Valeros

Jod Eastwind's page

711 posts. Alias of Pixie Rogue.


Full Name

Jod Eastwind

Classes/Levels

Ranger (Infiltrator, Skirmisher) 4/Champion 1 | 41/43 hp | AC 18, T12, F16 | Saves F8, R7, W4 | Perc +11 | MP 4/5 | Effects: [i][/i]

About Jod Eastwind

Jod Eastwind
Male human (Kellid) ranger (infiltrator, skirmisher) 4/Champion 1 (Pathfinder RPG Advanced Player's Guide 125, 128)
NG Medium humanoid (human)
Init +2; Senses Perception +11, Darkvision via Adaptation
--------------------
Defense
--------------------
AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex)
hp 43 (4d10+13)
Fort +8, Ref +7, Will +4
Defensive Abilities hard to kill
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee dagger +9 (1d4+5/19-20) or
. . dagger (power attack) +7 (1d4+5+6/19-20/2d4+10+24) or
. . mwk cold iron heavy mace (one-handed) +10 (1d8+5) or
. . mwk cold iron heavy mace (power attack) +8 (1d8+5+6/2d8+10+24) or
. . mwk cold iron heavy mace (two-handed) +10 (1d8+7) or
. . mwk cold iron heavy mace (power attack, two-handed) +8 (1d8+7+9/2d8+14+36) or
. . mwk cold iron falchion +11 (2d4+7/18-20) or
. . mwk cold iron falchion (power attack) +9 (2d4+7+9/18-20/4d4+14+36)
Ranged composite longbow +6 (1d8+2/×3) or
. . dagger +6 (1d4+5/19-20)
Special Attacks combat style (archery), favored enemy (evil outsiders +2), mythic power (5/day, surge +1d6)
Stolen Fury (Champion): The PC gains a +2 trait bonus on Fortitude saves (included above). By expending one use of mythic power as a swift action, she can ignore a single demon’s damage reduction for 1 minute, and increases the critical multiplier of any weapon she wields against that demon by 1.
--------------------
Statistics
--------------------
Str 20, Dex 14, Con 13, Int 10, Wis 14, Cha 9
Base Atk +4; CMB +8; CMD 21
Feats Endurance, Power Attack[M], Quick Draw, Rapid Shot, Weapon Focus (falchion)
Traits scholar of the great beyond, stolen fury
Skills Acrobatics -2 (-6 to jump), Climb +6, Handle Animal +4, Intimidate +4, Knowledge (dungeoneering) +4, Knowledge (geography) +5, Knowledge (nature) +5, Knowledge (planes) +6, Perception +11, Ride +3, Stealth +5, Survival +9, Swim +5
Languages Common, Hallit
SQ adaptation (adaptation: darkvision 60'), hunter's bond (companions), punishing blow[MA], sudden attack[MA], track +2, wild empathy
Combat Gear cold iron arrows (60), cold iron arrows (50); Other Gear mwk chainmail, composite longbow (+2 Str), dagger, flight arrows[APG] (20), iron-tipped distance arrow[UC] (20), mwk cold iron heavy mace, mwk cold iron falchion, cloak of resistance +1, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), pot, torch (10), trail rations (5), waterskin, 6 gp, 9 sp, 7 cp
--------------------
Special Abilities
--------------------
Adaptation (4 10-minute increments/day) (Ex) Temporarily gain characteristics of your favored enemies.
. . .Adaptation: Darkvision 60' (Ex)
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Favored Enemy (Evil Outsiders +2) (Ex) +2 to rolls vs. evil outsiders foes.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Hunter's Bond (Companions) (2 rounds) (Ex) As a move action, grant half favored enemy bonus to allies in 30 ft.
Power Attack [Mythic] Increase bonus damage when using Power Attack; Use 1 power to eliminate attack penalties of Power attack for 1 min.
Punishing Blow (Ex) Creatures hit lose regeneration and fast healing for 1 rnd. Criticals cause loss of DR.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Sudden Attack (Ex) As a swift action, use 1 power to make melee attack, roll twice with +1 bonus and bypass all DR.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Track +2 Add the listed bonus to Survival checks made to track.
Wild Empathy +4 (Ex) Improve the attitude of an animal, as if using Diplomacy.

4th pre-ascension:
Jod Eastwind
Male human (Kellid) ranger (infiltrator, skirmisher) 4/Champion 1 (Pathfinder RPG Advanced Player's Guide 125, 128)
NG Medium humanoid (human)
Init +2; Senses Perception +9
--------------------
Defense
--------------------
AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex)
hp 43 (4d10+13)
Fort +8, Ref +7, Will +4
Defensive Abilities hard to kill
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee dagger +8 (1d4+4/19-20) or
. . dagger (power attack) +6 (1d4+4+3/19-20/2d4+8+12) or
. . mwk cold iron heavy mace (one-handed) +9 (1d8+4) or
. . mwk cold iron heavy mace (power attack) +7 (1d8+4+6/2d8+8+24) or
. . mwk cold iron heavy mace (two-handed) +9 (1d8+6) or
. . mwk cold iron heavy mace (power attack, two-handed) +7 (1d8+6+9/2d8+12+36) or
. . mwk falchion +10 (2d4+6/18-20) or
. . mwk falchion (power attack) +8 (2d4+6+9/18-20/4d4+12+36)
Ranged composite longbow +6 (1d8+2/×3)
Special Attacks combat style (archery), favored enemy (evil outsiders +2), mythic power (5/day, surge +1d6)
Stolen Fury (Champion): The PC gains a +2 trait bonus on Fortitude saves (included above). By expending one use of mythic power as a swift action, she can ignore a single demon’s damage reduction for 1 minute, and increases the critical multiplier of any weapon she wields against that demon by 1.
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 13, Int 10, Wis 14, Cha 9
Base Atk +4; CMB +8; CMD 20
Feats Endurance, Power Attack[M], Quick Draw, Rapid Shot, Weapon Focus (falchion)
Traits scholar of the great beyond
Skills Acrobatics -2 (-6 to jump), Climb +6, Handle Animal +4, Intimidate +4, Knowledge (dungeoneering) +4, Knowledge (geography) +5, Knowledge (nature) +5, Knowledge (planes) +6, Perception +11, Ride +3, Stealth +5, Survival +9, Swim +5 +2 untyped bonus to Perception from Iomedae
Languages Common, Hallit
SQ adaptation, adaptation (adaptation: darkvision 60'), hunter's bond (companions), punishing blow[MA], sudden attack[MA], track +2, wild empathy
Combat Gear cold iron arrows (60), cold iron arrows (50); Other Gear mwk chain shirt, mwk chainmail, composite longbow (+2 Str), dagger, flight arrows[APG] (20), iron-tipped distance arrow[UC] (20), mwk cold iron heavy mace, mwk falchion, cloak of resistance +1, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), pot, torch (10), trail rations (5), waterskin, 43 gp, 9 sp, 7 cp
mind sentinel medallion, occupying the neck slot.
--------------------
Special Abilities
--------------------
Adaptation (Four 10-minute increments/day) (Ex) Temporarily gain characteristics of your favored enemies.
Adaptation: Darkvision 60' (Ex) Gain temporary use of darkvision 60' in 10-minute increments
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Favored Enemy (Evil Outsiders +2) (Ex) +2 to rolls vs. evil outsiders foes.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at negative Con x 2.
Hunter's Bond (Companions) (2 rounds) (Ex) As a move action, grant half favored enemy bonus to allies in 30 ft.
Power Attack [Mythic] -2/+6 Use 1 power to eliminate attack penalties of Power attack for 1 min.
Punishing Blow (Ex) Creatures hit lose regeneration and fast healing for 1 round. A confirmed critical hit causes them to lose DR for 1 round.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Sudden Attack (Ex) As a swift action, use 1 mythic power to make a melee attack, take the better of two rolls with your tier (+1) as a bonus. The hit bypasses all DR.
Surge (1d6) (Su) Use 1 mythic power to increase any d20 roll by the listed amount.
Track +2 Add the listed bonus to Survival checks made to track.
Wild Empathy +4 (Ex) Improve the attitude of an animal, as if using Diplomacy.

3rd level:
Jod Eastwind
Male human (Kellid) ranger (infiltrator) 3 (Pathfinder RPG Advanced Player's Guide 125)
NG Medium humanoid (human)
Init +2; Senses Perception +7
--------------------
6' tall, 190#
Brown hair, black eyes, skin tanned from a life outdoors

Jod is generally in a good mood and quite personable. His uncle once told an acquaintance, "A stranger to Jod is just a friend he hasn't met yet." He is young, still growing into his frame and raw in his fighting style, but he hasn't really been tested until now. Encounters with orcs and such have been the extent of his fighting experience, but he believes that his fate is to bring his blade to bear on the abyssal denizens of the Worldwound - even if he would never say so out loud.

He is a constant companion to his cousin Rhok. They traveled together to Kenabres because Rhok needed to go to the city. Jod really didn't understand exactly why, nor did he care.

Defense
AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex)
hp 31 (3d10+3 +3 FCB)
Fort +5, Ref +6, Will +3

Offense
Speed 30' (20' in armor)
Melee falchion +9 (2d4+6/18-20)
Melee falchion +8 (2d4+9/18-20) (power attack)
Melee dagger +7 (1d4+4/19-20)
Melee dagger +6 (1d4+5/19-20) (power attack)
Melee MW cold iron heavy mace +8 (1d8+6/x2) (two-handed)
Melee MW cold iron heavy mace +7 (1d8+9/x2) (two-handed, power attack)
Ranged composite longbow +5 (1d8+2/×3)
Ranged composite longbow +3/+3 (1d8+2/×3) (rapid shot)
Special Attacks favored enemy (evil outsiders +2)

Statistics
Str 18, Dex 14, Con 13, Int 10, Wis 13, Cha 9
Base Atk +3; CMB +7 (additional +2 vs demons); CMD 19
Feats Endurance, Power Attack, Quick Draw, Rapid Shot, Weapon Focus (falchion)
Traits scholar of the great beyond, stolen fury
Skills Acrobatics -1 (-2 in armor and -6 to jump), Climb +8 (+5 in armor), Handle Animal +4, Intimidate +3, Knowledge (dungeoneering) +4, Knowledge (geography) +4, Knowledge (nature) +4, Knowledge (planes) +6, Perception +7, Ride +5 (+2 in armor), Stealth +7 (+4 in armor), Survival +7, Swim +7 (+4 in armor)
Languages Common, Hallit
SQ adaptation (darkvision 60'; 30 min/day), track +1, wild empathy +0
Combat Gear Potion - Cure Light Wounds, Empty Potion bottle, Wand of longstrider (+10 to base speed, 1 hour), cold iron arrows (60 + 49)
Other Gear cloak of resistance +1, masterwork chain shirt (carried), masterwork chainmail, composite longbow (+2 STR), masterwork falchion, flight arrows (19), iron-tipped distance arrow (20), standard arrows (9), masterwork longbow, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), pot, torch (10), trail rations (4), furs, curved dagger, waterskin, 43 gp, 9 sp, 7 cp

Given to Irabeth: Gemstones and sword case found with Radiance. Masterwork glaive and mundane shortbow before heading to the Gray Garrison.

Special Abilities
Adaptation (30 minutes/day) (Ex) Temporarily gain characteristics of your favored enemies
Adaptation: Darkvision 60' (Ex) Gain temporary darkvision in 10-minute increments
Endurance: +4 to variety of fort saves, skill and ability checks. Sleep in light or medium armor with no fatigue.
Favored Enemy (Evil Outsiders +2) (Ex) +2 to rolls vs. Favored Enemy (Evil Outsiders) foes.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Quick Draw: Draw weapon as a free action. Throw weapons at full rate of attacks.
Rapid Shot As part of full attack action, make an additional attack at highest attack bonus. All ranged attacks this round take a -2.
Track +1 Add the listed bonus to survival checks made to track.
Wild Empathy +3 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Terendelev's Scale: Minor Artifact, SLOT none, CL 19th, WEIGHT —,
AURA strong (varies)
These palm-sized silver dragon scales are unique items—essentially minor artifacts resulting from Terendelev’s death on the Storm King’s blade. Each of Terendelev’s scales grants a different power to the person who carries them. The powers granted do not function at all if more than one scale is carried.

Sacred Weaponry: Three times per day as a standard action, a scale can be used to cast align weapon, but only to make a weapon lawful or good. Unlike a normal align weapon spell, this effect can be cast on an unarmed strike or natural weapon.

--------------------
Jod has dim memories of a night when he was stolen from the family campfire in the night. He awoke atop an alter, wrists and ankles bound tightly, as thirteen cultists chanted and their leader raised a curved dagger over the terrified boy. He still doesn't understand what happened next, but the cultists began to argue and the leader slammed the dagger onto the altar. Suddenly the bindings on his right wrist loosened. Grabbing up the dagger, he slashed through the other three bindings, rolled off of the altar and ran. The arguing cultists did not notice his flight right away, and he made good his escape. Exhausted and not knowing how to find his family, he climbed into a tree where he quickly feel asleep. The next morning, he was awakened by the sound of his uncle's voice calling his name. Seeing his uncle and his cousin Rhok, he shouted back, scrambled down the tree, and ran into his uncle's arms, blubbering out the whole frightening story. His uncle took the dagger from him and they returned to the camp. With the resilience of the young, Jod soon put the episode behind him as a bad dream, but many years later, his uncle sat him down, reminded him of that night, and returned the dagger. "Demon worshipers. You were saved for a reason, perhaps to oppose them now that you are a man."
Jod has dedicated himself to the idea of going to the Worldwound and aiding the crusaders ever since that day. When his cousin Rhok Redmoon announced that he needed to go to Kenabres to warn them of a coming apocalypse, Jod did not hesitate. He immediately told his cousin that he would join him on the journey. They have reached the city, but no one seems to be interested in Rhok's warnings or Jod's skills.
--------------------
Rewards
--------------------
Experience points: 6876
100 Maggots
100 Rat swarm
200 Ghouls in temple of Torag
200 Darkmantles
200 Sewer trolls
133 Wirra
300 Rescuing Crel
150 Crossing the chasm
100 Evidence of demonic infiltration
150 Negotiating
400 Mongrelman, stage 1 of the war
680 Mongrelman, stage 2 of the war
200 Mongrelman lizards
66 Muray the Mongrelman
300 Dretches and Ladders
233 False crusader and lackeys at cathedral
250 Howlers in the street
225 Howlers at the door
200 Delivering Aravashnial to the Librarium
200 Delivering Horgus to his manor
407 Quasits in the street
200 Deliver Anevia to Irabeth
200 Enter Defender's Heart
100 Deliver Elinda to Defender's Heart

175 Bandits at the shop
170 Mandragora
457 Schir demon below the tower
230 Demons at Temple of Shelyn
100 Rescue at Temple of Shelyn
100 Dealing with the knights
100 Rescuing Reka and her parents
250 Returning materials from the tower to Defender's Heart