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Jeremy (character)

From Stormravengaming

Jeremy
Author Jeremy
Species Human
Class and Levels Gestalt 11

Player Jeremy
Campaign Princes of the Universe Mark IV
Role Prince
Base Oasis of no Return
Status Active
Human Gestalt 11 (Ftr-Wiz 3, Rog-Brd, Ftr-Drd, Wiz-Drd 2, Animal Lord-Wiz 4)
Medium Humanoid (human)
Hit Dice 3d10 + 1d6 + 1d10 + 2d8 + 4d10 + 18 (85 hp)
Initiative +3
Speed 30 ft.
Armor Class 28 armored (+10 +2 tessellated mithral full plate +3 Dex + 5 ring), touch 18, flat-footed 27;
18 unarmored (+3 Dex +5 ring), touch 18, flat-footed 15
Base Attack/Grapple +10/+5
Attack Javelin +22 melee (2d6+14, 2-hand), or
Javelin +18 thrown (2d6+11), or
Bloodstorm +18 melee (4d6+8, crit 15-20 +3d10+1d8), or
claw +16 (1d4+6), or
touch +16 (spell), or
ranged touch +13 (spell)
Full Attack Javelin +20/+15 +20 melee (2d6+11 2d6+8), or
Bloodstorm/Javelin +16/+11 +20, or
claw/claw +14/+9 +14 (1d4+6 1d4+6, rend 2d4+9 if both hit)
Space/Reach 5 ft./5 ft. (5 ft./10 ft. with Javelin
Special Attacks Spells, Wild Aspect
Special Qualities bardic knowledge, bardic music, summoning domain, rapid summoning, enhanced summoning, animal companion, nature sense, scent, low-light vision, wild empathy
Alignment NG
Saves Fort +9, Ref +7, Will +11
Abilities Str 22, Dex 16, Con 17, Int 24, Wis 18, Cha 17
Skills Balance +13 (0), Climb +32 (11, +2 with rope), Concentration +14 (11), Craft (brewing) +8 (1), Decipher Script +12 (5), Disguise +10 (8), Handle Animal +16 (11, +8 with animal companion, +4 primates), Hide +7 (4), Jump +28 (11), Knowledge (arcana) +23 (6), Knowledge (nature) +16 (6), Listen +14 (10), Move Silently +7 (4), Open Lock +15 (10), Perform (sing) +6 (3), Profession (acrobat) +14 (0), Ride +27 (10), Speak Language (Aquan, Celestial, Common, Druidic, Infernal, Sylvan, Terran, Simian), Spellcraft +27 (10), Spot +14 (10), Survival +17 (11, +2 aboveground natural environments), Swim +11 (8), Tumble +16 (0), Use Rope +8 (5), 2 unspent ranks
Feats Animal Affinity, Augment Summoning, Combat Reflexes, Dodge, Spontaneous Summoning I & II, Weapon Focus (quarterstaff), Toughness, Leadership, Track
ECL 11
XP 62,345

Jeremy looks like an idealized version of his real-world self.

Combat

Current Status
Condition(s) Normal
Lethal Damage 0
Non-lethal Damage 0
Ability Damage None
Ability Drain None
Daily Uses
Bardic Music: 1/1
Hypnotic Pattern: 1/1
Recall spell, level 1: 2/2
Recall spell, level 2: 1/1
Recall spell, level 3: 1/1
Recall spell, level 4: 1/1
Recall spell, level 5: 2/2
Wild Aspect: 1/1

Sneak Attack: 1d6.

Bard Spells Known (4, 2 per day; save DC 13 + spell level): 0 - ghost sound, light, lullaby, read magic.

Druid Spells Prepared (4/3/2; save DC 14 + spell level): 0 - create water, create water, detect poison; 1st - entangle, longstrider, speak with animals; 2nd - barkskin, summon swarm Jeremy must eschew the use of metal armor for 24 hours to cast druid spells.

Wizard Spells Prepared (4/6/6/5/3/2); save DC 17 + spell level): 0 - detect magic, prestidigitation, mending, TBD; 1st - see invisibility, see invisibility, magic missile, shield, TBD, TBD; 2nd - knock, web, alter self, TBD, TBD, TBD; 3rd - lightning bolt, gaseous form, dispel magic, fly, TBD; 4th - black tentacles, stoneskin, invisibility, greater ; 5th - cloudkill, TBD

Spells Stored (9 levels): 1st - detect magic, expeditious retreat; 3rd - fly, 4th - invisibility, greater

¹ This spell is a conjuration (calling) or conjuration (summoning) spell and is cast at +2 caster levels.

Animal Bond (Ex): Jeremy has a bond with primate animals. He gains a +4 bonus on Handle Animal and wild empathy checks made to influence primate animals. Further, he adds his animal lord level to his effective druid level for the purpose of determining his animal companion's bonus hit dice, special abilities and so forth.

Animal Companion: N'kima

Bardic knowledge: +8 bonus on check.

Bardic music: 1/day: countersong, fascinate, or inspire courage (+1).

Detect Animals (Sp): Jeremy can detect the presence of any primate animal at will, as if using detect animals or plants with a caster level equal to his class level.

Leadership: Jeremy's Leadership score is base 18 (11 +3 Cha +2 renown +1 fairness +1 power). For cohort, -2 due to animal companion, for followers, 19 due to having a base (+2) but moving around a lot (-1). Jeremy's cohort is simian bat Barbarian (with 6 monster HD). His followers consist of Ranger (with 6 monster HD) to which Jeremy gave his Str 18 composite shortbow, 2 5HD simian bats ("corporals") and 11 4HD simian bats (the remainder of the band).

Low-light Vision (Ex): Jeremy can see twice as far as a normal human in starlight, moonlight, torchlight and similar conditions of shadowy illumination. He retains this ability to distinguish color and detail under these conditions.

Nature sense: Jeremy gains a +2 bonus on Knowledge (nature) and Survival checks.

Rapid summoning: Jeremy casts summon monster and summon nature's ally spells as a standard action rather than a full-round action.

Scent (Ex): This special quality allows Jeremy to detect approaching enemies, sniff out hidden foes, and track by sense of smell. He can identify familiar odors just as normal humans do familiar sights.

Jeremy can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range.

When Jeremy detects a scent, the exact location of the source is not revealed--only its presence somewhere within range. The creature can take a move action to note the direction of the scent.

Whenever Jeremy comes within 5 feet of the source, he pinpoints the source's location.

Since he has the Track feat and the scent ability, Jeremy can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Track feat. Jeremy ignores the effects of surface conditions and poor visibility.

Speak With Animals (Sp): Beginning at 4th level, an animal lord can speak with animals (as the spell) once per day to converse with animals of his selected group.

Summoning domain: Jeremy casts spells of the conjuration (calling) and conjuration (summoning) schools at +2 caster levels.

Trapfinding: Jeremy can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. He can use the Disable Device skill to disarm magic traps. A rogue who beats a trap's DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with his party) without disarming it.

Wild Aspect (Su): Jeremy can take on an aspect of the animals of his selected group. Assuming a wild aspect is a swift action that does not provoke an attack of opportunity. The effect lasts for 1 minute per level. Jeremy can use this ability once per day.

Jeremy gains two primary claw attacks. Each claw deals 1d4+6 points of damage. If Jeremy hits an opponent with both claw attacks, he rends the foe for an additional 2d4+9 points of damage.

Wild empathy: As a Diplomacy check (+10 skill bonus) to influence the attitude of an animal, or as a Diplomacy check (+6 skill bonus) to influence the attitude of a magical beast with an Intelligence of 1 or 2.

Woodland stride: Jeremy may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect him.

Trackless step: Jeremy leaves no trail in natural surroundings and cannot be tracked. He may choose to leave a trail if so desired.

Possessions

Light Medium Heavy Lift Drag

Load Limits

173 346 520 1040 2600

Encumbrance: Light (102 lb.)
Max Dex Bonus: +3
Armor Check Penalty: -1
Arcane Spell Failure: 15% (armored)

Javelin of the Realm (carried) (4 lb), spell component pouch (2 lb) [contains: all inexpensive material components, 2 250gp charges of diamond dust for stoneskin, sometimes a pencil-sized Javelin], waterskin x 2 (8 lb), traveler's outfit (worn) (4 lb), Bloodstorm (worn at hip) (2 lb), Wizard Hat of the Realm (0 lb) (worn on head)

  • Backpack (2 lb, total weight 74 lb):
    stick with continual flame (tethered outside, neg weight), throwing axe (tethered outside) (2 lb), Jeremy's Spellbook (3 lb), Spellbook of Presto II (3 lb), brewer's tools (contains a thermometer or equivalent, hydrometer or equivalent (to measure sugar content of wort), a few small measuring containers, a few small bags of malt sugar, dried yeast and barley, a couple of bottles and stoppers and a grain bag) (5 lb), disguise kit (8 lb), masterwork thieves' tools (2 lb), magnifying glass, merchant's scale (1 lb), ink (1 oz, black), pen, chalk (red, green, blue, yellow, brown), sealing wax (green) (1 lb), silk rope (50 ft.) (5 lb), soap (1 lb), whetstone (1 lb), winter blanket (tied outside) (3 lb), case (empty) (½ lb), alchemist's fire (flask, 3) (3 lb), cold weather outfit (7 lb), Quaal's feather tokens (anchor, bird, fan, swan boat), potion of cure moderate wounds (CL 3) (1),
    • Inlaid mahogany box (1 lb, total weight 26 lb):
      +2 tessellated mithral full plate (25 lb),
    • Case (½ lb, total weight ½ lb):
      Paper (20 sheets),
    • Money pouch (½ lb, total weight ½ lb):
      50 gp, 3 sp, 3 cp (ignore lb),
    • Money pouch (½ lb, total weight ½ lb):
      pearl of power (5th), pearl of power (1st), pearls (4 x 100 gp), black opal (500 gp), sapphire (80 gp), Jeweled necklace (800 gp),
    • Saddlebags (8 lb, total weight 52 lb):
      Spellbook of Presto I (3 lb), Spellbook of Presto III (3 lb), Spellbook of Presto IV (3 lb), Spellbook of Presto V (3 lb), chain (20 ft.) (4 lb), good lock (1 lb), manacles (2 lb), entertainer's outfit (4 lb), noble's outfit (10 lb), scholar's outfit (6 lb), bucket (2 lb), 10 days' dehydrated horse rations (10 lb)

Description

Blurb
Jeremy is the current incarnation of Jeremy's avatar, who also previously inhabited Lucas the Beastwalker.
Sex Male Height 6'-2" Hair Color Brown Age 35 
Ethnicity Caucasian Weight 240 lb. Hair Style Cropped Apparent Age 30 
Skin Tone White Build Muscular Eye Color Blue Handedness Right 

Jeremy looks like an idealized version of his real-world self.

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