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Jon Carson's page

92 posts. Alias of Lord Foul II.


Full Name

Special Agent John Carson

Race

Human

Classes/Levels

Smart hero 2/ techno mage 3

Spoiler:
HP 37 AC (Defence) 16

Gender

Male

Size

M (medium)

Age

24

Special Abilities

Techno magics, psionics

Alignment

LG

Strength 11
Dexterity 14
Constitution 14
Intelligence 18
Wisdom 12
Charisma 14

About Jon Carson

core stats:
to hit (melee) +2
to hit (my guns) +6 (standard action) +4, +4 (two guns, full attack)
HP 29
AC 16
Feats:

Shadow Heritage [Initial]

You have a creature of Shadow in your distant ancestry. The exact nature of that shadowblood is immaterial (though it may be a source of adventure), as the overpowering human genetic tide has reduced its special abilities to a few salient features.

Benefit: You gain a +1 inherent bonus on one saving throw of your choice. You also gain low-light vision, which allows you to see twice as far as a normal human in starlight, moonlight, torchlight, and similar conditions of poor illumination. You retain the ability to distinguish color and detail under these conditions.

Special: You may only take this feat as a 1st-level character.
Wild talent (powers chosen finger of fire and detect psionics)
Personal firearm proficiency
2 weapon fighting
Light armor proficiency.
Gearhead
Benefit: The character gets a +2 bonus on all Computer Use checks and Repair checks.
Special: Remember that the Computer Use skill and the Repair skill can only be used untrained in certain situations.

Spellslinger

You have a gift for magic that allows you to cast more spells than normal.

Prerequisite: Intelligence 13 (for arcane spellcasters) or Wisdom 13 (for divine spellcasters).

Benefit: For any one spellcasting advanced class in which you have levels, you can prepare and cast one additional spell per spell level known. For instance, Lily Parrish, a 3rd-level Dedicated Hero/3rd-level Acolyte, can prepare and cast an additional 0-level, 1st-level, and 2nd-level divine spell per day (since she can cast up to and including 2nd-level divine spells).

Special: You may gain this feat multiple times. Each time you take the feat, it applies to a new spellcasting class.


skills:

Computer use +20 (8(skill ranks)+4(int)+2(feat)+2(smart hero)+2 (technomage machine empathy) + 2 (equipment bonus)
Craft electronics +15
Craft chemicals +8
Knowledge (arcane) +11
Repair +11 (+2 on electronics)
Spellcraft +9
Spot +9
Search +8
Listen +6
Bluff +4 (+2 on robots)
Diplomacy +4 (+2 on robots)
Sense motive+8(+2 on robots)
Research +12
Hide +7
Move silently +6
Profession (secret agent man) +9
Gather information +3

class abilities:
Exploit Weakness: After 1 round of combat, the Smart hero can designate one opponent and try to find ways to gain an advantage by using brains over brawn. The Smart hero uses a move action and makes an Intelligence check (DC 15) with a bonus equal to his or her Smart level. If the check succeeds, for the rest of the combat the Smart hero uses his or her Intelligence bonus instead of either Strength or Dexterity bonus on attack rolls as the hero finds ways to outthink his opponent and notices weaknesses in his opponent’s fighting style.
Savent +2 computer use
Spellfiles: The Techno Mage must study her spellfiles each day to prepare her spells. The Techno Mage can’t prepare any spell not recorded in her spellfiles (except for read magic, which the Techno Mage can prepare from memory). The Techno Mage begins play with spellfiles containing all 0-level arcane spells and three 1st-level arcane spells of the player’s choice. For each point of Intelligence bonus the Techno Mage has, her spellfiles hold one additional 1st-level arcane spell. Each time the character attains a new level of Techno Mage, she gains two new spells of any level or levels that she can cast, according to her new level. The Techno Mage can also add spells found in other Techno Mages’ spellfiles or Mage’s spellbooks. (Mages may use spells found in the files of Techno Mages.)
A set of spellfiles is usually put into a notebook or desktop computer, or a PDA. Occasionally they are put on a secure website to allow access by cell phone or satellite phone. Backup files are a must, and are usually kept in another location (such as a safety deposit box). Hard copy is also used for storage of spellfiles, sometimes bound in spellbooks.
Arcane Skills: At 1st level, the Techno Mage gains access to the arcane skill Spellcraft and the expansion of the Concentration skill, as described under the Mage entry.
Arcane Spells: The Techno Mage’s key talent is the ability to cast arcane spells.
The Techno Mage is limited to a certain number of spells of each spell level per day, according to his Techno Mage class level. The Techno Mage must prepare spells ahead of time by resting for eight hours and spending one hour studying his spellfiles. While studying, the Techno Mage decides which spells to prepare. To learn, prepare, or cast a spell, the Techno Mage must have an Intelligence score of at least 10 + the spell’s level. The Difficulty Class for saving throws against the Techno Mage’s spells is 10 + the spell’s level + the Techno Mage’s Intelligence modifier.
In addition, the Techno Mage receives bonus spells based on his Intelligence score, as shown below.
Machine Empathy: At 2nd Level, the Techno Mage is so comfortable with technology that she gains a +2 competence bonus with any electronic or mechanical device, and in addition may use any skill that involves technology untrained.
Spellfiles: The Techno Mage must study her spellfiles each day to prepare her spells. The Techno Mage can’t prepare any spell not recorded in her spellfiles (except for read magic, which the Techno Mage can prepare from memory). The Techno Mage begins play with spellfiles containing all 0-level arcane spells and three 1st-level arcane spells of the player’s choice. For each point of Intelligence bonus the Techno Mage has, her spellfiles hold one additional 1st-level arcane spell. Each time the character attains a new level of Techno Mage, she gains two new spells of any level or levels that she can cast, according to her new level. The Techno Mage can also add spells found in other Techno Mages’ spellfiles or Mage’s spellbooks. (Mages may use spells found in the files of Techno Mages.)
A set of spellfiles is usually put into a notebook or desktop computer, or a PDA. Occasionally they are put on a secure website to allow access by cell phone or satellite phone. Backup files are a must, and are usually kept in another location (such as a safety deposit box). Hard copy is also used for storage of spellfiles, sometimes bound in spellbooks.

Spells per day
7 0th level spells
4 1st level spells

equipment:

MW PDA
MW laptop
Deluxe electronic repair kit
2 MW Glock 20s silencers attached 2d6 damage each
68 silver bullets
34 phosphorus bullets
Tazer
Pepper spray
7 wooden steaks
Mossberg shotgun,
5 white phosphorous shotgun shells,
silver holy symbols (various faiths),
hand crossbow, 5 bolts with wooden tips,
small metal mirror,
garlic clove necklace.
2 silver daggers
Section 7 bonus equipment
Magic walkie talkie (infinite distance, can't be jammed)
Encrypted cell phone
Synchronicity Watch: A wrist or pocket watch that allows agents to move through crowds more easily than usual. Once per day, the watch can be used to activate a limited version of the synchronicity spell. It works exactly the same way as the spell except that the duration is only 10 rounds.
Type: Wondrous item (magic);Caster Level: 5th;Purchase DC: 32;Weight: -
Secret Pockets: Each agent may choose one garment (pants, windbreaker, overcoat, etc.) and have up to two pockets of the garment function as described in the secret pocket spell.
Type: Wondrous item (magic);Caster Level: 5rg;Purchase DC: 34;Weight: 1 lb.
Daylight Flares: Every agent receives six sticks that look very much like unsharpened pencils. When a stick is snapped in two, the tip of the bottom half glows as thought it was the target of a daylight spell. This effect lasts for 20 minutes.
Type: Wondrous item (magic);Caster Level: 2nd;Purchase DC: 27;Weight: -