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Jack Dunstan
Jack Dunstan ECL 14 Male human fighter 5/warlock 8/fey vanguard 1 N Medium humanoid (human) XP 92,985 Init +2; Senses 60 ft. darkvision, see invisible creatures and objects (see the unseen); Listen +4, Spot +3 Aura n/a Languages Common, Sylvan Description Feytouched human, 6’0, 200 lbs, blue eyes, black hair and fair skin Deity Gaian pantheon AC 31, touch 17, flat-footed 27 (+0 size, +4 Dex, +10 armor, +0 shield, +2 deflection, +1 insight, +4 natural) Miss Chance 20% vs. ranged attacks only (entropic warding) hp 122 (5d10+8d6+1d8+56) (14 HD); DR 7/cold iron Immune n/a Resist -; SR - Fort +11, Ref +11, Will +10 (+13 vs. enchantment) Weakness n/a Speed 30 ft. in +5 mithral death ward breastplate (6 squares), base movement 30 ft. (6 squares) Melee +3 keen evil outsider bane scythe +19/+14 (2d4+9, 19-20/x4) Melee [vs. evil outsiders] +3 keen evil outsider bane scythe +21/+16 (2d4+2d6+11, 19-20/x4) Ranged eldritch blast +15 ranged touch (60’ or 250’ range, 7d6, x2) Space 5 ft.; Reach 5 ft. Base Atk +11/+6; Grp +15 Opportunity Attacks 1/rnd Atk Options hideous blow +19 (standard action, adds +7d6 eldritch blast dmg. to successful melee attack) Special Actions At Will – detect magic (Sp), eldritch blast (Sp), hideous blow (CAr 134), entropic warding (CAr 134), see the unseen (CAr 135), voracious dispelling (CAr 136) 1/day – charm monster, confusion, deep slumber, dimension door, disguise self, fiendish resilience (CAr 8), summon nature’s ally V (CL14 for spell-like abilities), quicken SLA (dreambrand of true strike) Combat Gear wand of magic missle (CL5, 5 charges), wand of lesser orb of cold (CL5, 45 charges), wand of cure light wounds (CL1, 34 charges), 2 potions of cure light wounds (CL1), 2 thunderstones, 4 vials of holy water, 5 alchemist’s fire, 1 antitoxin Warlock Invocations Known (CL14 with Fey Power): Invocation Save DC 15+level equivalent Dark — Greater — Lesser — voracious dispelling (4th, dispel check d20+14) Least — hideous blow (1st), entropic warding (2nd), see the unseen (2nd), eldritch spear (2nd) Abilities Str 18, Dex 18, Con 16, Int 12, Wis 10, Cha 18 SQ Favored Class: Any (qualifies, +1 skill pt/lvl) Feats Power Attack, Weapon Focus (scythe), Weapon Specialization (scythe), Improved Toughness (CW 101), Fey Heritage (CM 43), Fey Power (CM 43), Fey Skin (CM 43), Fey Legacy (CM 43), Fey Presence (CM 43), Least Dreambrand (true strike), Craft Wondrous ItemB Skills Concentration +11, Craft (calligraphy)B +17, Diplomacy +6, Handle Animal +11, Intimidate +14, Knowledge (arcana) +7, Knowledge (nature) +10, Knowledge (the planes) +13, Listen +4, Profession (rancher)B +16, Ride +10, Search +2, Spot +3, Swim +11, Use Magic Device +16 Craft Points 4645 Possessions combat gear plus fey dreamshard amulet of quickening, +5 mithral death ward breastplate, belt of giant strength +4, cloak of charisma +2, gloves of dexterity +4, vest of resistance +1, ring of protection +2, dusty rose ioun stone, bag of holding type I, everburning torch, adventurer’s kit, steel mirror, cold weather outfit, hooded wolf’s head pelt cloak, 2 bottles of fey whiskey *Jack’s fey dreamshard amulet of quickening: Amulet of natural armor +4 with fey dreamshard of quickening: once per day, Jack may use his dreambrand spell like ability (true strike) as though quickened by the Quicken Spell feat. The fey dreamshard within the amulet also allows Jack to cast his hideous blow invocation without provoking opportunity attacks; Price 45,000 gp
Class features: Weapon and Armor Proficiency: Jack is proficient with all simple and martial weapons, with all armor (Light, Medium and Heavy) and shields (including tower shields). Battle Caster (Ex): Jack is able to wear medium armor while still avoiding the chance for arcane spell failure. This ability does not extend to shields. Invocations (Sp): Jack does not prepare or cast spells as other arcanists do. Instead, he uses the wild energy that suffuses his soul to use his invocations at will. A warlock’s invocations are spell-like abilities; using an invocation is a standard action that provokes attacks of opportunity. Jack may use his invocations defensively as normal with a Concentration check. His caster level with invocations is equal to his warlock level, and the save DC for invocations is 10+equivalent spell level+Charisma modifier. All invocations are subject to spell resistance, if it applies. Eldritch Blast (Sp): Jack attacks his foes with eldritch power, using baleful bolts of magical energy. An eldritch blast is a ray with a range of 60 feet (7d6 damage, ranged touch attack, SR applies). Deceive Item (Ex): Jack has the ability to more easily commandeer magic items made for the use of other characters. When making a Use Magic Device check, he can take 10 even if distracted or threatened. Damage Reduction (Su): Jack is fortified by the supernatural fey power flowing through his body. He is resistant to physical attacks, gaining damage reduction 2/cold iron (enhanced by feats to DR 7/cold iron). Detect Magic (Sp): Jack can use detect magic as the spell at will. His caster level equals his class level. Hideous Blow (Sp, blast shape): As a standard action, Jack can make a single melee attack. If he hits, the target is affected as if struck by his eldritch blast (+7d6 damage) in addition to any weapon damage that Jack deals. Eldritch Spear (Sp, blast shape): This blast shape invocation extends Jack’s eldritch blast attacks to a range of 250’ with no range increment. See the Unseen (Sp): At will, Jack can alter his vision to gain darkvision out to 60’ and see invisible creatures and objects. This ability lasts for 24 hours. Entropic Warding (Sp): At will, Jack can envelop himself in a field of entropic warding, providing him with concealment (20% miss chance) against ranged attacks. This ability lasts for 24 hours. Voracious Dispelling (Sp): At will, Jack can use dispel magic as the spell. Any creature with an active spell effect dispelled by this invocation takes 1 point of damage per level of the spell effect (no save). Fiendish Resilience (Su): Jack knows the trick of fiendish resilience. Once per day as a free action, he can gain fast healing 1 for 2 minutes (20 rounds). Least Fey Dreambrand of true strike (Su): Jack has unlocked the first power of his dreambrand. This feat grants the following benefits: true strike 1/day; +2 bonus on Knowledge (nature) checks. Fey Heritage [Heritage]: Jack is descended from the Dreamkin native to the fey realms. He is naturally resistant to mental trickery, gaining a +3 bonus on Will saves against enchantment effects. Fey Legacy [Heritage]: The mystical power of Jack’s ancestors has manifested in him. He gains the following spell-like abilities, usable once per day: confusion, dimension door, summon nature’s ally V. Caster level equals Jack’s character level. Fey Power [Heritage]: Jack has augmented the power of his magic with his fey heritage. His caster level and save DCs for enchantment spells and warlock invocations increase by 1 (effectively CL 14). Fey Presence [Heritage]: Jack shares his ancestors’ knack for playing tricks on the minds of others. He gains the following spell-like abilities, usable once per day: charm monster, deep slumber, disguise self. Caster level equals Jack’s character level. Fey Skin [Heritage]: Jack’s heritage guards him against all weapons except those of cold iron. He augments his damage reduction (overcome by cold iron) from his warlock class by 1+ the number of feats he has that list Fey Heritage as a prerequisite. This stacks with his DR from his warlock levels, bringing his total damage reduction to 7/cold iron. Practiced Warlock (Ex): Up to 5 of Jack’s fighter levels now stack with his warlock levels when determining the effective caster level for his warlock invocations, eldritch blast damage, and ability to penetrate spell resistance (effective caster level 14). This ability does not grant Jack new invocations or increase his total number of invocations known.
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