About Jack HeartfieldJack Heartfield:
Jack Heartfield, CatFolk Fighter 13/Crossblooded Sorcerer 13 Champion 1 Humanoid (Catfolk, Orc) Bloodlines: Abyssal & Orc Init- +10 low-light vision, darkvision 60 feet, Perception + ==Defense==
full attack-
Speed- 40 ft (land)
==Mythic==
==Skills==
==Gear==
Enhanced Catfolk:
ENHANCED CATFOLK
Type Humanoid (catfolk) 0 RP Size Medium 0 RP Base Speed Normal 0 RP Ability Score Modifiers Advanced (+2 Stg, +2 Dex, +2 Con, –2 Wis, +4 Cha) 4 RP Languages Standard 0 RP Racial Traits Defense Racial Traits • Cat's luck 1 RP Feat and Skill Racial Traits • Skill bonus (Perception) 2 RP • Skill bonus (Stealth) 2 RP • Skill bonus (Survival) 2 RP • Quick Reactions (Improved Initiative) 2 RP Movement Racial Traits • Sprinter 1 RP • Fast 1 RP Senses Racial Traits • Low-light vision 1 RP Other Racial Traits • Prehensile Tail 2 RP Offense Racial Traits • Gatecrasher 2 RP Total 20 RP
Feats:
Lv1: Weapon Focus (Greatsword), Power Attack, Improved Initiative, Eschew Materials
Lv2: Furious Focus Lv3: Toughness Lv4: Arcane armor Training Lv5: Weapon Specialization (Greatsword) Lv6: Vital Strike Lv7: Arcane Armor Mastery, Improved Sunder Lv8: Greater Weapon Focus (Greatsword) Lv9: Arcane Strike Lv10: Improved Critical (Greatsword) Lv11: Improved Vital Strike Lv12: Greater Weapon Specialization (Greatsword) Lv13: Weapon Versatility (Greatsword), Great Fortitude Mythic Feat 1: Mythic Vital Strike Mythic Feat 2: Mythic Power Attack Class Abilities:
Fighter: LV 13 Bravery (Ex): a +3 bonus on Will saves against fear Armor Training (Ex): Normal Speed in any Armor// armor check penalty -3// maximum Dexterity bonus +3 Weapon Training (Ex): +3 Atk, Dmg, CMB, CMD=sunder & disarm (Blades, Heavy)// +2 Atk, Dmg, CMB, CMD=sunder & disarm (Axes)// +1 Atk, Dmg, CMB, CMD=sunder & disarm (Polearms) Crossblooded Sorcerer: LV 13 Class Skill: A crossblooded sorcerer receives the bonus class skill from both of her bloodlines. Bonus Spells: A crossblooded sorcerer may select her bonus spells from either of her bloodlines. Bonus Feat: A crossblooded sorcerer combines the bonus feat lists from both of her bloodlines and may select her bloodline bonus feats from this combined list. Bloodline Arcana: A crossblooded sorcerer gains the bloodline arcana of both her bloodlines. Bloodline Powers: At 1st, 3rd, 9th, 15th, and 20th levels, a
Drawbacks: A crossblooded sorcerer has one fewer spell known at each level (including cantrips) than is presented on the sorcerer spells known table. A crossblooded sorcerer always takes a –2 penalty on Will saves. Bloodline: Abyssal & Orc Class Skill: Survival & Knowledge (planes) Bonus Spells: cause fear (3rd), bull's strength (5th), rage (7th), stoneskin (9th), dismissal (11th), transformation (13th), greater teleport (15th), unholy aura (17th), summon monster IX (19th). Bloodline Arcana: Whenever you cast a spell of the summoning subschool, the creatures summoned gain DR/good equal to 1/2 your sorcerer level (minimum 1). This does not stack with any DR the creature might have. &
Bloodline Powers: 1st: (Abyssal) Claws (Su): At 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. These attacks deal 1d4 points of damage each (1d3 if you are Small) plus your Strength modifier. At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws become flaming weapons, each dealing an additional 1d6 points of fire damage on a successful hit. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive. 3rd: (Orc) Fearless (Ex): At 3rd level, you gain a +4 bonus on saving throws made against fear and a +1 natural armor bonus. At 9th level, you lose your light sensitivity, gain immunity to fear, and your natural armor bonus increases to +2. 9th: (Abyssal) Strength of the Abyss (Ex): At 9th level, you gain a +2 inherent bonus to your Strength. This bonus increases to +4 at 13th level, and to +6 at 17th level. 15th: (Orc) Power of Giants (Sp): At 15th level, you may grow to Large size as a standard action. At this size you gain a +6 size bonus to Strength, a –2 penalty to Dexterity, a +4 size bonus to Constitution, and a +4 natural armor bonus. You may return to your normal size as a standard action. You may remain in this size for up to 1 minute per character level per day; this duration does not need to be consecutive, but it must be used in 1 minute increments. 20th: (Abyssal) Demonic Might (Su): At 20th level, the power of the Abyss flows through you. You gain immunity to electricity and poison. You also gain resistance to acid 10, cold 10, and fire 10, and gain telepathy with a range of 60 feet (allowing you to communicate with any creature that can speak a language).
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