Alain

Jacob Forgehand's page

104 posts. Alias of Ravalon Lightborn.


Full Name

Jacob Solomon Forgehand

Race

Aasimar (Muse-Touched)

Gender

Male

Size

5'2"

Age

12 1/2

Strength 20
Dexterity 20
Constitution 20
Intelligence 24
Wisdom 22
Charisma 24

About Jacob Forgehand

Jacob Forgehand
CG Human Summoner (Synthesist) 3/Thaumaturge (Empowered) 3

Feats:

-Extra Evolution
-Extra Evolution

Skills:

-Craft (mechanical) +11
-Linguistics +11
-Knowledge (arcana) +11
-Knowledge (nature) +11
-Knowledge (engineering) +11
-Knowledge (local) +11
-Knowledge (planes) +11
-Spellcraft +11
-Use Magic Device +13

Languages:

Common, Celestial, Infernal, Abyssal, Terran, Ignan, Auran, Aquan

Class Abilities:

Draw Upon Legend: Drawing forth a bonded legendrequires a special meditative ritual that requires three rounds of deep concentration. If the thaumaturge becomes distracted during this process, he may attempt to maintain concentration in the usual manner by making a concentration check. For the purposes of this concentration check, the spell level is equal to 1/2 the thaumaturge’s class level. The thaumaturge rolls 1d20 + his class level + his Charisma modifier. A bonded spirit suffers any spirit damage currently incurred by the thaumaturge. If the thaumaturge’s current spirit damage exceeds the legend’s hit points, it may not be drawn forth.Once a legend is drawn forth, the thaumaturge immediately gains all of its benefits. These benefits last until the legend withdraws or another legend is drawn forth. If a legend takes damage in excess of its spirit points or the thaumaturge has acted in a manner that is excessively incompatible with the legend, the legend will withdraw. In the case of damage, a withdrawn spirit cannot be drawn again until the thaumaturge has rested for eight hours. In the case of incompatibility, the thaumaturge can only gain the legend’s help again by redeeming himself in its eyes.

Speak With Dead: Though the thaumaturge’s specialtylies in communicating with legends, he is also quite adept at speaking to other forms of restless spirits. Starting at 2nd level, the thaumaturge can cast speak with dead once per day as a spell-like ability, with a caster level equal to his class level. The DC of this effect is determined by the thaumaturge’s Charisma modifier. A thaumaturge may only ask a single question when using speak with dead, but can gains an additional use of the ability per day at every level after 2nd level. He may use the ability on the same corpse a number of times equal to his Charisma modifier before the target becomes immune to all such attempts for one week.

Manifest Legend: Under ordinary circumstances (as much as things are ever ordinary for a thaumaturge), switching from one legend to another requires 3 rounds of concentration. At 3rd level, the thaumaturge gains the manifest legend ability, allowing him to call forth an ancestor much more quickly.When using manifest legend, the thaumaturge draws forth any legend to which he is currently bonded as a standard action. The new legend is drawn forth with full spirit points (any spirit damage currently incurred by the thaumaturge is healed). As per the usual rules for drawing upon a legend, a thaumaturge may only draw upon one legend at a time. If the thaumaturge is already drawing upon a legend when he uses this ability, the old legend becomes inactive.If all of the thaumaturge’s remaining bonded legends have withdrawn (either due to excessive damage or incompatibility) manifest legend cannot be used.Manifest legend is usable once per day at 3rd level, and one additional time per four class levels (7th, 11th, 15th, and 19th level).


Legends:

The Protector
-While the Protector is active, Jacob gains proficiency with medium and heavy armor, all shields, and bastard swords.
-While the Protector is active, Jacob gains 6 + 2 spirit points per level (10).
-While the Protector is active, Jacob gains Diehard and Toughness as bonus feats.
-While the Protector is active, Jacob gains medium BaB and good Fortitude and Will saves.
-While the Protector is active, Jacob gains a +2 natural armor bonus.

The Diplomat
-While the Diplomat is active, Jacob gains Persuasive as a bonus feat.
-While the Diplomat is active, Jacob gains ranks in Diplomacy and Intimidate equal to his class level (3).
-While the Diplomat is active, Jacob gains a +4 bonus to all Diplomacy and Intimidate checks.
-While the Diplomat is active, Jacob may, once per round, reroll a Diplomacy or Intimidate check and must take the new result.

The Archer
-While the Archer is active, Jacob gains proficiency with longbows and shortbows.
-While the Archer is active, Jacob gains 4 + 2 per level spirit points (8).
-While the Archer is active, Jacob gains a +1 bonus to all attack rolls against any creature he has successfully hit with a ranged attack this turn. This bonus stacks with itself.
-While the Archer is active, Jacob gains a good Reflex save and a high BaB.
-While the Archer is active, Jacob gains Point-Blank Shot, Precise Shot, and Rapid shot as bonus feats.


Aspects:

Defense: Any time Jacob draws upon a legend, he is automatically outfitted in a shimmering suit of spectral armor. This armor is considered masterwork, of a type of his choice, and composed of normal materials. He must be proficient with this armor (though his legend’s armor proficiencies contribute in this regard). This armor has a +1 enhancement bonus per three class levels (+1) (maximum +5). This armor overlaps but does not stack with any worn light armor. This armor is composed of pure force, and thus applies its armor bonus vs. incorporeal creatures. If Jacob consumes this aspect, he may cast magic vestment as a spell-like ability.

Warfare: Passive Effect: Any time Jacob draws upon a legend, he areautomatically equipped with a shimmering weapon forged of spectral energy. This weapon is always of a type with which the legend is proficient, and has a +1 enhancement bonus per three class levels (+1) (maximum +5). If this weapon is a ranged weapon, Jacob is also supplied with a quiver or ammo pouch with unlimited spectral ammunition (heavy shot in the case of a firearm). This weapon is composed of pure force, and thus applies its damage normally against incorporeal creatures. If he drops or throws this weapon, Jacob can summon it to his hand as a move action. He must have a free hand and the ability to perform simple gestures with that hand to resummon a spectral weapon. Jacob may consume this aspect to cast greater magic weapon as a spell-like ability.


Combat (Jacob/Diplomat):

DEFENSE
Init: +2
AC: 15 (+5 Dex)
hp: 33
Reflex: +6
Fortitude: +6
Will: +9
Resist: acid, cold, and electricity 5

OFFENSE
Speed: 30 ft.
Melee: unarmed strike +6 (1d3+5)


Combat (Protector):

DEFENSE
AC: 27 (+9 armor, +1 Dex, +2 natural, +1 enhancement, +4 shield)
hp: 48
Reflex: +6
Fortitude: +8
Will: +9
Resist: acid, cold, and electricity 5

OFFENSE
Speed: 20 ft.
Melee: +1 bastard sword +8 (1d10+6/19-20)


Combat (Archer):

DEFENSE
AC: 15 (+5 Dex)
hp: 41
Reflex: +8
Fortitude: +5
Will: +9
Resist: acid, cold, and electricity 5

OFFENSE
Speed: 30 ft.
Ranged: +1 longbow +8 or +7/+7 (1d8+1/x3)

Jacob was born into a lower-middle class family in Kuros. Life was tough, but they struggled on. Things started looking up once Jacob's father, Solomon, started working at Jiminy's factory. Life was good for a while. They weren't starving, and they could even afford a few luxuries. Tragedy struck when a work accident killed Jacob's father, forcing his mother to work twice as hard. When the virus plagued Kuros, it inhabited Solomon's body. As his own decayed father advanced upon him, Jacob prayed for somebody, anybody, to help him. Jacob saw a flash of light, and he was no more.

The young boy awoke in the midst of a pile of brutally savaged bodies. Screaming, he scrambled his way out of the mountain of decaying flesh, then shakily made his way towards home.

Incidents like that kept happening. Whenever Jacob was endangered, he would see a flash of light then wake up at a location some miles away. Unable to explain this phenomenon, the young boy went to his dad's boss, rumored to be a sorcerer of great power, for help...