Alain

Johnny Slade's page

532 posts. Alias of Anon A Mouse.


Full Name

John Slade

Race

Human

Trackables:
MP: 6/7 | Sorcerer 1st: 4/7, 2nd: 4/4 | Arcanist 1st: 5/5, 2nd: 2/3 | Reservoir: 7/8 | Agile Feet: 6/6, Longstrider 0/1, Locate Object 1/1 | Reach 3/3, Persistant: 3/3

Classes/Levels

Sorcerer/Arcanist 5 (MR 2) HP: 45/45 | DR 1/- | AC 16 (17 w/ shield) T 12 FF 14 (15 w/ shield) | Fort 4 Ref 5 Will 7 | Init 7 | Perception 9 (10 if opposed)

Gender

M

Size

M

Age

Mid 30s

Alignment

TN

Languages

English

Occupation

Gumshoe

Strength 12
Dexterity 14
Constitution 16
Intelligence 12
Wisdom 16
Charisma 22

About Johnny Slade

Mythic:

Tier 2
- Wild Arcana
- Hard to Kill: Automatically stabilize when dyinig, and only die at negative Con x2
- Mythic Power 5
- Surge 1d6: Use 1 power to increase any d20 roll by the listed amount

Path Abilities
- Crafting Mastery
- Mythic Spellcasting

Mythic Feats
Spell Focus

Domain:

Travel
Agile Feet (Su): As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Spells:
1: Longstrider
2: Locate Object

Basic Crunch:
Johnny Slade
Human Arcanist 5/sorcerer 5/gestalt 5
N Medium humanoid (human)
Init +7; Senses Perception +9
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Defense
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+2 Mithral Kikko (+5 AC, +6 max dex, ACP O, Spell failure: 10%)
AC 17, touch 12, flat-footed 15 (+3 armor, +2 Dex, +1 natural, +1 shield)
hp 41 (5d6+21)
Fort +4, Ref +5, Will +7
Defensive Abilities hard to kill;
DR 1/—
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Offense
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Speed 30 ft.
Melee +1 keen mithral seven-branched sword +4 (1d10+2/19-20/×3)
+1 Cold Iron Frost Rhoka sword +4 (1d8+2/18-20)
Ranged mwk light crossbow +5 (1d8/19-20)
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Statistics
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Str 12, Dex 14, Con 16, Int 12, Wis 16, Cha 22
Base Atk +2; CMB +3; CMD 15

SQ able assistant, amazing initiative, heroic echo, spontaneous healing
Combat Gear cold iron crossbow bolts (10), durable adamantine bolt, silver crossbow bolts (10); Other Gear +2 adamantine haramaki, armored kilt, mithral light steel shield, +1 keen mithral seven-branched sword, mwk light crossbow, amulet of natural armor +1, belt of mighty constitution +2, headband of alluring charisma +2, headband of vast intelligence +4, sleeves of many garment
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Special Abilities
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Able Assistant (Ex) A valet's master treats the valet as if it possessed the Cooperative Crafting feat and shared all Craft skills and item creation feats he possesses. This ability replaces Alertness.

Cooperative Casting
Your assistance makes item crafting f
Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Arcane Reservoir +1 DC or CL (8/day) (Su) Pool of points fuel exploits, or can expend to add +1 CL or DC while cast spell.
Consume Spells (Su) As a move action, expend a spell slot to add its spell levels to arcane reservoir.
Crafting Mastery (Ex) Can craft any magic item. If you also have the feat, 2x speed & roll all checks twice.
Damage Reduction (1/-) You have Damage Reduction against all attacks.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Dimensional Slide (50 feet) (Su) Use 1 reservoir as part of move/withdraw, move to spot in sight for only 5 ft movement & no AoO.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Familiar Bonus: +2 to Reflex saves You gain the Alertness feat while your familiar is within arm's reach.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Heroic Echo (6 rounds) (Su) +1 to morale bonuses from spells affecting you, can share with others for a few rds.
Imperious +Spell level to intimidate creatures adversely affected by your spells.
Mythic Power (7/day, Surge +1d6) Use this power to perform your mythic abilities.
Nidalese Shadow Veil +5 (7 rounds) (Su) Spend 1 Arc. Res. to gain concealment (20% miss chance) and +5 to Stealth.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Sleeves of many garments Transform current clothes into any non-magical new form.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Spell Focus [Mythic, Enchantment] Use 1 power to force any of the spell's targets to save twice, taking lower roll.
Spontaneous Healing (Cure Spells) (Su) Spend reservoir points & slot to cast any cleric cure spell.
Student of Humanity +6 (Ex) Bonus to learn, study, or gather information about humans.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Voice of the Sibyl Gain bonus to Bluff, Diplomacy, and Perform (oratory) checks
Wary (Daggermark, Sense Motive) +1 to Perception and Sense Motive checks, Sense Motive is always a class skill for you.
Wild Arcana (Su) Use 1 power, cast an arcane spell from your class list at +2 CL (doesn't need to be known/mem).

Spells:

Sorcerer Spells Known (CL 5th; concentration +11)
2nd (6/day)—eagle's splendor, hideous laughter[M] (DC 20), touch of idiocy
1st (8/day)—charm person (DC 19), chastise, mage armor, memory lapse[M,APG] (DC 19), moment of greatness[UC], ray of enfeeblement (DC 17), sleep (DC 19)
0 (at will)—detect magic, disrupt undead, ghost sound (DC 16), jolt[UM], light, mage hand, message, prestidigitation, read magic
Bloodline Imperious
Unlettered Arcanist (White Mage) Spells Prepared (CL 5th; concentration +6)
2nd—augury, cure moderate wounds
1st—cure light wounds, enlarge person (DC 12), lucky number, reduce person (DC 12)
0 (at will)—arcane mark, daze (DC 13), guidance, mending, resistance, stabilize
M mythic spell

Feats and Traits:

Feats
- Spell Focus (enchantment)
- Improved Initiative
- Persuasive
- Voice Of The Sibyl[UM]
- Alertness (Familiar)
- Eschew Materials
- Eastern Weapon Training[ARG] Only here for Hero Lab to do the right thing
Traits
- bloody-minded
- wary (daggermark)

Skills:

Acrobatics +2: 2 Dex
Appraise -1: -1 Int
Bluff +15: 4 Cha ranks + 6 Cha + 3 trained + 1 Voice of Sibyl + 1 VoS Mythic
Diplomacy +17: 5 ranks + 6 Cha + 3 trained + 2 Persuasive feat + 1 Voice of Sibyl
Disguise +4: 4 Cha
Escape Artist +2: 2 Dex
Fly +2: 2 Dex
Heal +3: 3 Wis
Intimidate +16: 4 ranks + 6 Cha + 3 trained + 2 Persuasive feat + 1 Bloody-Minded trait
Perception +9 (+10 if opposed): 3 Wis ranks + 2 ranks + 3 Wis (+1 wary trait)
Ride +2: 2 Dex
Sense Motive +12 (+13 if opposed): 4 ranks + 3 Wis + 3 trained +2 Alert (+1 wary trait)
Spellcraft +9: 5 ranks + 1 Int + 3 trained
Stealth +4: 2 Dex ranks + 2 Dex
Survival +3: 3 Wis
Swim +1: 1 Str

Gear:

- Adamantine Haramaki
- Mithral 7-branched sword
- Amulet of Natural Armor +1
- Headband of Vast Int +2 (Spellcraft)
- Belt of Mighty Constitution +2
- Sleeves of Many Garments
- Masterwork Light Crossbow
- 10 silver bolts
- 10 cold iron bolts
- 1 durable adamantine bolt

Familiar:
Sasha
Fox (valet) (Pathfinder RPG Ultimate Magic 112)
N Tiny magical beast (animal)
Init +2; Senses low-light vision, scent; Perception +11
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Defense
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AC 17, touch 14, flat-footed 15 (+2 Dex, +3 natural, +2 size)
hp 20 (1d8+1)
Fort +3, Ref +4, Will +5
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Offense
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Speed 40 ft.
Melee bite +3 (1d3-1)
Space 2½ ft.; Reach 0 ft.
Spell-Like Abilities (CL 1st; concentration -1)
—prestidigitation
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Statistics
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Str 9, Dex 15, Con 13, Int 9, Wis 12, Cha 6
Base Atk +2; CMB +2; CMD 11 (15 vs. trip)
Feats Skill Focus (Perception)
Skills Acrobatics +2 (+14 to jump), Bluff +3, Diplomacy +3, Intimidate +2, Perception +11, Sense Motive +5, Spellcraft +4, Stealth +15, Survival +1 (+5 to to track by scent); Racial Modifiers +4 Survival to to track by scent
SQ able assistant, improved evasion, teammate
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Special Abilities
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Able Assistant (Ex) A valet's master treats the valet as if it possessed the Cooperative Crafting feat and shared all Craft skills and item creation feats he possesses. This ability replaces Alertness.

Cooperative Casting
Your assistance makes item crafting f
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Prestidigitation (Sp) A valet can use prestidigitation once per hour.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Teammate (Ex) A valet is considered to have all the teamwork feats its master has.

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Background:
Johnny's a gumshoe from the run down part of New York. He works out of a little hole in the wall that does its best to look respectable and winds up coming off just a bit sad. Despite that, it still manages to bring in enough clientele to pay the bills. Or mostly pay them anyway. He always did wind up a bit short on "protection" money. But even if he didn't, he doubted the mob would like him any better. The feeling was mutual, hence the forgetfulness. As Johnny would say, "You can only like a fella so much after he had tried ta kill ya a couple of times." Alternate fluff for 'wary' trait

How Johnny had managed to get on the bad side of the local mob was anybody's guess; all the man in question would say about it himself was that it was all a misunderstanding, and he'd flash you that disarming smile of his. A few people speculated that he cheated the mob out of some money, but those were mostly the folks that didn't know him. Johnny was a bit too dim to pull that off but not dim enough to try. Others thought it was a family thing: his drunk of a dad getting in too deep with the wrong people or some such. But in the end, it didn't really matter. It was just one more thing to make Johnny's life all the more difficult.

Fortunately, most of the time the mob had better things to do than send men after some two-bit PI. But that first close call meant he had to always be on the lookout for the next man ready to punch his ticket up to the big pearly gates in the sky. Despite all his indifference to them, someone up there must've liked him that day. Or maybe they simply weren't paying attention. Either way, he doubted he'd get another second chance, so he always had to keep one eye open for one of Maloney's thugs. Alternate fluff for 'bloody-minded'.

Luckily, they generally weren't that hard to spot, so when he saw them, he was often able to slink away. That or talk his way out of the situation, a handy skill he picked up as a child (his dad liked to claim credit for that one. And his ability to take a punch. "Don' say I never gave yer nuthin'."). It was one of those skills necessary for survival, both then and now. Although now he preferred to use it to sweet talk intel out of attractive ladies rather than calm down angry brutes, but then, who wouldn't? It helped that ladies often found him easy on the eyes. He wasn't glamorous, like some movie star, but he had some je ne sais quoi that women found attractive nonetheless.