Beetle

Jax Kraven's page

620 posts. Alias of DoubleGold.


Full Name

Jax Kraven

Race

Awakened Animal, Climbing, Golden Scarab Beetle

Classes/Levels

Imperial Sorcerer 14, Fighter Archetype: Speed:25, Swim:15, Climb:25, Burrow:15, AC:35 (Bonuses vs Ranged), 10 Fire Resistance, HP:154/177, Fort:23, Ref:23, Will:20, Perception:20, Stealth:24

Gender

Male

Size

Tiny 15" Long, 3" Wide, 5" High. 18 LBS.

Age

2

Alignment

NE

Deity

Akaechek

Location

Jinin

Languages

Common

Occupation

Acrobat

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

About Jax Kraven

HP: 6+Con Per Level. Race is 6 HP. 3 Extra HP per Fighter Feat (7 Feats). Toughness extra 1 HP Per Level. 177 HP.
AC: Expert in Medium Armor. +2 Resilient BreastPlate: 4 AC, 1 Dex (2 Bonus)
Fort: Expert, 23
Ref: Expert, 23
Will: Expert, 20
Perception: Expert, Googles of Night, 20
Simple and Martial Weapons: Expert. Pick is 24 to hit (Has Ghost Touch). 3d8+6 Piercing dmg. Shortbow is 24 to hit. 3d6+4 Piercing. 1d6 Fire. 1d10 Persistent Fire on a crit. 2d10 deadly on Crit. Sling is 23 to hit. 2d6+4 Blunt dmg.
Spells: Expert, 22 to hit. Spell Save DC is 32.

Feats
Background: Steady Balance
1st Level Ancestry: Awakened Animal Lore
5th Level Ancestry: Sea Legs
9th Level Ancestry: Scurry
14th Level Ancestry: Digger
Free Sorcerer Feat: Dangerous Sorcery
2nd Level Sorcerer: Cantrip Expansion
4th Level Sorcerer: Bespell Strikes
6th Level Sorcerer: Advanced Bloodline
8th Level Sorcerer: Bloodline Resistance
10th Level Sorcerer: Quickened Casting
12th Level Sorcerer: Greater Bloodline
14th Level Sorcerer: Counterspell
2nd Level Arch: Fighter Dedication
4th Level Arch: Fighter Resiliency
6th Level Arch: Basic Maneuver: Exacting Strike
8th Level Arch: Reactive Striker
10th Level Arch: Advanced Maneuver: Double Shot
12th Level Arch: Advanced Maneuver: Triple Shot
14th Level Arch: Diverse Weapon Expertise
2nd Level Skill Feat: Cat Fall
4th Level Skill Feat: Skill Training: Survival
6th Level Skill Feat: Terrain Expertise: Mountains
8th Level Skill Feat: Terrain Expertise: Forest
10th Level Skill Feat: Terrain Expertise: Plains
12th Level Skill Feat: Quick Jump
14th Level Skill Feat: Swift Sneak
3rd Level General Feat: Armor Proficiency: Light
7th Level General Feat: Armor Proficiency: Medium
11th Level General Feat: Toughness

Skills: Acrobatics-Trained(20), Athletics-Trained(20), Arcana-Expert(18), Crafting-untrained(0), Diplomacy-Trained(20), Deception-Trained(20), Intimidation-untrained(4) Medicine-untrained(1), Nature-Master(21), Occultism-untrained(0), Performance-untrained(4) Society-trained(16), Religion-untrained(1) Stealth-Master(24), Survival-Expert(19). Thievery-untrained(4), Awakened Animal Lore-Master(20), Circus Lore-trained(16).
Increases at: 3, 5, 7, 9, 11, 13 (Skill Survival skill, Awakened Animal Lore Skill Feat)

ASIs:
Class: Cha
Race: Con, Wis, Str -Int
Background: Dex, Cha
1st Level: Str, Dex, Con, Int
5th Level: Cha, Dex, Str, Con
10th Level: Str, Dex, Con, Cha

Spells
Cantrips: 4+1Bloodline: Detect Magic, Eat Fire, FrostBite, Electric Arc, Light, Needle Darts, Void Warp.
4 Per day 1st Level: 3+1Bloodline: Force Barrage, Fleet Step, Jump, Sure Strike. (Used 2)
4 Per day 2nd Level: 3+1Bloodline: Dispel Magic, Blur, Mirror Image, Noise Blast.
4 Per day 3rd Level: 3+1Bloodline: Haste, Fireball, Earthbind, Pillar of Water.
4 Per day 4th Level: 3+1Bloodline: Translocate, Aerial Form, Greater Invisibility, Wall of Fire. (Used 1)
4 Per day 5th Level: 3+1Bloodline: Scouting Eye, Elemental Breath, Elemental Form, Wall of Stone (Used 1)
4 Per day 6th Level: 3+1Bloodline: Disintegrate, Petrify, Arrow Salvo, Vampiric Exsanguination (used 2)
4 Per day 7th Level: 3+1Bloodline: Retrocognition, Haste, True Target, Beheading Buzz Saw
Bloodline Spells: Ancestral Memories, Extend Blood Magic, Arcane Countermeasure.
Blood Magic—Imperious Defense Raw magic emanates from every cell in your body, protecting you. Until the start of your next turn, you gain your choice of either a +1 status bonus to AC or a +1 status bonus to saving throws.

Signature Spells
1st: Force Barrage
2nd: Noise Blast
3rd: Fireball
4th: Aerial Form
5th: Elemental Form
6th: Vampiric Exsanguination
7th: Beheading Buzz Saw

Starting equipment is as follows:
FORTUNATE FOUNDLING: Greater Ring of the Ram (Invested 7th)
• One 13th-level item: Boots of Speed (Invested 1st)
• Two 12th-level items: +2 Greater Striking Composite Shortbow, +2 Greater Striking Pick
• One 11th-level item: +2 Resilient Breastplate (Invested 2nd)
• Two 10th-level items: Greater Healer's Gloves (Invested 3rd), Greater Ring of Fire Resistance (Invested 4th)
• 1,500 gp to spend on consumable items of 13th level or lower, or permanent items of 9th level or lower
500 Gold: Flaming Rune: Etched onto Shortbow
200 Gold: Traveler's Any Tool
75 Gold: Ghost Touch, etched onto the +2 Greater Striking Pick
125 Gold: Standard Skeleton Key
155 Gold: CaterWaul Sling
Moderate Healing Potion X4: 200 Gold
Adventure's Pack: 0.7 Gold
Ordinary Clothing: 0.1 Gold
6 Sheaths: 0.06 Gold
3 Feather Token Ladders: 9 Gold
30 Arrows: 0.3 Gold (Used 10)
40 Sling Bullets: 0.04 Gold
Googles of Night: 150 Gold (Invested 5th)
Bracer's of Missile Deflection: 52 Gold (Invested 6th)
Steel Shield: 2 Gold
30.8 Gold Left Over