Human

Jig Gnasher's page

120 posts. Organized Play character for ChesterCopperpot (RPG Superstar 2015 Top 32, Contributor).


Full Name

Jig Gnasher

Race

HP 38/38 | AC 20 | F +8 R +9 W +7 | Perc +5 |

Classes/Levels

speed 25 ft | focus 1/1| Hero 1 | Active Conditions: |

Gender

N male (he/him) vishkanya magus 3

About Jig Gnasher

Jig Gnasher
Male Keen-Venom Vishkanya Starlight Span Magus 3
Perception +5; Low-light vision
Languages Common, Draconic, Elven, Sylvan
Skills Acrobatics +9, Arcana +8, Deception +6, Intimidation +6, Lore: PFS +8, Lore: Underworld +8, Nature +5, Occultism +8, Society +8, Stealth +9

Str +0, Dex +4, Con +1, Int +3, Wis +0, Cha +1

Items Leather, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, elixir of life (minor), 7 gp

AC 20, Fort +8, Ref +9, Will +7
HP 38

Speed 25 feet

Melee bowstaff +9 (finesse, monk, parry, sweep, combination), Damage 1d6 (B)
Ranged bowstaff +9 (deadly d8, monk, combination) Damage 1d6 (P)

Arcane Prepared Spellcasting DC 18, Spell Attack +8 2nd blazing bolt; 1st Magic Missile, Horizon Thunder Sphere; Cantrips (1st) Acid Splash, Electric Arc, Ignition, Warp Step, Shield

Focus Spells 1 point
Shooting Star
Cast verbal
You let loose a projectile that flies true and leaves the blazing trail of a meteor behind it. Make a ranged Strike, ignoring the target's concealment and reducing the target's cover by one degree for this Strike only (greater to standard, standard to lesser, and lesser to none). If the Strike hits, the meteor trail hangs in the air. This gives the benefits of concealment negation and cover reduction to any attacks made against the creature (by anyone) until the start of your next turn.

Actions:

Arcane Cascade [one-action]
Concentrate Magus Stance
Requirements You used your most recent action to Cast a Spell or make a Spellstrike.
You divert a portion of the spell's magical power and keep it cycling through your body and weapon using specialized forms, breathing, or footwork. While you're in the stance, your melee Strikes deal 1 extra damage. This damage increases to 2 if you have weapon specialization and 3 if you have greater weapon specialization. Any Strike that benefits from this damage gains the arcane trait, making it magical.

If your most recent spell before entering the stance was one that can deal damage, the damage from the stance is the same type that spell could deal (or one type of your choice if the spell could deal multiple types of damage). If the spell couldn't deal damage, this stance's bonus damage depends on the spell's school.
Abjuration or Evocation force
Conjuration or Transmutation same type as your weapon or unarmed attack
Divination, Enchantment, or Illusion mental
Necromancy negative

Clue In [reaction]
Concentrate Investigator
Frequency once per 10 minutes
Trigger Another creature attempts a check to investigate a lead you're pursuing.
You share information with the triggering creature. They gain a circumstance bonus to their check equal to your circumstance bonus to checks investigating your subject from Pursue a Lead. The GM can add any relevant traits to this reaction depending on the situation, such as auditory and linguistic if you're conveying information verbally.

Envenom [one-action]
Frequency once per hour
Through use of either saliva or blood, you use your innate toxins to apply vishkanyan venom to your weapon or a piece of ammunition. To use your blood, you must be injured, or you can deal 1 slashing damage to yourself as part of the action. The vishkanyan venom remains potent until the end of your next turn, or until you expend it as normal for an injury poison by either hitting a target or critically failing an attack roll.
Lesser Vishkanyan Venom (level 1) Saving Throw Fortitude [DC 18]; Maximum Duration 6 rounds; Stage 1 1d6 poison damage (1 round); Stage 2 1d6 poison damage (1 round); Stage 3 2d6 poison damage (1 round)

Pursue a Lead
Concentrate Exploration Investigator
Source Advanced Player's Guide pg. 56 2.0
Frequency once per 10 minutes
You spend 1 minute examining the details of one potential clue, designating the subject related to that clue as the target of your active investigation. This subject is typically a single creature, item, or small location (such as a room or corridor), but the GM might allow a different scope for your investigation. You don't need to know the identity, purpose, or nature of the subject, but you do need to be aware of its existence. For instance, finding a footprint is enough to investigate the creature that left it, and seeing a hasty sketch of an item or location can be enough to start your investigation of that subject.

Whenever you attempt a Perception or skill check to investigate a designated subject, you gain a +1 circumstance bonus to the check. The exact checks this applies to depend on the actions you use to investigate and are determined by the GM, but checks to investigate are typically Perception checks or skill checks that use Intelligence, Wisdom, or Charisma.

You can maintain two active investigations at a time. If you Pursue another Lead after that, the subject must be different from any of your current investigations (or rather, they must be different as far as you know), and you give up on a current subject of your choice. Once you've given up pursuit of a subject, you can't Pursue that Lead again until after the next time you make your daily preparations.

Spellstrike [two-actions]
Frequency until recharged (see below)
You channel a spell into a punch or sword thrust to deliver a combined attack. You Cast a Spell that takes 1 or 2 actions to cast and requires a spell attack roll. The effects of the spell don't occur immediately but are imbued into your attack instead. Make a melee Strike with a weapon or unarmed attack. Your spell is coupled with your attack, using your attack roll result to determine the effects of both the Strike and the spell. This counts as two attacks for your multiple attack penalty, but you don't apply the penalty until after you've completed the Spellstrike. The infusion of spell energy grants your Strike the arcane trait, making it magical.

After you use Spellstrike, you can't do so again until you recharge your Spellstrike as a single action, which has the concentrate trait. You also recharge your Spellstrike when you cast a conflux spell that takes at least 1 action to cast; casting a focus spell of another type doesn't recharge your Spellstrike.

Venom Draw [one-action]
Requirements Your Envenom action hasn't been expended.
You quickly envenom poisonous saliva on your weapon as you draw it. Interact to draw a weapon, and then Envenom it. This uses up your daily use of Envenom.

Ancestry Feat
Lesser Enhance Venom

Class Feats
Investigator Dedication

General Feats
Toughness

Skill Feats
Intimidating Glare, Streetwise

Additional Specials Starlight Span Hybrid Study, On the Case