Tiefling

Jacques Boullinger's page

9 posts. Alias of Brigadoon.


Full Name

Jacques Boullinger

Classes/Levels

Magus (Kensai/Bladebound) 7 / Slayer (Stygian Slayer) 7 | HP: 57/57

Strength 15
Dexterity 22
Constitution 12
Intelligence 22
Wisdom 12
Charisma 13

About Jacques Boullinger

Statistics:
Male Tiefling Magus (Kensai/Bladebound) 7 / Slayer (Stygian Slayer) 7
N Medium Humanoid (Tiefling)
Init +5; Senses Perception +11
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DEFENSE
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AC 19, touch 15, flat-footed 14 (+4 armor, +5 dex, +0 shield)
hp 0
Fort +7, Ref +7, Will +7
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OFFENSE
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Speed 30 ft.

Melee

Ranged
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STATISTICS
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Str 15, Dex 22, Con 12, Int 22, Wis 12, Cha 13
Base Atk +0; CMB +0; CMD 10
Traits
Sword Scion: +1 trait bonus on all attacks and combat maneuvers made with
Magical Lineage: Touch of Combustion is treated as 1 level higher
Indomitable Faith: +1 trait bonus on Will saves
Drawbacks
Feats
(Class) Weapon Focus - +1 on attack rolls with One-Handed weapons
Combat Casting - You get a +4 bonus on concentration checks
made to cast a spell or use a spell-like ability when casting
defensively or while grappled.
Dodge - +1 dodge bonus to AC and an additional +4 against attacks of opportunity from movement
Eschew Materials - Cast spells without material components
Precise Shot - No penalty for shooting into melee
Agile Combatant - add your Dexterity bonus to your base attack bonus and size bonus when determining your Combat Maneuver Bonus (see Combat) instead of your Strength bonus.

Skills (0 points; 0 class, 0 INT)
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ADVENTURING SKILLS (77 points; 42 class, 35 INT)
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C-Acrobatics*: +15 (+7 ranks, +3 bonus, +5 Dex)
C-Bluff:
C-Climb:
Diplomacy:
Disable Device:
C-Disguise: +11 (+7 ranks, +3 bonus, +1 Dex)
Escape Artist:
C-Fly: +15 (+7 ranks, +3 bonus, +5 Dex)
C-Heal:
C-Intimidate:
C-Knowledge (arcana): +15 (7 ranks, +3 bonus, +5 Int)
C-Knowledge (dungeoneering): +7 (2 ranks, +3 bonus, +5 Int)
C-Knowledge (local): +7 (2 ranks, +3 bonus, +5 Int)
Knowledge (nature):
C-Knowledge (planes): +13 (5 ranks, +3 bonus, +5 Int)
Knowledge (religion):
C-Perception: +11 (7 ranks, +3 bonus, +1 Wis)
C-Ride: +9 (1 ranks, +3 bonus, +5 Dex)
C-Sense Motive: +11 (+7 ranks, +3 bonus, +1 Wis)
C-Spellcraft: +15 (+7 ranks, +3 bonus, +5 Int)
C-Stealth: +15 (+7 ranks, +3 bonus, +5 Dex)
C-Survival: +9 (3 ranks, +3 bonus, +1 Wis)
C-Swim: +5 (1 ranks, +3 bonus, +1 Str)
C-Use Magic Device: +15 (+7 ranks, +3 bonus, +5 Int)
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BACKGROUND SKILLS (14; 2 per level)
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Appraise: ()
C-Artistry: (making patisseries) +8 (4 ranks, +3 bonus, +1 Cha)
C-Craft:
Handle Animal: ()
Knowledge (engineering):
C-Knowledge (geography): +15 (7 ranks, +3 bonus, +5 Int)
Knowledge (history):
Knowledge (nobility): ()
Linguistics:
C-Lore:
Perform:
C-Profession: (Patisserie Chef) +8 (3 ranks, +3 bonus, +1 Wis)
Sleight of Hand: ()
ACP -0

*ACP applies to these skills
Non-Standard Skill Bonuses

Languages Common

Magus Abilities:

Weapon and Armor Proficiency: A kensai is proficient in simple weapons and in a single martial or exotic melee weapon of his choice. A kensai is not proficient with armor or shields and suffers normal arcane spell failure chance when casting magus spells while armored.
Exotic Melee Weapon: Urumi

Diminished Spellcasting: A kensai may cast one fewer spell of each level than normal. If this reduces the number to 0, he may cast spells of that level only if his Intelligence allows bonus spells of that level.

Canny Defense (Ex): At 1st level, when a kensai is wielding his chosen weapon, he gains the canny defense ability. This is identical to the duelist prestige class ability of the same name (Core Rulebook 382), save that his chosen weapon may be of any type.

Weapon Focus (Ex): At 1st level, a kensai gains Weapon Focus with his chosen weapon as a bonus feat.

Spell Combat (Ex): At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.

Spellstrike (Su): At 2nd level, whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon's critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.

Magus Arcana: As he gains levels, a magus learns arcane secrets tailored to his specific way of blending martial puissance and magical skill. Starting at 3rd level, a magus gains one magus arcana. He gains an additional magus arcana for every three levels of magus attained after 3rd level. Unless specifically noted in a magus arcana's description, a magus cannot select a particular magus arcana more than once. Magus arcana that affect spells can only be used to modify spells from the magus spell list unless otherwise noted.

Black Blade (Ex): At 3rd level, the bladebound magus’ gains a powerful sentient weapon called a black blade, whose weapon type is chosen by the magus. A magus with this class feature cannot take the familiar magus arcana, and cannot have a familiar of any kind, even from another class.

Instead of the normal arcane pool amount, the bladebound magus’s arcane pool has a number of points equal to 1/3 his level (minimum 1) plus his Intelligence bonus. This ability changes the Arcane Pool class feature and replaces the magus arcana gained at 3rd level.

Perfect Strike (Ex): At 4th level, when a kensai hits with his chosen weapon, he can spend 1 point from his arcane pool in order to maximize his weapon damage. Don’t roll for damage—the weapon deals maximum damage. This affects only the weapon’s base damage dice, not additional damage from sneak attack, magical weapon properties, spellstrike, or critical hits.

If the kensai confirms a critical hit, he can instead spend 2 points from his arcane pool to increase his weapon’s critical multiplier by 1. This ability replaces spell recall.

Bonus Feats: At 5th level, and every six levels thereafter, a magus gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat, item creation, or metamagic feats. He must meet the prerequisites for these feats as normal.

Fighter Training (Ex): Starting at 7th level, a kensai counts his magus level –3 as his fighter level for the purpose of qualifying for feats (if he has levels in fighter, these levels stack), but forfeits the benefit of such feats with weapons other than his favored weapon. This ability replaces knowledge pool.

Black Blade:

Black Blade Basics: A black blade is bonded to a particular magus, much like a familiar, but in more of a partnership than a master-servant relationship.

Intelligence: This is the intelligence score of the black blade. It starts at 10 and increases by 1 for every two levels of the bladebound magus (at 3rd level, 5th level, and so on).

Wisdom and Charisma: As the bladebound magus increases in level, so do the Wisdom and Charisma of the black blade. These abilities start at 6 and increase by 1 for every two levels of magus.

Ego: A black blade starts with an ego of 5, and that ego increases as the blade becomes more powerful. In cases where a wielder and the black blade come into conflict, like any intelligent item, a black blade can attempt to exert its dominance using the items against characters rules. Due to its flexible and powerful nature, a black blade has a nonstandard ego progression.

Languages and Skills: A black blade starts with Common as a language. As the black blade increases in Intelligence, it manifests knowledge of languages and arcane lore. Upon reaching an Intelligence of 12, it gains a bonus language of the GM’s choice, and gains 1 rank in Knowledge (arcana). Each time the sword gains a bonus to Intelligence, it gains another language and another rank in Knowledge (arcana).

Senses: A black blade is aware of everything around it like a creature that can see and hear. It can be blinded and deafened as if it were a creature. It uses the saving throws of its magus, even if the magus is not currently wielding the black blade.

Black Blade Arcane Pool: A black blade has an arcane pool with a number of points equal to 1 + its Intelligence bonus.

Black Blade Ability Descriptions: A black blade has special abilities (or imparts abilities to its wielder) depending on the wielder’s magus level. The abilities are cumulative. A black blade normally refuses to use any of its abilities when wielded by anyone other than its magus, and acts as a masterwork weapon of its type.

Alertness (Ex): While a magus is wielding his black blade, he gains the Alertness feat.

Black Blade Strike (Sp): As a free action, the magus can spend a point from the black blade’s arcane pool to grant the black blade a +1 bonus on damage rolls for 1 minute. For every four levels beyond 1st, this ability gives the black blade another +1 on damage rolls.

Telepathy (Su): While a magus is wielding or carrying his black blade, he can communicate telepathically with the blade in a language that the magus and the black blade share.

Unbreakable (Ex): As long as it has at least 1 point in its arcane pool, a black blade is immune to the broken condition. If broken, the black blade is unconscious and powerless until repaired. If destroyed, the black blade can be reforged 1 week later through a special ritual that costs 200 gp per magus level. The ritual takes 24 hours to complete.

Energy Attunement (Su): At 5th level, as a free action, a magus can spend a point of his black blade’s arcane pool to have it deal one of the following types of damage instead of weapon damage: cold, electricity, or fire. He can spend 2 points from the black blade’s arcane pool to deal sonic or force damage instead of weapon damage. This effect lasts until the start of the magus’s next turn.

Arcana:

Disruptive (Ex): The magus gains Disruptive as a bonus feat. The magus must be at least 6th level before selecting this arcana.

Slayer Abilities:

Weapon and Armor Proficiency: A stygian slayer is proficient with light armor, but not with medium armor, heavy armor, or any kind of shield (including tower shields). This replaces the slayer’s armor proficiency.

Studied Target (Ex): A slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target.

If a slayer deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll).

At 5th, 10th, 15th, and 20th levels, the bonuses on weapon attack, damage rolls, and skill checks and to slayer DCs against a studied target increase by 1. In addition, at each such interval, the slayer is able to maintain these bonuses against an additional studied target at the same time. The slayer may discard this connection to a studied target as a free action, allowing him to study another target in its place.

At 7th level, a slayer can study an opponent as a move or swift action.

Track (Ex): A slayer adds 1/2 his level (minimum 1) to Survival skill checks made to follow tracks.

Sneak Attack: At 3rd level, if a slayer catches an opponent unable to defend itself effectively from his attack, he can strike a vital spot for extra damage. The slayer's attack deals extra damage anytime his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the slayer flanks his target. This additional damage is 1d6 at 3rd level, and increases by 1d6 every 3 levels thereafter. Should the slayer score a critical hit with a sneak attack, this additional damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a weapon that deals nonlethal damage (like a sap, whip, or unarmed strike), a slayer can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.

The slayer must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A slayer cannot use sneak attack while striking a creature with concealment.

Invisibility (Sp): At 4th level, a stygian slayer can cast invisibility once per day, using his slayer level as his caster level. The slayer uses his Intelligence modifier for concentration checks when using this ability. The slayer can use this an additional time per day at 8th level and every 4 levels thereafter. This ability replaces the slayer talent gained at 4th level.

Spell Use: At 7th level, a stygian slayer is able to use spell completion and spell trigger items as if he were an arcane caster with these spells on his spell list: darkness, forced quiet, modify memory, nondetection, obscuring mist, phantom steed, shadow walk, and wizard spells of the illusion school of spell level 0 through 4th. The slayer’s uses his class level as his caster level for this ability. This ability replaces stalker.

Spells:

0th (4/at will)
Acid Splash
Read Magic
Detect Magic
Ray of Frost

1st (5/day)
Chill Touch
Shocking Grasp
Corrosive Touch
Touch of Combustion
Silent Image
Shield
Reduce Person

2nd (3/day)
Acid Arrow
Frigid Touch
Elemental Touch
Scorching Ray
Aggressive Thundercloud
Detect Magic, Greater

3rd (1/day)
Vampiric Touch
Fly

Gear/Possessions:

Gear
Headband of Vast Intelligence +2 (4k)
Belt of Incredible Dexterity +2 (4k)
Cloak of Resistance +2 (4k)
Mithril Chain Shirt (1.1k)
Black Blade
Carrying Capacity
Light 0-33 lb. Medium 34-67 lb. Heavy 68-100 lb.
Current Load Carried 0 lb.

Money 0 GP 0 SP 0 CP

Background:

Jacques had come to the Stolen Lands at the request of Stalker, which had seemed odd to him at the time. The Stalker he knew only tended to ask for favors when he had completely run out of options, but Jacques was intrigued and wanted to see what his associate needed.
Jacques had met the spymaster many years before when the two were competing for a bounty. Things went south and they ended up tied to the back of runaway horses without any of their gear or equipment. Working together, the two had managed to make there way through the wilderness back to the campsite of the bandits that they had been hunting. Jacques stole their weapons, Stalker stole the other horses, and the two decided to round the lot up and split the bounty, making the bandits walk back to civilization in their stocking feet.
At any rate, when Jacque was asked to go up to an old abandoned settlement and investigate it, he thought it would be a cakewalk. And it had been, at first. Then things had gotten...dark. Jacques didn't like to think much about what happened in the days and weeks that followed, but after seeing the bodies of the previous scouts that had been sent, he understood why Stalker had sent him.
Jacques almost went mad during his time in Varnhold. Thankfully, rescue came and he was able to step into the light again. Upon returning to the settlement, Jacques considered his life and the path he was taking. If the events in Varnhold were any indicator, dark forces were brewing in opposition to Greenwatch, which seemed to be a pleasant enough place. Perhaps he would see if his talents could be put to use here.

Appearance and Personality:

Jacques Boullinger is a short, wiry tiefling with a jovial face. Very cheerful, his hobbies are cooking and singing, though he is not particularly good at either. He enjoys using his magical talents to perform tricks for children, and enjoys the company of others. Jacques greatly values a good book, and has been known to pack several when travelling through the Stolen Lands, much to the chagrin of his rare companions.