Nar'shinddah Sugimar

Jack Heartfield's page

3 posts. Alias of Raphael Valen.


Full Name

Jack Heartfield

Race

Catfolk (Enchanced)

Classes/Levels

Crossblooded Sorcerer (Orc & Abyssal) 13/// Fighter 13

Gender

Male

Size

5.7 ft Medium

Age

27

Special Abilities

see Description

Alignment

CG

Deity

N/A

Location

Wandering

Languages

Common, Catfolk

Occupation

Detective

Strength 32
Dexterity 18
Constitution 20
Intelligence 10
Wisdom 11
Charisma 20

About Jack Heartfield

Jack 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==
AC 29 (+13 armor, +2 nat, +4 Dex,) touch 14 flat 25
HP (226 :: 13d10+96)
Fort- +18 Ref- +11 Will- +11-2
CMD- 38 (41 sunder & disarm heavy blades)
immune- Fear
==Offense==
mythic power attack (+18 THW Dmg, -4 attack)
standard attack-
+4 Adamantine Greatsword (Mythic improved Vital strike, mythic power attack, furious focus arcane strike) (+33 greatsword 6d6+144/ 18-20 x2)

full attack-
+4 Adamantine Greatsword (mythic power attack, arcane strike) (+29 2d6+48/ +24 2d6+48/ +19 2d6+48)

Speed- 40 ft (land)
CMB- +24 (+27 with heavy blade/ +31 heavy blade sunder)
BAB- +13
==Abilities==

==Mythic==
Hard to kill- under 0 hp, auto-stabilize. Don't die until con x 2
Mythic Power 5/day
Surge- expend mythic power to add 1d6 to any d20
Fleet Charge- expend mythic power to move up to your speed, and make single melee/ranged attack in addition to rest of round.
Extra mythic feat universal path
==Spells==
=Spells=
Sorcerer (CL 13)
0lv (8 Known)
- Read Magic, Detect Magic, Message, Open/Close, Spark, Stabilize, Light, Mage Hand
1-(8/day)-8/8 (4 known)
- Feather Fall (1round/lv) immediate action
- Identify: Gives +10 bonus to identify magic items (3rounds/lv)
- Disguise Self (10min/lv)
- Shield: +4 shield ac (1min/lv)
2-(7/day)-5/5 (4 known)
-Blur: gain 20% miss chance (1min/lv)
-Cat's Grace: +4 dex (1min/lv)
- Invisibility (1min/lv)
-Spider Climb (10 min/lv)
3-(7/day)-7/7 (3 known)
-Phantom Steed (1hour/lv)
- Lightning Bolt (120ft line) 10d6, reflex half
- Invisibility Sphere (1min/lv)
4-(7/day)-7/7 (3 known)
-False Life, Greater (1 hour/lv) gain temp hit point equal to 2d10+1per lv
- Invisibility, Greater (1 min/lv) invisible and can attack
-Remove Curse
5-(7/day)-7/7 (2 known)
-Truespeak (1 min/lv) can be understood by all creatures with mind and can understand them
-Monstrous Physique III (1 min/lv) takes form of up to diminutive or huge monstrous humanoid
6-(4/day)-4/4 (1 known)
-Heroism, Greater (1 min/lv) gains a +4 morale bonus on attack rolls, saves, and skill checks, immunity to fear effects, and temporary hit points equal to your caster level (maximum 20).

==Skills==
Appraise- 0
Bluff- 11
Climb- 11
Fly- 4
Intimidate- 11
Perception- 10
Spellcraft- 0
Stealth- 12
Knowledge- (arcana=0)(dungeon=0)(engineering=0)(planes=0)
use magic device- 11
Ride-4
Survival-2
Swim-11
Profession-(detective=)+8
==Traits==
Reactionary- +2 init
Masochism- +4 saves- pain; take 15 hp damage, +1att/dmg/saves/skills for 1 round.

==Gear==
-+4 Adamantine Greatsword
-+4 Mithral Glamerd Fullplate
- Robe of Arcane Heritage (The wearer treats her sorcerer level as 4 higher than normal for the purpose of determining what bloodline powers she can use and their effects.)
- Belt of Physical Might (+4stg, +4con)
- Cloak of Resistance +3
- Physician's Spectacles (constant awareness of poisons and diseases as the detect poison and diagnose disease spells)
- Fighter's kit (This kit includes a backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), and a waterskin.)
- Bag of Holding IV
- Tremor Boots (tremorsense 20 feet as long as he is standing on solid ground.)
-4541 GP

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
+2 Strength, +2 Dexterity, +2 Constitution, +4 Charisma, –2 Wisdom: Catfolk are sociable and agile, but often lack common sense.
Catfolk: Catfolk are humanoids with the catfolk subtype.
Medium: Catfolk are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Catfolk have a base speed of 40 feet.
Low-Light Vision: In dim light, catfolk can see twice as far as humans.
Cat's Luck (Ex): Once per day when a catfolk makes a Reflex saving throw, he can roll the saving throw twice and take the better result. He must decide to use this ability before the saving throw is attempted.
Natural Hunter: Catfolk receive a +2 racial bonus on Perception, Stealth, and Survival checks.
Sprinter: Catfolk gain a 10-foot racial bonus to their speed when using the charge, run, or withdraw actions.
Gatecrasher: this race gain a +2 racial bonus on Strength checks to break objects and a +2 racial bonus on combat maneuver checks to sunder.
Quick Reactions: Gain Improved Initiative as Bonus Feat
Prehensile Tail: they have a long, flexible tail that can be used to carry objects. They cannot wield weapons with their tails, but they can retrieve small, stowed objects carried on their persons as a swift action.
Languages: Catfolk begin play speaking Common and Catfolk. Catfolk with high Intelligence scores can choose from the following languages: Elven, Gnoll, Gnome, Goblin, Halfling, Orc, and Sylvan.

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
crossblooded sorcerer gains one of the two new bloodline powers available to her at that level. She may instead select a lower-level bloodline power she did not choose in place of one of these higher-level powers.

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. &
You gain the orc subtype, including darkvision 60 feet and light sensitivity. If you already have darkvision, its range increases to 90 feet. Whenever you cast a spell that deals damage, that spell deals +1 point of damage per die rolled.

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).