Pirate Guard

Jacques Le Grand's page

30 posts. Organized Play character for wakedown.


Classes/Levels

Male Human Rng1/Clr6 | HP 74 | AC 17 T12 FF15 | F+13 R+9 W+10 | Per +12* | Init +2

About Jacques Le Grand

Jacques Le Grand
Male human (Taldan) cleric (separatist) of Besmara 6/ranger (freebooter, trapper) 1 (Pathfinder Player Companion: Pirates of the Inner Sea, Pathfinder RPG Ultimate Magic 32, 65)
CN Medium humanoid (human)
Init +2; Senses Perception +12
Aura enlarge, freebooter's bane (1 ft.)
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Defense
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AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex)
hp 74 (7 HD; 6d8+1d10+34)
Fort +13, Ref +9, Will +10
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Offense
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Speed 30 ft.
Melee +1 adamantine bardiche +9 (1d10+5/19-20) or
. . cold iron dagger +8 (1d4+3/19-20) or
. . mwk falchion +9 (2d4+4/18-20) or
. . silver dagger +8 (1d4+2/19-20)
Ranged mwk composite longbow +8 (1d8/×3)
Special Attacks channel positive energy 4/day (DC 14, 3d6)
Domain Spell-Like Abilities (CL 7th; concentration +9)
. . 5/day—copycat (6 rounds)
Cleric (Separatist) Spells Prepared (CL 7th; concentration +9)
. . 3rd—daylight, plant growth[D], communal resist energy[UC]
. . 2nd—barkskin[D], bull's strength (2), grace[APG], lesser restoration
. . 1st—divine favor, enlarge person[D] (DC 13), fallback strategy, liberating command[UC], shield of faith
. . 0 (at will)—create water, detect magic, light, stabilize
. . D Domain spell; Domains Plant (Growth subdomain), Trickery
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Statistics
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Str 16, Dex 14, Con 16, Int 10, Wis 14, Cha 12
Base Atk +5; CMB +8; CMD 20
Feats Combat Reflexes, Furious Focus[APG], Power Attack, Pushing Assault[APG], Toughness
Traits captain's blade, magical knack
Skills Acrobatics +7 (+8 while on a vessel afloat on water), Appraise +4, Bluff +5, Climb +6 (+7 while on a vessel afloat on water), Diplomacy +5, Disable Device +10, Knowledge (geography) +4, Knowledge (nature) +4, Knowledge (religion) +4, Perception +12, Profession (sailor) +6, Sense Motive +7, Spellcraft +4, Stealth +5, Survival +6 (+8 to avoid becoming lost, +8 to avoid becoming lost when using this), Swim +6
Languages Celestial, Common
SQ forbidden rite (growth), track +1, trapfinding +1, wild empathy +2
Combat Gear cold iron arrows (30), extend metamagic rod (lesser), scroll of align weapon, invisibility, lesser restoration, silence, scroll of comprehend languages, scroll of disguise self, touch of the sea, scroll of find traps, scroll of liberating command, magic weapon, obscuring mist, wand of cure light wounds, air crystal, alchemist's fire, healer's kit, holy water, smokestick, vermin repellent; Other Gear +1 chain shirt, +1 adamantine bardiche, arrows (20), cold iron dagger, mwk composite longbow, mwk falchion, silver dagger, belt of mighty constitution +2, belt of tumbling, cloak of resistance +3, cracked dark blue rhomboid ioun stone, wayfinder, bedroll, belt pouch, compass, flint and steel, holy symbol with flask of Besmara, masterwork backpack, masterwork thieves' tools, mug/tankard, pathfinder chronicle, pathfinder chronicle, poncho, sewing needle, silk rope (50 ft.), thread (50 ft.), trail rations (5), waterskin, whetstone, wrist sheath, spring loaded, wrist sheath, spring loaded, 2,324 gp, 3 sp, 5 cp
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Special Abilities
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Cleric (Separatist) Domain (Growth)
Cleric (Separatist) Domain (Trickery) Granted Powers: You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills.
Cleric Channel Positive Energy 3d6 (4/day, DC 14) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.
Copycat (5/day) (Sp) Create a single mirror image duplicate
Enlarge (5/day) (Su) Swift action: Enlarge person on yourself.
Extend metamagic rod (lesser, 3/day) Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells (but not spell like abilities) as they are cast. This does not change the spell slot of the altered spell. All the rods described here are use-activated (but casting spells in a threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod's wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast.

Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use the given feat a specified number of times per day. A sorcerer still must take a full-round action when using a metamagic rod, just as if using a metamagic feat he possesses (except for quicken metamagic rods, which can be used as a swift action).

The wielder can cast up to three spells per day that are extended as though using the Extend Spell feat. Lesser metamagic rods can be used with spells of 3rd level or lower.

Construction
Requirements: Craft Rod, Extend Spell feat; Cost 1,500 gp
Freebooter's Bane +1 (Ex) +1 to hit & damage vs. chosen target.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Magical Knack (Cleric [Separatist]) +2 CL for a specific class, to a max of your HD.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Pushing Assault If you are wielding a weapon in two hands, push the target 5' back instead of dealing power attack damage.
Scroll of align weapon, invisibility, lesser restoration, silence Add this item to create a scroll with spells on it.
Scroll of comprehend languages Add this item to create a scroll with spells on it.
Scroll of disguise self, touch of the sea Add this item to create a scroll with spells on it.
Scroll of find traps Add this item to create a scroll with spells on it.
Scroll of liberating command, magic weapon, obscuring mist Add this item to create a scroll with spells on it.
Track +1 Add the listed bonus to survival checks made to track.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Wayfinder (1 @ 0 lbs) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself (see Seeker of Secrets page 51).

Note: This item costs only 250 gp for members of the Pathfinder Society

Construction
Requirements Craft Wondrous Item, light; Cost 250 gp
Wild Empathy +2 (Ex) Improve the attitude of an animal, as if using Diplomacy.
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