Abra Lopati

Jack, "Just Jack"'s page

284 posts. Organized Play character for Lawrence Smith 2.


Full Name

Jack, "Just Jack"

Race

Bardic Performance 27/35 | Bard Spells 1: 6/7, 2: 5/6, 3: 3/5, 4: 5/5, 5 0/3 | SLA: Glitterdust 1/1 | Fort +16, Reflex +18, Will +17; (+4 vs. bardic performance, language-dependent, sonic);

Classes/Levels

Resist Acid 5, Cold 5, Electricity 5 | Cond.: Heightened Awareness, Haste, Heroism, Good Hope, Mirror Image (8)

Gender

CG Male musetouched aasimar Bard 14 | HP 128/132 (+10 Temp) | AC 27 / 15 T / 24 FF | CMD 28 | Perception +22, Darkvision; Sense Motive +32 | Init +9 |

Size

Medium

Age

66

Special Abilities

Dark Vision, Celestial Resistance, Glitterdust, Skilled, Bardic Knowledge, Bardic Performance, Versatile Performance (Oratory, Acting & Dance), Lore Master, Jack of All Trades

Alignment

CG

Deity

Cayden Cailean

Location

Absalom

Languages

Common, Celestial, Draconic, Tien, Varisian, Thassilonian, Ancient Osiriani

Occupation

Storyteller, Actor, Dancer

Strength 16
Dexterity 14
Constitution 16
Intelligence 14
Wisdom 12
Charisma 21

About Jack, "Just Jack"

Jack, "Just Jack"
Male azata-blooded aasimar (musetouched) bard 14 (Pathfinder Player Companion: Blood of Angels 22, Pathfinder RPG Bestiary 7)
CG Medium outsider (native)
Init +9; Senses darkvision 60 ft.; Perception +22
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Defense
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AC 26, touch 14, flat-footed 24 (+7 armor, +1 deflection, +2 Dex, +1 insight, +1 natural, +4 shield; +2 deflection vs. evil)
hp 130 (14d8+57)
Fort +13 (permanent -2 penalty vs the venom of girtablilu & scorpions), Ref +16, Will +15 (A lycanthrope's Intimidate DC to demoralize you is 2 higher than normal); Once/scenario, treat an unattended object as if in your possession for saving throws, once/scenario, swift action, +2 competence bonus on ANY single save in next minute, +1 luck bonus while within 5' of a helpless ally, +3 morale bonus vs. charm and fear, +4 vs. bardic performance, language-dependent, and sonic; +2 resistance vs. evil
Resist acid 5, cold 5, electricity 5
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Offense
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Speed 30 ft.
Melee +1 keen vicious adamantine rapier +17/+12 (1d6+7/15-20 plus 2d6) or
. . cold iron spiked gauntlet +16/+11 (1d4+6) or
. . darkwood club +17/+12 (1d6+6) or
. . lady dyrianna's kiss +17/+12 (1d3+6 nonlethal) or
. . mwk cold iron dagger +17/+12 (1d4+6/19-20) or
. . unarmed strike +16/+11 (1d3+6 nonlethal)
Ranged darkwood composite shortbow +16/+11 (1d6+3/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with lady dyrianna's kiss)
Special Attacks bardic performance 35 rounds/day (swift action; countersong, dirge of doom, distraction, fascinate [DC 22], frightening tune [DC 22], inspire competence +4, inspire courage +3, inspire greatness, soothing performance, suggestion [DC 22])
Spell-Like Abilities (CL 14th; concentration +19)
. . 1/day—glitterdust (DC 17)
Bard Spells Known (CL 14th; concentration +19)
. . 5th (3/day)—bard's escape[APG], deafening song bolt[APG], resonating word[UM] (DC 20), shadowbard[UM]
. . 4th (5/day)—dance of a hundred cuts[UM], dimension door, virtuoso performance[UM], wall of sound[UM]
. . 3rd (5/day)—charm monster (DC 18), good hope, haste, jester's jaunt[APG] (DC 18), purging finale[APG] (DC 18)
. . 2nd (6/day)—allegro[UM], heroism, mirror image, silence (DC 17), tongues, versatile weapon[APG] (DC 17)
. . 1st (7/day)—cure light wounds, grease, heightened awareness[ACG], remove fear, saving finale[APG] (DC 16), vanish[APG] (DC 16)
. . 0 (at will)—dancing lights, detect magic, ghost sound (DC 15), message, prestidigitation, read magic
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Statistics
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Str 16, Dex 14, Con 16, Int 14, Wis 12, Cha 21
Base Atk +10; CMB +17; CMD 27
Feats Arcane Strike, Discordant Voice[UC], Expanded Arcana[APG], Improved Initiative, Lingering Performance[APG], Prodigy[UM], Toughness
Traits hermean paragon (steaming sea), resilient
Skills Appraise +6, Bluff +32 (+33 on CHA-based skill & ability checks to influence crusaders of Mendev, +33 on CHA-based skill checks vs nagaji and nagas), Climb +9, Diplomacy +32 (+35 to influence House Thrune, Chelish officials, and Hellknights, +33 on CHA-based skill & ability checks to influence crusaders of Mendev, +34 vs centaurs, +33 on CHA-based skill checks vs nagaji and nagas, +34 to influence girtablilus as well as wild empathy (vs scorpions only), +34 vs lycanthropes, +34 vs dwarves), Disable Device +5, Disguise +32, Escape Artist +12, Handle Animal +25, Heal +4, Intimidate +25 (+26 on CHA-based skill & ability checks to influence crusaders of Mendev, +26 on CHA-based skill checks vs nagaji and nagas, +27 vs lycanthropes), Knowledge (arcana) +15 (+16 from clerics of Cayden Cailean in Absalom for ANY Knowledge check, +17 on ANY single skill check in next minute), Knowledge (dungeoneering) +14 (+16 re nagas), Knowledge (engineering) +13, Knowledge (geography) +13 (+15 re the nation of Nagajor), Knowledge (history) +14 (+16 re the nation of Nagajor), Knowledge (local) +15 (+17 re the nagaji people), Knowledge (nature) +14, Knowledge (nobility) +13, Knowledge (planes) +15 (+16 vs demons), Knowledge (religion) +14 (+16 re the goddess Nalinivati), Linguistics +9, Perception +22, Perform (act) +32, Perform (dance) +28, Perform (oratory) +32, Perform (percussion instruments) +25, Perform (sing) +17, Sleight of Hand +7, Spellcraft +18, Stealth +7, Survival +2 (+4 to avoid becoming lost), Swim +4, Use Magic Device +24; Racial Modifiers +2 Diplomacy, +2 Perform (act), +2 Perform (dance), +2 Perform (oratory), +2 Perform (percussion instruments), +2 Perform (sing)
Languages Ancient Osiriani, Azlanti, Celestial, Common, Draconic, Thassilonian, Tien, Varisian
SQ bardic knowledge +7, jack-of-all-trades, lore master 2/day, versatile performances (act, dance, oratory, percussion)
Combat Gear cold iron arrows (50), lesser extend metamagic rod, lesser quicken metamagic rod, oil of daylight, potion of cure serious wounds, potion of remove blindness/deafness, potion of water breathing, runestone of power (1st)[ACG], scroll of lesser (x5) restoration, scroll of remove curse (x2), scroll of remove disease (x2), silver arrows (10), wand of comprehend languages (49 charges), wand of cure light wounds (48 charges), wand of protection from evil (48 charges), wand of shield (50 charges), acid, alchemist's fire, antiplague[APG], antitoxin, caltrops (2), healer's kit (9 uses remaining), holy water, oil (4), smokestick, thunderstone, vermin repellent[UE]; Other Gear +3 mithral chain shirt, +3 mithral buckler, +1 keen vicious adamantine rapier, arrows (20), blunt arrows[APG] (20), cold iron spiked gauntlet, darkwood club, darkwood composite shortbow, lady dyrianna's kiss, mwk cold iron dagger, aegis of recovery[UE], amulet of natural armor +1, belt of physical might +2 (Str, Con), bracers of the glib entertainer[UE], circlet of persuasion, cloak of resistance +5, cracked dusty rose prism ioun stone, dusty rose prism ioun stone, elixir of swimming, eyes of the eagle, glove of storing, handy haversack, headband of alluring charisma +4, ring of protection +1, robe of blending, traveler's any-tool[UE], vest of escape, wayfinder[ISWG], winged boots, bedroll, bell, candle, chalk, charcoal, climber's kit, cold weather outfit, disguise kit, earplugs[APG], fishhook (2), flint and steel, grappling hook, hot weather outfit[APG], manacles, manacles, mirror, mug/tankard, parchment, pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], potion sponge[ARG], powder[APG], scroll case, sewing needle, signal whistle, silk rope (50 ft.), smoked goggles[APG], spell component pouch (2), string or twine[APG], sunrod (4), thread (50 ft.), tindertwig (4), torch, wandermeal[UE] (6), waterproof bag[UE], waterskin, weapon cord[APG], whetstone, wrist sheath, spring loaded, wrist sheath, spring loaded, 3,346 gp, 6 sp, 3 cp
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Tracked Resources
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Acid - 0/1
Aegis of recovery (1 uses) - 0/1
Alchemist's fire - 0/1
Antiplague - 0/1
Antitoxin - 0/1
Arrows - 0/20
Bardic Performance (swift action, 35 rounds/day) - 0/35
Blunt arrows - 0/20
Cold iron arrows - 0/50
Darkwood club - 0/1
Disguise kit (10 uses) - 1/10
Elixir of swimming - 0/1
Extend metamagic rod (lesser, 3/day) - 0/3
Glibness (1/day) - 0/1
Glitterdust (1/day) - 0/1
Healer's kit - 1/10
Holy water - 0/1
Lore Master (2/day) (Ex) - 0/2
Masterwork cold iron dagger - 0/1
Oil of daylight - 0/1
Potion of cure serious wounds - 0/1
Potion of remove blindness/deafness - 0/1
Potion of water breathing - 0/1
Quicken metamagic rod (lesser, 3/day) - 0/3
Runestone of power (1st, 1/day) - 0/1
Silver arrows - 0/10
Smokestick - 0/1
Sunrod - 0/4
Thunderstone - 0/1
Tindertwig - 0/4
Torch - 0/1
Vermin repellent - 0/1
Wand of comprehend languages (49 charges) - 0/49
Wand of cure light wounds (48 charges) - 0/48
Wand of protection from evil (48 charges) - 5/48
Wand of shield (50 charges) - 0/50
Wandermeal - 0/6
Winged boots (3/day) - 0/3
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Special Abilities
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Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Bardic Knowledge +7 (Ex) Add +7 to all knowledge skill checks.
Bardic Performance (swift action, 35 rounds/day) Your performances can create magical effects.
Darkvision (60 feet) You can see in the dark (black and white only).
Discordant Voice When using bardic performance, allies deal 1d6 extra sonic damage
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Jack-of-all-trades (use any skill) (Ex) You may use all skills untrained.
Lingering Performance Bardic Performances last 2 rds after you stop concentrating.
Lore Master (2/day) (Ex) Can take 10 on any trained knowledge checks. Activate to take 20 as a standard action.
Prodigy (Perform [oratory], Perform [act]) Gain a +2 bonus on two Craft, Perform, or Profession skills.
Versatile Performance (Acting) +32 (Ex) You may substitute the final value of your Perform: Act skill for Bluff or Disguise checks
Versatile Performance (Dance) +28 (Ex) You may substitute the final value of your Perform: Dance skill for Acrobatics or Fly checks
Versatile Performance (Oratory) +32 (Ex) You may substitute the final value of your Perform: Oratory skill for Diplomacy or Sense Motive checks
Versatile Performance (Percussion Instruments) +25 (Ex) You may substitute the final value of your Perform: Percussion Instruments skill for Handle Animal or Intimidate checks
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Jack grew up in the city of Promise on the island of Hermia in the Steaming Sea. His family is of Varisian stock, graced with the blood of azatas. The gold dragon Mengkare brought his ancestors to the island as part of the dragon's "Great Endeavor," a breeding program intended to perfect the human race. Regrettably, Mengkare determined Jack's line of the experiment an abysmal failure. Jack is a wisecracking ne'er-do-well, a font of often-useless information, and a teller of tall tales. He usually looks like he just got out of bed, though he cleans up well enough when he must. He is generous to a fault, and spends all he earns. He is lazy by nature and seeks work only when his pockets are empty. Some have accused Jack of cowardice, but he considers himself a lover, not a fighter. He is easily bored and loves to travel, especially to avoid complicated relationships or trouble with the law. He thrives on chaos and chafes under too many restrictions on his personal and professional life. The Three Duties of the Grand Lodge of the Pathfinder Society: explore, report, and cooperate provide a simple code that gives Jack all the guidance he wants.

After completing the Pathfinder Society mission #2-14 The Penumbral Accords, Jack purchased a theater in Absalom, the Crown of Roses.

During mission #5-03 The Hellknight's Feast, Lady Dyrianna Avenstar, Head Hetaera of Callistria, blessed and cast masterwork transformation on Jack's whip.

After mission #6-00 Legacy of the Stonelords, Jack hired a porter named Alek Baldwin, a washed-up actor who works for cheap beer and pork rinds.

After completing #2-22 Eyes of the Ten, Part 4: Nothing Ventured, Nothing Gained, Jack was honored by the Decemvirate with a promotion to the rank of venture-captain. He invested 25PP to establish a Pathfinder Lodge in the city of Promise on the island of Hermea.
Case Files: #5 The Mists of Mwangi, #2-13 Murder on the Throaty Mermaid, #4-11 The Disappeared, #3-01 The Frostfur Captives, #3 Murder on the Silken Caravan, #4-18 The Veteran's Vault, #4-07 Severing Ties, #2 The Hydra's Fang Incident, #2-15 Shades of Ice Part 1: Written in Blood, #5-02 The Wardstone Patrol, #2-11 The Penumbral Accords, #14 The Many Fortunes of Grandmaster Torch, #5-09 The Traitor's Lodge, #5-15 Destiny of the Sands-Part 2: Race to Seeker's Folly, #2-23 Shadow's Last Stand Part 1: At Shadow's Door, #5-18 The Stranger Within, #5-23 Cairn of Shadows, #5-03 The Hellknight's Feast, #5-20 The Sealed Gate, #5-25 Vengeance at Sundered Crag, #5-16 Destiny of the Sands Part 3: Sanctum of the Sages, #6-03 The Technic Siege, #3-20 Rats of Round Mountain-Part I: The Sundered Path, #3-22 Rats of Round Mountain-Part II: Pagoda of the Rat, #6-04 The Beacon Below, #6-00 Legacy of the Stonelords, #6-97 Siege of Serpents, #6–13 Of Kirin and Kraken, #40 Hall of Drunken Heroes, #6-23 The Darkest Abduction, #38 No Plunder, No Pay, #3-04 The Kortos Envoy, #3-17 Red Harvest, #7-11 Ancients' Anguish, #46 Eyes of the Ten—Part I: Requiem for the Red Raven, #54 Eyes of the Ten—Part II: The Maze of the Open Road, #2-05 Eyes of the Ten—Part III: Red Revolution, #2-22 Eyes of the Ten—Part IV: Nothing Ventured, Nothing Gained, #10-22 Passing the Torch, Part 1 - Who Wears the Mask, #10-22 Passing the Torch, Part 2 - Who Speaks for the Ten