful Leap: When you Leap, you can jump 5 feet up with a vertical Leap, and you increase the distance you can jump horizontally by 5 feet.

Clever Improviser:

Attack of Opportunity

Underwater Marauder: You’ve learned to fight underwater. You are not flat-footed while in water, and you don’t take the usual penalties for using a bludgeoning or slashing melee weapon in water.

Wall Jump: You can use your momentum from a jump to propel yourself off a wall. If you’re adjacent to a wall at the end of a jump (whether performing a High Jump, Long Jump, or Leap), you don’t fall as long as your next action is another jump. Furthermore, since your previous jump gives you momentum, you can use High Jump or Long Jump as a single action, but you don’t get to Stride as part of the activity. You can use Wall Jump only once in a turn, unless you’re legendary in Athletics, in which case you can use Wall Jump as many times as you can use consecutive jump actions in that turn.

Quick Block: You can block with your shield instinctively. At the start of each of your turns, you gain an additional reaction that you can use only to perform a Shield Block.

Cat Fall: Your catlike aerial acrobatics allow you to cushion your falls. Treat falls as 10 feet shorter. If you’re an expert in Acrobatics, treat falls as 25 feet shorter. If you’re a master in Acrobatics, treat them as 50 feet shorter. If you’re legendary in Acrobatics, you always land on your feet and don’t take damage, regardless of the distance of the fall.

Multitalented (Oracle Dedication): Choose a mystery. You become trained in Religion and the mystery's skill; if you were already trained, you become trained in a skill of your choice. You gain the mild, constant effects of the mystery's curse described in its first paragraph, but not other effects the mystery usually grants. You cast spells like an oracle and gain the Cast a Spell activity. You gain a spell repertoire with two cantrips, either common divine cantrips or other divine cantrips you learn or discover. You're trained in divine spell attack rolls and divine spell DCs. Your key spellcasting ability for oracle archetype spells is Charisma, and they are divine oracle spells.

Battle: You thrive while adrenaline flows and your life depends on your might alone, but holding the collective battle prowess of the ages within you leaves your body weakened after a fight. You smell faintly of steel and blood no matter how you try to remove or mask the scent, you appear more muscular than you actually are, and you hear the faint clash and clamor of battle in the distance at all times.

Radiant Blade Spirit: Your divine ally radiates power, enhancing your chosen weapon. When you choose the weapon for your blade ally during your daily preparations, add the following property runes to the list of effects you can choose from: flaming and any aligned properties (anarchic, axiomatic, holy, or unholy) that match your cause’s alignment.

Sanctify Water: You imbue water with your deity’s blessing. Choose a container of water on your person that is of light Bulk. For 1 round, if you or an ally throw this container at a foe, it has the damaging effects of holy water (if you follow a good deity) or unholy water (if you follow an evil deity). The water’s transient power doesn’t make it gain any value, allow it to be used to supply the cost for a spell or ritual, and so on. If you have legendary proficiency in Religion, you can sanctify three containers held by you or allies within your reach instead of one.

Fleet: Your speed increases by 5 feet.

Divine Wall: You use your shield to harry your enemies, preventing them from stepping away from or around you. All spaces adjacent to you are difficult terrain for your enemies.

Sacred Defense: One action, once per hour. You call upon your deity to grant you their protective blessing. Attempt a DC 30 Religion check. If you have legendary proficiency in Religion, you can instead attempt a DC 40 Religion check to increase the temporary Hit Points you gain on a successful check to 15 (25 on a critical success).

Critical Success You gain 10 temporary Hit Points. You lose any remaining temporary Hit Points after 1 minute.
Success You gain 5 temporary Hit Points. You lose any remaining temporary Hit Points after 1 minute.
Critical Failure Your deity withholds their blessing. You cannot attempt to call to your deity again for 1 day.

Bounce Back: Frequency once per day
Trigger You lose the dying condition.
You recover from near-death experiences with astounding resilience. Don't increase the value of your wounded condition due to losing the dying condition.

Aura of Righteousness: Your righteous aura dampens evil’s might. You and all allies within 15 feet gain evil resistance 5.

Quick Climber: When Climbing, you move 5 more feet on a success and 10 more feet on a critical success, to a maximum of your Speed. If you’re legendary in Athletics, you gain a climb Speed equal to your Speed.

Cloud Jump: You unparalleled athletic skill allows you to jump impossible distances. Triple the distance you Long Jump (so you could jump 60 feet on a successful DC 20 check). When you High Jump, use the calculation for a Long Jump but don't triple the distance. You can jump a distance greater than your Speed by spending additional actions when you Long Jump or High Jump. For each additional action spent, add your Speed to the limit on how far you can Leap.

Divine Reflexes: At the start of each of your turns, you gain an additional reaction that you can use only for your champion’s reaction.

+1 Skill Feat

Heroic Presence (1 Action): The blood of heroes courses through your veins, and you inspire your allies to dig deep and find a new level of resolve. You grant up to 10 willing creatures within 30 feet the effects of a 6th-level zealous conviction, though the effect automatically ends on a target if you give that target a command they would normally find repugnant. This action has the auditory trait or visual trait, depending on how you inspire your allies.

SKILLS

Acrobatics +20 (+17 level, +2 trained, +1 Dex)
Athletics +33 (+17 level, +8 legendary, +5 Str, +1 item)
Diplomacy +23 (+17 level, +2 trained, +4 Cha)
Religion +26 (+17 level, +6 master, +4 Wis)
Lore: Sailing +19 (+17 level, +2 trained)
Medicine +22 (+17 level, +2 trained, +3 Wis)
Stealth +20 (+17 level, +2 trained, +1 Dex)
Survival +26 (+17 level, +6 master, +3 Wis)

LANGUAGES
Common

EQUIPMENT
+1 resilient half-plate, spined shield, +2 greater striking low-quality cold iron longsword, composite longbow, bottomless stein, ring of discretion, belt of lifting, ring of acid resistance, 313 gp