Jacques Montheuil's page

104 posts. Organized Play character for Gayel Nord.


Classes/Levels

Fighter 6| 25 ac (t:13;ff;22) 57/57 hp. |For +7; reflex +5 will+4; fear+2| init +2

About Jacques Montheuil

Need to be updated level to level 7.

Statistics:
Male Human Fighter (Archetype) 6
N Medium Humanoid (Human)
Init +2; Senses Perception +1
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DEFENSE
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AC 25, touch 14 flat-footed 25 (+12 armor (+1 trait from defender, +2dex, +1 dodge)
hp 57
Fort +7, Ref +5, Will +4;+2 fear
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OFFENSE
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Speed 20 ft.

Melee
Sledgehammer +13 6d6+9 x3
Masterwork alchemical.silver warhammer +13 1d8+7 x3
Heavy pick cold iron +11 1d6+5 x4
Longsword +11 1d8+5 19-20
long spear +11 1d8 +7
Harissa 1d8 +7

Ranged
Alchemist silver light hammer
+9 1d4 x2
Masterwork composite longbow + 9 1d8 +3 x3
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STATISTICS
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Str 20, Dex 14, Con 12, Int 13, Wis 12, Cha 10
Base Atk +6; CMB +11; CMD 23
Traits
+1 armor when wielding medium armor or higher.
(faction, liberty edge)(acrobatic now a skill)
Feats
shikigami style
Catch-off guard
Dodge
blindfight
Toughness
shikigami mimicry
shikigami manipulation
vital strike
Skills (16 points; 8 class, 4 INT, 4 race)
(3) acrobatic +8
(3) Climb +10
(4) Diplomacy +4
(1) know eng +5
(2) know dungeon.
(5) survival +8
(1) swim +8
Use magic device (5)
ACP -4 (-13 with shield)

*ACP applies to these skills
Non-Standard Skill Bonuses

Languages Common

Special Abilities:

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SPECIAL ABILITIES
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Gear/Possessions:

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GEAR/POSSESSIONS
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Carrying Capacity
116 lbs. or less 117–233 lbs. 234–350 lbs.
[b]Current Load Carried
0 lb.
Full plate +2
potion of enlarge person
fighter Kit
Alchemist fire
Acid flask
Antitoxin
antiplague
belt of giant strength +2
Cloak of resistance +1
Wand of cure light wounds 50/50
Potion of fly

[spoiler=Quick metal Bracer (silver)]
Once per day when a user wearing both these bracers speaks a command word, the metal turns entirely liquid and swims over the wearer’s hands to cover her weapons. The user can cover a two-handed melee weapon or up to two one-handed or light melee weapons. For the next 10 rounds, the affected weapons can overcome damage reduction as though the weapons were made of adamantine, cold iron, or silver (as determined by the quickmetal bracers’ type).

The heavy, shifting metal coating affects the balance of manufactured weapons, imposing a –2 penalty on attack rolls. Improvised weapons, however, are already unwieldy, and the metal coating doesn’t significantly affect their balance. If the wielder lets go of a weapon affected by the bracers, the liquid metal immediately turns back into a solid metal bracer— or bracers, in the case of a two-handed weapon—reappearing on the user’s wrists. The bracers cannot therefore affect thrown weapons or ranged weapon ammunition.

Gauntlet of improvised might:

These rough leather gloves grant an enhancement bonus of +1 to +5 on attack and damage rolls with improvised weapons. Alternatively, the gloves can grant melee weapon special abilities, so long as they can be applied to melee or thrown weapons. Special abilities count as additional bonuses for determining the market value of the item, but do not modify attack or damage bonuses. Gloves of improvised might cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents) higher than +5. Unlike an amulet of mighty fists, gloves of improvised might must have a +1 enhancement bonus to grant a melee weapon special ability.

Normal weapons are unaffected by gloves of improvised might except when used as an improvised weapon in a way specifically permitted by the weapon description, such as using an arrow or bolt as a melee weapon (or if the user has an ability that allows the use of normal weapons as improvised weapons). The wearer still takes a –4 nonproficiency penalty on attack rolls with improvised weapons, as normal, unless he has the Catch Off-Guard feat or a similar ability.


Tower shield (Not used)

Money 7963 GP 0 SP 0 CP
[/spoiler]

Background:

How can he do 12d6???!!!:

PFS Legal Shikigami Style (Combat, Style)
Source Martial Arts Handbook pg. 9
Your skill with improvised weapons makes them more dangerous than they would otherwise be.

Prerequisites: Catch Off-Guard or Throw Anything.

Benefit: While in this style, you deal damage with improvised weapons as if they were one size category larger. For every style feat you have that lists Shikigami Style as a prerequisite, treat the improvised weapon as an additional size category larger, to a maximum of three sizes larger than its actual size. (Yes, this PFS Legal)

A sledgehammer is 2d6 with 3 size larger, this is 6d6 +