Paracount Julistar

Marcoul Antonius Jeggare's page

208 posts. Alias of Celeador.


Full Name

Marcoul Antonius Jeggare

Race

Human Cleric of Asmodeus (Evangelist) 3 AC 19/17/13 / HP 24 / F +6 R +4 W +8 / Init. +2 / Perc. +4)

Gender

Male

Size

Medium

Age

22

Alignment

Lawful Neutral

Deity

Asmodeus

Location

Sandpoint, Varisia

Languages

Chelaxian, Common, Infernal

Strength 8
Dexterity 14
Constitution 14
Intelligence 14
Wisdom 16
Charisma 12

About Marcoul Antonius Jeggare

Marcoul Antonius Jeggare CR2
Male Human (Chelaxian) Cleric (Evangelist) 3
LN Medium Humanoid (human)
Init +2; Senses Perception +4

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DEFENSE
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AC 19, Touch 17, Flat-Footed 13
hp 24 (3d8+6)
Fort +6, Reflex +4, Will +8
Defensive Abilities Copy Cat (Su) (6/day)

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OFFENSE
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Spd 30 ft.
Melee Light Mace +1 (1d6 – 1/20/x2) and
Ranged MW Light Crossbow +5 (1d8/19-20/x2)

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STATISTICS
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Str 8, Dex 14, Con 14, Int 14, Wis 16, Cha 12
Base Atk +2; CMB +1; CMD 13
Feats: Simple Weapon Proficiency, Light Armor Proficiency, Lingering Performance, Scribe Scroll
Traits: Extremely Fashionable, Indomitable Faith.
Carrying Capacity; Light 26lbs, Medium 27-53lbs, Heavy 54-80lbs.
Total Weight: 23lbs (Light)

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SKILLS
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Bluff +6 (+1 Rank, +3 Class, +1 Ability, +1 Trait)
Diplomacy +8 (+2 Rank, +3 Class, +1 Ability, +1 Trait)
Heal +9 (+1 Rank, +3 Class, +3 Ability, +2 Equipment)
Knowledge (religion) +8 (+3 Rank, +3 Class, +2 Ability)
Knowledge (planes) +6 (+1 Rank, +3 Class, +1 Ability)
Knowledge (nobility) +6 (+1 Rank, +2 Class, + 1 Ability)
Perception +4 (+1 Rank, + 3 Ability)
Perform (oratory) +5 (+1 Rank, +3 Class, +1 Ability)
Spellcraft +8 (+2 Rank, +3 Class, +2 Ability)
Sense Motive +9 (+3 Rank, +3 Class, +3 Ability)

Languages: Chelaxian, Common, Infernal, Abyssal

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SPECIAL ABILITES
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Favored Class (Cleric): +3 Skill Points
Aura (Ex): The Cleric has an aura corresponding to his deity's alignment.
Cleric (Evangelist) Domain: Trickery Granted Powers: You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills.
Cleric Channel Positive Energy 1d6 (4/day) (DC 12) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Extremely Fashionable (Equipment): Whenever you are wearing clothing and/or jewelry worth at least 150 gp (and you're clean), you gain a +1 bonus on Bluff, Diplomacy, and Intimidate, and Diplomacy becomes a class skill.
Indomitable Faith: You receive a +1 trait bonus on will saves.
Lingering Performance: The bonuses and penalties from your bardic performance continue for 2 rounds after you cease performing.
Scribe Scroll: You can create a scroll of any spell that you know.
Copy Cat (Su) (6/day) (Sp): Create a single mirror image duplicate.
Public Speaker (-4 DC to hear): An evangelist gains Perform as a class skill. In addition, she is trained to project her voice with great skill and effect; the DC to hear her speak in difficult conditions is reduced by an amount equal to her class level plus her Charisma modifier (+1)
Sermonic Performance (standard action) (9 rounds/day) An evangelist gains the ability to deliver a select number of supernatural and spell-like performances through the force and power of her divinely inspired preaching and exhortation. This ability is similar in all respects to bardic performance
Sermonic Performance: Counterspell (Su): Counter magical effects that depend on sound.
Sermonic Performance: Fascinate (DC 11) (Su): One or more creatures becomes fascinated with you.
Sermonic Performance: Inspire Courage +1 (Su): Morale bonus on some saving throws, attack and damage rolls.
Spontaneous Casting: An evangelist does not gain the ability to spontaneously cast cure or inflict spells by sacrificing prepared spells. However, an evangelist can spontaneously cast the following spells by sacrificing a prepared spell of the noted level or above: 1st command 2nd enthrall 3rd tongues 4th suggestion 5th greater command 6th geas/quest 7th mass suggestion 8th sympathy 9th demand

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Spells
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Orisons:
Detect Magic
Guidance
Stabilize
Light

1st Level Spells, DC 14
Bless x1
Infernal Healing
Sanctuary
*Disguise Self

2nd Level Spells, DC 15
Protection from Chaos, Communal
Spiritual Weapon
*Invisibility

*Domain spell
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COMBAT GEAR
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Chain Shirt +1 - 1350 Gold
Cloak of Protection +1 - 1000 Gold
Heavy Darkwood Shield - 257 Gold
Light Mace - 5 Gold
Mw, Light Crossbow - 335 Gold
50 Bolts - 2.5 Gold

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OTHER GEAR
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Explorer’s Outfit - 10 Gold
Noble's Outfit x2 - 150 Gold
Clerics Vestments - Free
Silver Holy Symbol of Asmodeus - 25 Gold
Healer's kit (10 uses) - 50 Gold
Scroll of Bless x2 (Crafted) – 25 gold
Scroll of Bane (Crafted) - 12.5 Gold
Scroll of Magic Weapon (Crafted) - 12.5 Gold
Scroll of Protection from Chaos (Crafted) - 12.5 Gold
Scroll of Sancuary (Crafted) - 12.5 Gold
Scroll of Sun Metal (Crafted) – 12.5 Gold
Wand of Cure Light Wounds (46 Charges) - 125 Gold (Party Item)
Bit and bridle - Free
Riding saddle - Free
Saddlebags (empty) - Free
Light Horse - Free
Adventuring Gear - 52 Gold

Contents:

Backpack, Bedroll, Belt pouch, Clay mug, Dagger, 2 Fish hooks, Flint+Steel, Sewing Needle, Signal Whistle, 50ft String, 50ft Thread, Waterskin, 1 Week of rations, Whetstone, Alchemist's fire (2)

Gold On Hand: 112gp 2sp 3cp