About Jean-Pierre de Suis
Desna's Blessing - re-roll a d20 roll once.
Hunted Shot: [dice]1d20+36[/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)
AC: 44 (10 + 4 (+3 Major Resilient Leather) + 26 (M) + 4 Dex)
Stamina Points: 310/310
Fort(M): +33 Ref(M): +36 Will(M): +34
+1 Save Vs. Magic
*EVASION (Fort, Will)*
Spell Attack (L) +32
Spell DC (L) 42
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
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:
Class Features and Feats:
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
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
Cantrips: Acid Splash, Detect Magic, Light, Electric Arc, Mage Hand, Prestidigitation, Produce Flame, Ray of Frost, Shield
1st level (0/4 used): Ant Haul, Create Water, Magic Missile**, Negate Aroma, True Strike
2nd level (0/4 used): Dispel Magic, Gentle Repose, Invisibility**, Resist Energy, Spider Climb
3rd level (0/4 used): Comprehend Language(H), Dream Message, Fireball, Haste, Vampiric Touch**
4th level (0/4 used): Dimension Door, Fly, Freedom of Movement, Heal**, Water Breathing(H)
5th level (0/4 used): Chromatic Wall, Cone of Cold**, Endure Elements(H), Prying Eye, See Invisibility(H)
6th level (0/4 used) Chain Lightning**, Create Food(H), Disintegrate, Dragon Form, Repulsion
7th level (0/4 used) Contingency, Fiery Body, Mask of Terror, Teleport(H)**, Tongues(H)
8th level (0/4 used) Disappearance, Earthquake, Horrid Wilting, Moment of Renewal, Prismatic Wall
9th level (0/4 used) Disjunction, Heroism(H)**, Implosion, Overwhelming Presence, Weird
10th (0/2 used) Gate, Time Stop, Wish
(1st): Battle Medicine
(4th): Fast Recovery
(6th): Additional Lore (Dragon)
(8th): Additional Lore (Dahak)
(10th): Trick Magic Item
(12th): Swift Sneak
(14th): Additional Lore (Elf)
(16th): Additional Lore (Politics)
(18th): Additional Lore (Breachill)
(20th): Legendary Professional
2nd: Continual Flame, Endure Elements
3rd: Water Breathing
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)
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)
Bag of Holding, Type IV (1) [11.6/150]
Belt Pouch (0.04gp)
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.
Melee(E) (Single Action) jaws (+29), Damage 3d8+9 piercing
Str 5, Dex 7, Con 4, Int -2, Wis 3, Cha 0
Stamina Points 210/210
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.
Ursula, Rat Familiar 20:
Cantrip Connection x4
CASTLE REPAIRS COMPLETED!
Upgrading Defenses - COMPLETED!
Building a Library - COMPLETED!
Building a Training Facility (Ranger) - COMPLETED!
Building a Training Facility (Sorcerer) - COMPLETED!
Building Infirmary - COMPLETED!