Wolf

Goupour Dune's page

21 posts. Organized Play character for DoubleGold.


Full Name

Goupour Dune

Race

Paddler Shoony

Classes/Levels

DJinni Bloodline Sorcerer, Sentinel Dedication 2: 19 AC, HP:20/20, Fort:5, Ref:6, Will:6, Perc:4, Lowlight

Gender

Male

Size

Small

Age

18

Special Abilities

Fielded Agent

Alignment

NG

Deity

Jaidz

Location

Shackles

Languages

Common, Shoony

Occupation

Thrill-Seeker Background

Strength 16
Dexterity 14
Constitution 12
Intelligence 10
Wisdom 10
Charisma 16

About Goupour Dune

16 XP

Racials
Blunt Snout: Your small, blunt snout and labyrinthine sinus system make you resistant to phenomena that assail the nose. When you roll a saving throw against inhaled threats (such as inhaled poisons) and olfactory effects (such as xulgath stench), you get the outcome one degree of success better than the result of your roll.
Lowlight Vision
You ignore difficult terrain and greater difficult terrain from bogs. When you roll a success to Swim, you get a critical success instead.

Feats
Background: Combat Climber
Handy with your paws: You gain a +1 circumstance bonus to Crafting checks to Repair non-magical items, and you don’t need a repair kit for such repairs as long as you have any amount of junk, spare parts, or debris at your disposal.
Sentinel Dedication: 2nd Level Class Feat
Recognize Spell: 2nd Level Skill Feat

Class
Arcana and Deception as gained skills
Detect Magic and Illusionary disguise as gained spells.
Bloodline Spells initial: genie's veil, advanced: heart's desire, greater: wish-twisted form
Blood Magic Your spellcasting warps reality and distracts your foes. Either you gain a +1 status bonus to Deception checks for 1 round, or a target takes a –1 status penalty to Perception for 1 round.
Trained in Fortitude
Trained in Reflex
Expert in Will
Trained in simple weapons
Trained in unarmed attacks
Untrained in all armor
Trained in unarmored defense
Trained in Perception

Skills
Arcana, Athletics, Crafting, Deception, Nature. Engineering, Mercantile Lore.

Spells
Cantrips: Detect Magic, Electric Arc, Ghost Sound, Light, Mage Hand.
1st Level: Burning Hands, Echoing Weapon, Illusionary Disguise, True Strike.
Spell attack roll = your spellcasting ability modifier + proficiency bonus + other bonuses + penalties (7)
Spell DC = 10 + your spellcasting ability modifier + proficiency bonus + other bonuses + penalties (17)

Equipment
Common Clothing: 0.1 GP
Adventure's Pack: 0.7 GP
Hide Armor: 2 GP (3 AC, 2 dex)
Forked Bipod: 0.3 GP (Agile, d4, deadly d6, finesse, Spear, Piercing)
Flintlock Pistol: 6 GP (d4, range 40, reload 1, Concussive, Fatal d8)
Crossbow: 3 GP (d8, ranged 120, reload 1)
20 Bolts: 0.2 GP
20 Firearm rounds: 0.2 GP
Firearm Cleaning Kit: 0.1 GP
72 Gold left over