Bronze Dragon

Jean de Montes's page

795 posts. Organized Play character for Malinor..


Full Name

Jean de Montes

Race

Vital 1:
HP 174/174 | AC 25, T 16, FF 21 | Perception +18 (LL, DV 120 ft, BS 60 ft) | Sense Motive +13, Initiative +4 |Fort +19, Ref +14, Will +12 (+2 vs Fear) | CMB +10; CMD 24 (28 vs. trip) |

Classes/Levels

Vital 2:
Speed 40 ft., fly 150 ft. (average); Swim 60 ft. |Immune electricity, Magic Aging, Disease, Positive Energy Damage, Sleep and Paralysis, Fast Healing 10; Resist Negative Energy 10, Cold 10

Gender

Skills:
Diplomacy +21, Fly +13, K (Arcana, Dungeon, Nature, Planes, Religion) +17, Perception +18, SM +13, Spellcraft +17, Stealth +170, Swim +21, UMD +18
Abilities:
A.R.: 6/8; Arc Spells: 5/6, 6/6, 1/3

Age

15

Alignment

NG

Languages

Common

Occupation

Student

Strength 29
Dexterity 14
Constitution 35
Intelligence 27
Wisdom 10
Charisma 31

About Jean de Montes

NG Small dragon (water)
Init +4; Senses : Darkvision, Low Light Vision, Blindsense; Perception +18

DEFENSE
AC 25, touch 16, flat-footed 21 (+3(4) Armor, Dex +4, +5 natural, +1 Deflection, Size +1)

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
Speed 40 ft., fly 150 ft. (average); swim 60 ft.

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 0 (7): Acid Splash, Detect Magic, Prestidigitation, Message, Open/Close

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
Str 21 [13 + 1 HD, +4 10.8.22 +1 MW, +2 Sublime]
Dex 18 [14 +2 MW, +2 Sublime]
Con 29 [13 + 2 10.8.22 + +1 HD, +8 Sublime, +5 Enhancement from Tome of Bodily Health]
Int 27 [14 + 2 10.8.22 + 4 Boost, +4 Sublime, +5 Enhancement from Tome of Clear Thoughts]
Wis 15 [15]
Cha 35 [14 + 8 Boost Reward, +8 Sublime, +5 Enhancement from the Tome of Leadership and Influence.]

Base Atk +6; CMB +10; CMD 24 (28 vs. trip)

Feats: Alertness, Vital Strike, Toughness,

Traits:
Bullied [You gain a +1 trait bonus on attack of opportunity attack rolls made with unarmed strikes.];
Stoic Optimism [ You receive a +2 trait bonus on saving throws against fear effects.]

Class Abilities:
Arcanist Reservoir 5/8: An arcanist has an innate pool of magical energy that she can draw upon to fuel her arcanist exploits and enhance her spells. The arcanist’s arcane reservoir can hold a maximum amount of magical energy equal to 3 + the arcanist’s level. Each day, when preparing spells, the arcanist’s arcane reservoir fills with raw magical energy, gaining a number of points equal to 3 + 1/2 her arcanist level. Any points she had from the previous day are lost. She can also regain these points through the consume spells class feature and some arcanist exploits. The arcane reservoir can never hold more points than the maximum amount noted above; points gained in excess of this total are lost.

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)
Instead of a line of electricity, a bronze dragon can breathe a cone of repulsion gas. Targets must make a Will save or be compelled to do nothing but move away from the dragon for 1d6 rounds plus 1 round per age category. This is a mind-affecting compulsion effect.

Water Breathing (Ex)
A bronze dragon breathes water and can use its breath weapon, spells, and abilities underwater.
Dragon Senses (Ex): Dragons have darkvision 120 ft. and blindsense 60 ft. They see four times as well as a human in dim light and twice as well in normal light.

Items: Bracers of Armor +3, Ring of Protection +1

When Identified:
, Backpack, #2 pencil, 2 notebooks, math book, inhaler. gem stone (needs work), blue book, 7 gems (2 gp each), Dice Set, orc [a glowing red flask, a green vial, and two blue vials], +5 Cloak of Protection, Eyes of the Eagle, a ruby worth 5000 gp, a diamond worth 3000 gp and a finely crafted topaz statue of a turtle worth 1000 gp. Potion of CLW, Book of the Chosen Story (500 gp)
Dungeon Instance Key
Boost Ability Card +5

Spellbook: All 0, Level 1: Shield, Protection From C/E/G/L, Liberating Command, Mage Armor, Feather Fall, Comprehend Languages, Vanish,
Level 2:Glitterdust, Scorching Ray, False Life, Rope Trick
Level 3: Magic Circle vs Evil, Tongues

PP: / GP: 534 / SP 50 / CP: 314