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About Johnny SladeMythic:
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
Mythic Feats
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:
Basic Crunch:
Johnny Slade
Human Arcanist 5/sorcerer 5/gestalt 5 N Medium humanoid (human) Init +7; Senses Perception +9 -------------------- Defense -------------------- +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/— -------------------- Offense -------------------- 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) -------------------- Statistics -------------------- 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
Cooperative Casting
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 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 -------------------- Defense -------------------- AC 17, touch 14, flat-footed 15 (+2 Dex, +3 natural, +2 size) hp 20 (1d8+1) Fort +3, Ref +4, Will +5 -------------------- Offense -------------------- Speed 40 ft. Melee bite +3 (1d3-1) Space 2½ ft.; Reach 0 ft. Spell-Like Abilities (CL 1st; concentration -1) —prestidigitation -------------------- Statistics -------------------- 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 -------------------- Special Abilities -------------------- 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
---------- 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. |