About Jean de MontesNG Small dragon (water)
DEFENSE
hp 174 (6d12 + 54 Con + 72 Charisma + 6 Toughness) [12, 6, 5, 11, 4, 10] Fort +19, Ref +14, Will +12 Immune electricity, Magic Aging, Disease, Positive Energy Damage, Sleep and Paralysis, Fast Healing 10; Resist Negative Energy 10, Cold 10; OFFENSE
Melee bite +12 (d6+7), 2 claws +12 (1d4+5) Special Attacks breath weapon (40-ft. line, DC 24, 2d6 electricity), repulsion breath Arcanist Spells Memorized: CL 6
Level 1 [6/6] (4): Shield, Protection From C/E/G/L, Liberating Command, Vanish Level 2 [6/6] (2): Glitterdust, Scorching Ray Level 3 [4/4] (1): Magic Circle vs Evil STATISTICS
Base Atk +6; CMB +10; CMD 24 (28 vs. trip) Feats: Alertness, Vital Strike, Toughness, Traits:
Class Abilities:
Points from the arcanist reservoir are used to fuel many of the arcanist’s powers. In addition, the arcanist can expend 1 point from her arcane reservoir as a free action whenever she casts an arcanist spell. If she does, she can choose to increase the caster level by 1 or increase the spell’s DC by 1. She can expend no more than 1 point from her reservoir on a given spell in this way. Arcanist Exploit: By bending and sometimes even breaking the rules of magic, the arcanist learns to exploit gaps and exceptions in the laws of magic. Some of these exploits allow her to break down various forms of magic, adding their essence to her arcane reservoir. At 1st level and every 2 levels thereafter, the arcanist learns a new arcane exploit selected from the following list. An arcanist exploit cannot be selected more than once. Once an arcanist exploit has been selected, it cannot be changed. Most arcanist exploits require the arcanist to expend points from her arcane reservoir to function. Unless otherwise noted, the saving throw DC for an arcanist exploit is equal to 10 + 1/2 the arcanist’s level + the arcanist’s Charisma modifier. -Armored Mask: By expending 1 point from her arcane reservoir as a standard action, the arcanist grants herself an effective illusion of armor. She gains the benefits of mage armor with a caster level that’s equal to her arcanist level and appears to be wearing light or medium armor of whatever design she chooses when activating this ability. At any time while this effect is active, she can expend 1 additional point from her arcane reservoir as an immediate action to also gain the benefits of shield of faith with a caster level equal to her arcanist level. -Dimensional Slide: The arcanist can expend 1 point from her arcane reservoir to create a dimensional crack that she can step through to reach another location. This ability is used as part of a move action or withdraw action, allowing her to move up to 10 feet per arcanist level to any location she can see. This counts as 5 feet of movement. She can only use this ability once per round. She does not provoke attacks of opportunity when moving in this way, but any other movement she attempts as part of her move action provokes as normal. -Energy Shield: The arcanist can protect herself from energy damage as a standard action by expending 1 point from her arcane reservoir. She must pick one energy type and gains resistance 10 against that energy type for 1 minute per arcanist level. This protection increases by 5 for every 5 levels the arcanist possesses (up to a maximum of 30 at 20th level). Cantrips: Arcanists can prepare a number of cantrips, or 0-level spells, each day as noted on Table: Arcanist Spells Prepared. These spells are cast like any other spell, but they do not consume spell slots. As with her other spells, these spells are not expended when cast. Consume Spells: At 1st level, an arcanist can expend an available arcanist spell slot as a move action, making it unavailable for the rest of the day, just as if she had used it to cast a spell. She can use this ability a number of times per day equal to her Charisma modifier (minimum 1). Doing this adds a number of points to her arcane reservoir equal to the level of the spell slot consumed. She cannot consume cantrips (0 level spells) in this way. Points gained in excess of the reservoir’s maximum are lost. Ageless:Though the sublime creature is not truly immortal, it does not suffer the ravages or negative affects of old age. Upon reaching maturity, sublime creatures gain Intelligence, Wisdom and Charisma as normal for a member of their species, but are otherwise unaffected by the passing of time. Sublime creatures never die of old age and they are immune to any spells or effects which cause aging. Channel Positive Energy: The sublime creature may channel positive energy as a cleric. Substitute the creature’s racial HD (minimum 1 for creatures with no racial HD) for cleric level to determine how effectively the creature can channel. If the creature has actual cleric levels (or other class levels which grant the ability), the creature’s racial HD and relevant class levels stack when determining the effect of the channeling. Positive Energy Affinity: The sublime creature’s affinity for positive energy is such that it is immune to any damage caused by positive energy effects or attacks. Additionally, any healing spells, or other effects, derived from positive energy are doubly effective when applied to the sublime creature (roll as normal for the effect, adding any bonuses such as those derived from class level, and then multiply the result by two). Strong Life-force:In addition to its Constitution modifier, the sublime creature also adds its Charisma modifier each of its HD when determining hit points. Skills Diplomacy +21 [6], Fly +13 [6], Knowledge (arcana) +17 [6], Knowledge (Dungeoneering) +17 [6], Knowledge (Nature) +17 [6], Knowledge (Planes) +17 [6], Knowledge (Religion) +17 [6], Linguistics +12 [1], Perception +13 (18 w/EotE) [6], Sense Motive +13 [6], Spellcraft +17 [6], Stealth +17 [6], Swim +21 [6], Use Magic Device +18 [6]; Racial Modifiers +8 Swim Languages Common, Xuardian SQ water breathing SPECIAL ABILITIES Repulsion Breath (Su)
Water Breathing (Ex)
Items: Bracers of Armor +3, Ring of Protection +1 When Identified:
Spellbook: All 0, Level 1: Shield, Protection From C/E/G/L, Liberating Command, Mage Armor, Feather Fall, Comprehend Languages, Vanish,
PP: / GP: 534 / SP 50 / CP: 314 |
