![]()
About Jean-Pierre de SuisDesna's Blessing - re-roll a d20 roll once. **Clever Improviser** Jewelgate Power-up:
Duskgate Power-up:
Huntergate Power-up:
Dreamgate Power-up:
Vengegate Power-up:
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)*
Combat:
Unarmed(M)
Simple(M) Martial(M) Unarmoured(M) Light(M) Medium(M) Spell Attack (L) +32 Spell DC (L) 42 Melee
Ranged
Skills:
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)
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
Hunt Prey
Spells:
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 **Signature Spells
Skill Feats:
(1st): Battle Medicine
(2nd): Assurance(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 General Feats:
(3rd): Continual Recovery
(7th): Ancestral Paragon - Natural Skill (Crafting, Deception) (11th): Incredible Investiture (15th): Legendary Sneak (19th): Toughness Spellbook:
Cantrips: 1st: 2nd: Continual Flame, Endure Elements 3rd: Water Breathing 4th: 5th: Tongues 6th: 7th: Dimensional Lock, Magnificent Mansion, Teleport 8th: Discern Location Rituals: Commune, Imprisonment, Planar Ally, Resurrect
Equipment:
Worn: (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)
Bandolier (0.1)
Backpack (0.1gp)
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. Size Medium 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
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:
Ursula, Rat Familiar 20:
Cantrip Connection x4 Citadel Upgrades:
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! |