Ilarris Zeleshi

Jacquotte "Jacki" Quinn's page

1 post. Organized Play character for Codanous.


Race

HP: 15/15 |AC:12 T:12 FF:10,| CMD: 14 | Fort: +4, Refl: +2, Will: +6 | Init: +2, Speed 30ft

Gender

Spells per day:First:4/4, | Hawkeye 6/6 day | Female Half-Elf Kraken-Caller Druid

About Jacquotte "Jacki" Quinn

HP: 21/21 |AC:12 T:12 FF:10,| CMD: 15 | Fort: +4, Refl: +3, Will: +6 | Init: +2, Speed 30ft

Spells per day:First:4/4, 2/2| Hawkeye 6/6 day | Female Half-Elf Kraken-Caller Druid 3

Jacquotte

Jacquotte
Female Half-Elf Kraken Caller Druid 3 - worshipper of Besmara
N Medium Half-Elf(Humanoid, Elf)
Init: +2 Senses: Low-Light Vision
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Defenses:
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AC 12, T12: FF:10
HP: 21 (3d8+5)
Saves: Fort: +4, Reflex +3, Will: +6
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Offense
Speed 30 ft
Melee 1.) Scimitar +3 (1d6+1, 18-20), Flame Blade +3 vs Touch (1d8+1, 20)
Ranged 1.) Ranged Touch +4
Spells per day
2nd Flurry of Snowballs(DC16), Flame Blade, Eagle's Splendor
1st Aspect of the Falcon(D), Snowball(DC15), Thunderstomp(+6vs), Cure Light Wounds.
0th Read Magic, Detect Magic, Mending, Light
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Statistics
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Str12, Dex14, Con 13, Int10 , Wis16 , Cha 14
Base Atk +2; CMB+2 CMD 14
Feats Skill Focus: Profession Sailor, Spell Focus: Conjuration, Alertness(when beaky is nearby)

Traits

Pirate:
You gain a +1 trait bonus to Kn: Geography and Profession: Sailor checks, and one of these is always a class skill

Beast of the Society:
Whenever you use your wild shape class ability to turn yourself into a small or medium-sized animal, the effect lasts for 2 hours per druid level instead of 1 hour per druid level.

Skills (15 ranks) Climb +1 (0 Ranks), Fly +2 (0 Ranks), Handle Animal +8 (2 ranks), Heal +7 (1 rank), Kn: Geography +5 (1 rank), Kn: Nature +6 (1 rank), Perception +11** (3 rank), Profession Sailor +13 (3 ranks), Survival +10 (1 rank), Swim +7 (3 rank). Gain a +3 to perception on sight based checks in bright light. +2 to Perception when Beaky at hand.

Languages: Common, Elven, Druidic.
Carrying Capacity: Light Load:0-26 lbs Medium Load: 27-53 lbs, Heavy Load: 54-80 lbs

Gear: Other Gear: Oracle’s Kit; a backpack, a bedroll, a belt pouch, candles (10), a flint and steel, an iron pot, mess kit, rope, soap, torches (10), trail rations (5 days), and a waterskin. 50 ft of Silk Rope, journal and pencil/inkpen, Explorer’s Outfit,
1398 + 510 + 1856 gold =

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Special Abilities
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Half Elf Goodies:
Low-Light Vision, Half Elves can see twice as far as humans in conditions of dim light. They also receive Skill Focus as a bonus feat at 1st level. Half-elves count as both elves and humans for any effect related to race. They are immune to sleep effects and gain a +2 racial saving throw bonus against enchantments. They receive a +2 racial bonus to Perception checks. They choose two favored classes and can gain +1 hit point to +1 skill point whenever they take a level in either of those classes.

Nature Bond - Eagle Animal Domain(UM):

Granted Powers: Your spirit soars with the mightiest and noblest of all winged creatures.

Familiar: You gain a hawk familiar. Your effective wizard level for this ability is equal to your druid level. Your druid level stacks with levels from other classes that grant familiars when determining the powers of your familiar

Hawkeye (Su): As a swift action, you may add a bonus equal to half your druid level (minimum +1) on one ranged attack or on one Perception check. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Aerial evasion (Ex): At 6th level, you gain the evasion ability (as a rogue) when you are flying. At 12th level, you gain improved evasion while flying.
Domain Spells: 1st—aspect of the falcon, 2nd—eagle's splendor, 3rd—fly, 4th—river of wind, 5th—overland flight, 6th—eagle aerie, 7th—animal shapes (birds only), 8th—sunburst, 9th—winds of vengeance.

Spontaneous Casting:
A druid can channel stored spell energy into summoning spells that she hasn't prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature's ally spell of the same level or lower.

Nature Sense (Ex)::
A druid gains a +2 bonus on Knowledge (nature) and Survival checks

Wild Empathy (Ex)::
A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person (see Using Skills). The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the druid and the animal must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check

Dauntless Swimmer (Ex)::
At 2nd level, a kraken caller can always take 10 on Swim checks, even if she is rushed or threatened. This ability replaces woodland stride.

Hold Breath (Ex):
At 3rd level, a kraken caller can hold her breath for a number of minutes equal to her Constitution score before she risks drowning. This ability replaces trackless step.

Spells per day:
Jacquotte knows FOUR zero level spells(knacks) and knows TWO first level spells, he can cast his first level spells five times a day!

ZERO LEVEL SPELLS:
Read Magic , Mending
Create Water
Guidance

COMMON FIRST LEVEL SPELLS PREPARED:
Snowball
Aspect of the Falcon
Thunderstomp

COMMON SECOND LEVEL SPELLS PREPARED
Flurry of Snowballs
Flame Blade

Hawk Companion - Looks like a big Seagull that wears a mini eyepatch named Cap’n Beaky.
Master gains a +3 bonus on sight-based and opposed Perception checks in bright light

Cap’n Beaky
Male Seagull (Hawk) Familiar
N Tiny Animal (animal)
Init: +3 Senses: Low-Light Vision
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Defenses:
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AC 15, T14: FF:11
HP: 11
Saves: Fort: +3, Reflex +6, Will: +5
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Offense
Speed 10 Ft 60 ft Fly(Average)
Melee 1.) 2 Talons +3 (1d4-2)
Str6, Dex17, Con 11, Int6 , Wis14 , Cha 7
Base Atk +2; CMB-1 CMD 14

Skills (10 ranks) Climb -2 (0 Ranks), Fly +7 (0 Ranks), Handle Animal -1 (1 ranks), Heal +3 (1 rank), Kn: Geography -1 (1 rank), Kn: Nature -1 (1 rank), Perception +8 (3 rank), Profession Sailor +5 (3 ranks), Survival +3 (1 rank), Swim +4 (3 rank).

[spoiler=Familiar Stuff] Alertness (Ex): While a familiar is within arm's reach, the master gains the Alertness feat.

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).

Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.