Inevitable

Jaksics Vilmos's page

37 posts. Alias of Solicitor.


Full Name

Jaksics Vilmos

Race

Human Sorcerer 7 | HP: 71/71 | AC:24 TAC:22 | F:+10 R:+10 W+9* | Perc +8 | SP 6/6 | Reso 11/11 | Speed 15 | Active Conditions:

Gender

M

Size

M

Age

29

Strength 18
Dexterity 14
Constitution 14
Intelligence 10
Wisdom 12
Charisma 18

About Jaksics Vilmos

Name Jaksics Vilmos (Jax-siz Vil-muz)
Male | Human| Sorceror (Demonic) 7 | Resonance Points: 11
Alignment NG | Size Medium | Type Humanoid (Human)
Init +8; Perception +8
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Defense
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AC 24 (+5 armor, +2 Dex, +7 proficiency)
TAC 22 (+3 armor, +2 Dex, +7 proficiency)
hp 71 (8 heritage, 42 class, 14 con, 7 toughness)
Fort +10 T, Ref +10 T, Will +9 E
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Offense
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Speed 25 ft.
Ranged Touch +9 to hit
Melee Halberd +12 to hit, 2d10+5 (+1d6 vs undead)
Melee Jaws +13 to hit, 3d6+6 piercing damage
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Statistics
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Str 18, Dex 14, Con 14, Int 10, Wis 12, Cha 18
Ancestry Feat: General Training, General Training
Background Feat: Bargain Hunter
General Feat: Armor Training x2, Weapon Proficiency, Toughness
Sorceror Feats: Reach Spell, Magical Striker, Swamp of Sloth
Skill Feats: Intimidating Glare, Powerful Leap, Battle Cry,
Languages: Common, Abyssal
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SPELLS
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Per day:
0: unlimited
1: 4 [0 used]
2: 4 [0 used]
3: 4 [1 used]
4: 3 [1 used]
Spell points: 6
Known:
0: Detect Magic, Light, Shield, Chill Touch, Disrupt Undead
1: Fear, Heal, Bane, Harm
2: Resist Energy, Restoration, Restore Senses
3: Slow, Bind Undead, Heroism
4: Divine Wrath, Enervation
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SKILLS
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x Intimidation +15 M
x Religion +8 T
1 Diplomacy +11 T
2 Deception +11 T
3 Athletics +12 E
b Mercantile Lore +7 T
x Perception +8 T
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SPECIAL
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-Bargain Hunter
You can spend the day Gathering Information specifically about deals on items rather than other information. See page 162 of the pdf for details.
-Reach Spell
You add a Somatic Casting action to the casting of the triggering spell to increase its range by 30 feet. If the spell normally has a range of touch, you instead extend its range to 30 feet, and if the touch spell normally requires an attack roll or a touch attack roll, it now requires a ranged attack roll or a ranged touch attack roll, as appropriate.
-Magical Striker
You siphon residual spell energy into one weapon you’re wielding. If the weapon is nonmagical, it becomes a +1 magic weapon, and one that’s already a magic weapon increases its bonus by 1 (from a +1 magic weapon to a +2 magic weapon, and so on). This benefit applies only to the next Strike you make on your turn, and is wasted if you don’t Strike by the end of your turn. You can gain the benefit of Magical Striker only once per turn.
-Glutton’s Jaws 1 (2 actions, 1 minute duration)
Your mouth transforms into a shadowy maw bristling with pointed teeth. These jaws grant you an unarmed attack you’re trained in, dealing 3d6 piercing damage. They have the finesse trait. Attacks with your jaws have the following enhancement: 1) if the target was living, gain 3d4 temporary HP, 2) +2 to hit and damage.
-Swamp of Sloth 2 (3 actions, 120ft range, 20ft burst, 1 minute duration)
Ground in the area turns swampy and fetid, like an Abyssal mire. The area is difficult terrain, but not deep enough to require or allow swimming. The sludge at the bottom of the morass animates into Diminutive sludge beasts with a demonic appearance. These don’t function as normal creatures, but they swarm over creatures in the swamp and exude a noxious stench. The swamp deals 2d6 poison damage to any creature that ends its turn there, depending on its Fortitude save.
-Intimidating Glare
You can Demoralize those around you with a mere glare. When you do, Demoralize loses the auditory trait and gains the visual trait, and you don’t take a penalty when you attempt to Demoralize a creature that doesn’t understand your language or can’t hear you.
-Battle Cry
When you roll initiative, as long as you can perceive at least one foe, you can yell a mighty battle cry and Demoralize a foe as a free action. If you have legendary Intimidation, you can also Demoralize as a reaction when you succeed or critically succeed at an attack.
-Powerful Leap
When you use the Leap action, you can jump 5 feet up with a vertical Leap, and you increase the distance you can jump horizontally by 5 feet.
-Spontaneous Heightening
Heal, Harm.
-Hero Points: 3
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GEAR (x bulk) 125.9sp
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Demon Mask (1x day fear, +2 on Intimidation)
Divine Prayer Beads (1x day heal, bless, +1 on heals cast)
+1 Halberd of Disruption (+1d6 vs undead, enfeebled 1 on a crit)
+1 Breastplate
Minor Staff of Healing (3 charges, +1 to healing, stabilize, heal 1)
Greater Antiplague x0 (+4 on fort vs diseases for 24 hours)
Greater Antidote x0 (+4 on fort vs poisons for 6 hours)
Comprehension Elixir x2 (for 1 minute, be able to read any language)
Darkvision Elixir x2 (gain darkvision for 10 minutes)
Lesser Elixir of Life x3 (heal 3d6, or if full, gain +2 fort saves for 1 hour)
Adventurer’s Backpack (contains 8 rations, pup tent, bedroll, writing set, rope, clean cloth for bandages or to mark objects)
Potion Sash
Belt Pouch
Backup Holy Symbol
Compass
Scrollcase
Waterskin
Hooded Lantern + 5 extra pints of oil
Flint & Steel
Money pouch (x silver, x copper)
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Background
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Personality
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Appearance
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