Taergan Flinn

Jean-Pierre de Suis's page

1,514 posts. Alias of Luke_Parry.

Full Name

Jean-Pierre de Suis




Ranger/Sorceror 20 (SP 310/310) (HP 310/310) (RP 17/17) (AC 44) (Fort +33, Ref +36, Will +34)(Perception +36 (+2 Init))




Medium (6'1")




Common, Abyssal, Draconic, Elven, Dwarven

Strength 12
Dexterity 24
Constitution 18
Intelligence 18
Wisdom 20
Charisma 18

About Jean-Pierre de Suis

Desna's Blessing - re-roll a d20 roll once.

**Clever Improviser**

Jewelgate Power-up:
From now on, whenever you attempt a saving throw against an effect that attempts to control you, use the outcome for one degree of success better than the result of your saving throw.

Duskgate Power-up:

Huntergate Power-up:
Whenever you attempt a saving throw against an effect that would deal negative damage or inflict the drained condition, you use the outcome for one degree of success better than the result of your saving throw.

Dreamgate Power-up:
You can now cast True Seeing once per day as an innate spell.

Vengegate Power-up:
Free Ability Boost.

Hunted Shot: [dice]1d20+36[/dice], for [dice]4d8+6[/dice] damage, +[dice]1d6[/dice] Sonic damage, +[dice]1d6[/dice] Good damage.
Hunted Shot: [dice]1d20+34[/dice], for [dice]4d8+6[/dice] damage, +[dice]1d6[/dice] Sonic damage, +[dice]1d6[/dice] Good damage.
Iterative: [dice]1d20+32[/dice], for [dice]4d8+6[/dice] damage, +[dice]1d6[/dice] Sonic damage, +[dice]1d6[/dice] Good damage.
Iterative: [dice]1d20+32[/dice], for [dice]4d8+6[/dice] damage, +[dice]1d6[/dice] Sonic damage, +[dice]1d6[/dice] Good damage.
Iterative: [dice]1d20+32[/dice], for [dice]4d8+6[/dice] damage, +[dice]1d6[/dice] Sonic damage, +[dice]1d6[/dice] Good damage.

He then tosses an Electric Arc...

Electric Arc: [dice]9d4+13[/dice] Electricity damage, DC 42 Reflex for half.

...before casting Shield, which causes a tracery of golden scales to glow across his skin.

Senses: Low Light Vision, Perception(L) +36 (+2 on Initiative)
Speed: 25 ft

AC: 44 (10 + 4 (+3 Major Resilient Leather) + 26 (M) + 4 Dex)

Stamina Points: 310/310
Hit Points: 310/310
Resolve Points: 17/17

Fort(M): +33 Ref(M): +36 Will(M): +34

+1 Save Vs. Magic

*EVASION (Fort, Will)*


Spell Attack (L) +32

Spell DC (L) 42

+3 Greater Flaming Shifting Major Striking Orichalcum Shortsword (M): +36 to hit; Dmg 4d6+7; Type P/S; Agile; Finesse

+3 Holy Speed Thundering Major Striking Longbow(M): +36 to hit; Dmg 4d8+6 +1d6 Sonic +1d6 Good; Type P; Range 100'; Deadly (d10); Volley (30')

Acrobatics (Dex) - (T) +32
Arcana (Int) - (T) +26
Athletics (Str) - (T) +23, +1 on Force Open checks
Crafting (Int) - (T) +26
Deception (Cha) - (T) +30
Diplomacy (Cha) - (T) +29
Intimidation (Cha) - (T) +26
Abyss Lore (Int) - (T) +26
Warfare Lore (Int) - (T) +26
Breachill Lore (Int) - (L) +32
Dragon Lore (Int) - (L) +32
Dahak Lore (Int) - (L) +32
Elf Lore (Int) - (L) +32
Politics Lore (Int) - (L) +32
Medicine (Wis) - (E) +30
Nature (Wis) - (T) +27
Occultism (Int) - (T) +26
Performance (Cha) - (T) +26
Religion (Wis) - (M) +31
Society (Int) - (T) +26
Stealth (Dex)* - (L) +38
Survival (Wis) - (T) +27, +1 on Sense Direction checks
Thievery (Dex)* - (L) +38

Background(Field Medic):

In the chaotic rush of battle, you learned to adapt to rapidly changing conditions as you administered to battle casualties. You patched up soldiers, guards, or other combatants, and learned a fair amount about the logistics of war.

Choose two ability boosts. One must be to Constitution or Wisdom, and one is a free ability boost.

You're trained in the Medicine skill and the Warfare Lore skill. You gain the Battle Medicine skill feat.

Ancestry Features and Feats:
Humanoid (Elf, Human)

Low Light Vision

Ancestry Feat - 1st: Natural Ambition (Animal Companion)
Ancestry Feat - 5th: Elven Instincts
Ancestry Feat - 9th: Multitalented (Fighter Dedication Feat)
Ancestry Feat - 13th: Elf Step
Ancestry Feat - 17th: Ageless Patience

Class Features and Feats:

Draconic Bloodline:
The blood of dragons flows through your veins. These beasts are both fearsome in combat and skilled at magic.
Spell List: Arcane
Granted Spells: Cantrip: Shield, 1st: True Strike, 2nd: Resist Energy, 3rd: Haste, 4th: Spell Immunity, 5th: Chromatic Wall, 6th: Dragon Form, 7th: Mask of Terror, 8th: Prismatic Wall, 9th: Overwhelming Presence

Bloodline Spells: Initial: Dragon Claws, Advanced: Dragon Breath, Greater: Dragon Wings

Focus Points: 0/3 used

Blood Magic: Draconic scales grow briefly on you or one target, granting a +1 status bonus to AC for 1 round.

Ranger - 1st: Hunted Shot
Sorcerer - 1st: Dangerous Sorcery
Ranger - 2nd: Wild Empathy
Sorcerer - 2nd: Familiar
Ranger - 4th: Far Shot
Sorcerer - 4th: Arcane Evolution
Ranger - 6th: Mature Animal Companion
Sorcerer - 6th: Advanced Bloodline
Ranger - 8th: Blind-Fight
Sorcerer - 8th: Crossblooded Evolution(Divine - Heal)
Ranger - 10th: Incredible Animal Companion
Sorcerer - 10th: Basic Maneuver - Point Blank Shot
Ranger - 12th: Double Prey
Sorcerer - 12th: Greater Bloodline
Ranger - 14th: Sense The Unseen
Sorcerer - 14th: Enhanced Familiar
Ranger - 16th: Specialised Companion
Sorcerer - 16th: Greater Mental Evolution
Ranger - 18th: Targeting Shot
Sorcerer - 18th: Greater Crossblooded Evolution
Ranger - 20th: Superior Sight
Sorcerer - 20th: Bloodline Perfection

Hunt Prey
Hunter's Edge - Precision
Ranger Weapon Expertise
Trackless Step
Improved Evasion
Greater Weapon Specialization
Nature's Edge
Wild Stride
Masterful Hunter
Second Skin
Swift Prey


General Feats:
(3rd): Continual Recovery
(7th): Ancestral Paragon - Natural Skill (Crafting, Deception)
(11th): Incredible Investiture
(15th): Legendary Sneak
(19th): Toughness


2nd: Continual Flame, Endure Elements
3rd: Water Breathing
5th: Tongues
7th: Dimensional Lock, Magnificent Mansion, Teleport
8th: Discern Location

Rituals: Commune, Imprisonment, Planar Ally, Resurrect


(I) Greater Hat of Disguise Disguise Self (at will)
(I) Major Goggles of Night
(I) Greater Boots of Elvenkind (L)
(I) Greater Cloak of Elvenkind (L) - Invisibility(4th) 4/day
(I) Ring of Major Energy Resistance (Fire)
(I) Greater Ring of Maniacal Devices
(I) Greater Messenger's Ring Message (at will); Sending 1/hour
(I) Ring of Spell Turning
(I) Anklets of Alacrity
(I) +3 Major Resilient Antimagic Greater Fortification Major Shadow Leather Armour (-) (1)
(I) +3 Greater Flaming Shifting Major Striking Orichalcum Shortsword (L)
(I) +3 Holy Speed Thundering Major Striking Longbow (2)
Arrows [200/200]
Cold Iron Arrow [50/50]
Silver Arrow [50/50]
Dragon's Eye Charm (L) - Produce Flame (5th); Darkvision for 10 minutes; Fire Resistance 5 for 10 minutes; each 1/day (single action)

Waterskin x2 (0.1gp) (Lx2)

Bandolier (0.1)
Healer's Tools (5gp) (1)

Bandolier (0.1)
Holy Water x5
Wand of Dimension Door (-) (L)

Backpack (0.1gp)
Piton x10 (0.1gp)
Grappling Hook (0.1gp) (L)
Hammer (0.1gp) (L)
Levered Crowbar (20gp) (L)
Rope (0.5gp) (L)
Pup Tent (0.8) (L)

Bag of Holding, Type IV (1) [11.6/150]
Traveler's Any-Tool (1)
Rod of Wonder (L)
Keg of Blastpowder (2) x3
Bountiful Cauldron (2)
Gourd Home (L)
Wand of Shadow Walk (L)
Eye of the Wise (L)
'Eclipse' +1 Returning Striking Cold Iron Starknife (-) (L)
Dreamstone (L)
10' Pole (0.01gp) (1)
Guiding Chisel (1)

Belt Pouch (0.04gp)
Flint and Steel (0.05gp)
Infiltrator's Thieves' Tools (50) (L)
Spare Lock Picks x20
Lensatic Compass (20) (L)
Mirror (1)
Hunter's Arrowhead (-)
Silver Religious Symbol of Alseta (-)
Greater Skeleton Key (-) Knock 1/hour

Bulk 6.7 / 8

Coin = 21122gp, 3sp, 8cp

Archibald, Nimble Ambusher Bear Animal Companion 20:

Your companion is a black, grizzly, polar, or other type of bear.

Size Medium

Melee(E) (Single Action) jaws (+29), Damage 3d8+9 piercing
Melee(E) (Single Action) claw (+29) (agile), Damage 3d6+9 slashing

Str 5, Dex 7, Con 4, Int -2, Wis 3, Cha 0

Stamina Points 210/210
Hit Points 210/210
Resolve Points 15/15

AC(M) 43

Fort(M) +30 Ref(M) +33 Will(M) +29

Skill Acrobatics(E) +31, Athletics(T) +26, Intimidation(E) +24, Perception(M) +29, Stealth(E) +30, Survival(T) +25

Senses low-light vision, scent (imprecise, 30 feet)

Speed 35 feet

Support Benefit: Your bear mauls your enemies when you create an opening. Until the start of your next turn, each time you hit a creature in the bear’s reach with a Strike, the creature takes 1d8 slashing damage from the bear. If your bear is nimble or savage, the slashing damage increases to 2d8.

Advanced Maneuver:
Bear Hug Single Action
Requirements The bear’s last action was a successful claw Strike.
The bear makes another claw Strike against the same target. If this Strike hits, the target is also grabbed, as if the bear had successfully Grappled the target.

Ursula, Rat Familiar 20:

Cantrip Connection x4

Citadel Upgrades:
Upgrading Defenses - COMPLETED!
Building a Library - COMPLETED!
Building a Training Facility (Ranger) - COMPLETED!
Building a Training Facility (Sorcerer) - COMPLETED!
Building Infirmary - COMPLETED!