jeantonio to make up for the discontinuation of Red Letters
Yall Jeantonio are so cute, but like have u ever thought about how they're deeper than we give them credit for?
Like yes the "soft guy grumpy guy" trope is cute and never gets old, but Jeantonio are different from other stories I've seen with the same trope.
With other stories, the pairing fit each other well and you see the tough guy getting soft ONLY for the soft guy. But with Jeantonio, Antonio genuinely benefits Jean Paul as a person.
Jean Paul was stoic and rough and one track minded, but then he met Antonio and though he's still the same tough guy, he's more empathetic towards others and nicer. More approachable.
Antonio also has better work ethic after spending time together.
Jean Paul learns to unwind. Jean Paul becomes more human.
Languages: Standard Kylian, Sriop, Eruino, Ancient Precursor, Nicta-silo, Old Dragon (Fradda)
Class: Orator, Level 2
EXP: 2100
Bluff: 13 = 5 + 6 + 2
Concentration: 5 = 1 + 4 + 0
Diplomacy: 11 = 5 + 6 + 0
Gather Information: 6 = 5 + 1 + 0
Hide: 6 = 2 + 4 + 0
Intimidate: 9 = 5 + 2 + 2
Knowledge - Religion: 5 = 3 + 2 + 0
Knowledge - Nobility: 5 = 3 + 2 + 0
Listen: 5 = 2 + 3 + 0
Perform - Sing: 9 = 5 + 4 + 0
Perform - Oratory: 9 = 5 + 4 + 0
Speak Language: Nicta-silo
Speak Language: Old Dragon (Fradda)
Feats:
Persuasive (General): You get a +2 bonus on all Bluff checks and Intimidate checks.
Abilities:
Battle Howl: +2 to self and all allies’ next attack rolls (within 30 ft). (Once per day)
Low Light Vision
Ventriloquism: Throws voice for 1 min./level
Lullaby: Makes subject drowsy; -5 on Spot and Listen checks, -2 on Will saves against sleep
Well-Read: An orator may make a special “Well-Read” check with a bonus equal to his/her orator level + his/her Intelligence modifier to see whether he/she knows some relevant information about local notable people, legendary items, or noteworthy places. (If the orator has 5 or more ranks in Knowledge (history), he/she gains a +2 bonus on this check.)
Fascinate: An orator with 3 or more ranks in a Perform skill or Diplomacy can cause one or more creatures to become fascinated with him/her as he/she speaks, plays an instrument, etc. Each creature to be fascinated must be within 90 feet, able to see and hear the orator, and able to pay attention to him/her. The orator must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a orator attains beyond 1st, he/she can target one additional creature with a single use of this ability.
To use the ability, an orator makes a Perform check. His/her check result is the DC for each affected creature’s Will save against the effect. If a creature’s saving throw succeeds, the orator cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and listens to the speech, taking no other actions, for as long as the orator continues to speak and concentrate (up to a maximum of 1 round per orator level). While fascinated, a target takes a -4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires the orator to make another Perform check and allows the creature a new saving throw against a DC equal to the new Perform check result.
Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability.
Inspire Courage: An orator with 3 or more ranks in a Perform skill or Diplomacy can use speech (or music, poetics, etc) to inspire courage in his/her allies (including him/herself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear the orator. The effect lasts for as long as the ally hears the orator sing and for 5 rounds thereafter. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. At 8th level, and every six orator levels thereafter, this bonus increases by 1 (+2 at 8th, +3 at 14th, and +4 at 20th). Inspire courage is a mind-affecting ability
Cure Light Wounds: Cures 1d8 damage +1/level (max +5)
Charm Person: Makes one person your friend.
Summon Monster I: Calls extra-planar creature to fight for you.
Equipment:
Dagger: A small weapon designed to stab the crap out of people.
One-handed, 10 ft range (thrown), piercing or slashing, 1d4, 19-20/2x crit range
Studded Leather: Light armor. +3 AC bonus. 5 Max Dex. -1 check penalty. 15% Arcane spell failure chance
Inventory:
20 gold
Traveler's Outfit:
This set of clothes consists of boots, a wool skirt or breeches, a sturdy belt, a shirt (perhaps with a vest or jacket), and an ample cloak with a hood.
Cold Weather Outfit:
A cold weather outfit includes a wool coat, linen shirt, wool cap, heavy cloak, thick pants or skirt, and boots. This outfit grants a +5 circumstance bonus on Fortitude saving throws against exposure to cold weather.
Entertainer's outfit:
This set of flashy, perhaps even gaudy, clothes is for entertaining. While the outfit looks whimsical, its practical design lets you tumble, dance, walk a tightrope, or just run (if the audience turns ugly).
Quiver x1 (Holds 20 arrows)
Tent x1
Waterskin x1
Bedroll x1
Winter Blanket x1
Map/Scroll Case x1
25 sq. ft. Fishing Net x1
Flint and Steel x1
Hooded Lantern x1
Pint of Oil x20
Gallon of Ale x20
Firewood x98
Hunks of Cheese x50
Loaves of Bread x100
Chunks of Meat x50
Investigator: You get a +2 bonus on all Gather Information checks and Search checks.
Abilities:
Trapfinding: Bombers can use the Search skill to locate traps, even difficult or magical ones.
Trap Sense: Beginning at the 1st level, bombers can intuitively avoid danger from traps. They gain a +1 bonus on reflex saves made to avoid traps and +1 dodge bonus AC to attacks made by traps. Bombers gain +1 bonus to this skill at every subsequent level divisible by 3 (+2 at 3, +3 at 6, etc).
Equipment:
Spiked Gauntlet:
Piercing, 1d4 damage, 2x critical, cannot be disarmed
Dralvarian Greatclub:
Made specifically to fit onto a doeron's tail. Bludgeoning, 1d10 damage, 2x critical, +1 Base attack bonus, Two-handed
Leather: Light, 2 AC bonus, 6 max dex, 10% spell failure
Inventory:
Tent
Bedroll x 10
Rope, Hempen (50ft) x 9
Waterskin
Torch x 99
Good Meal x 50
Flint and Steel
10 Foot Pole x 5
Soap (2 lbs)
Amulet that lets her see in the dark whose name escapes me
3 rings and 3 amulets that "pulse with chrono"
600 Gold
Form Change: Change into an animal based on the user’s level.
Call of the Wild: +1 Survival, +1 Handle Animal
Instincts: +1 Listen, +1 Spot
Favored Enemy: Animal, Kylian (Mammalian beast humanoids [Medium])
Equipment:
Chain Shirt: Medium armor, +4 Armor bonus, +4 Maximum Dexterity
Dueling Cloak: +1 Shield bonus
Fort Darackei Standard Issue Rifle, Damage: 1d10, Critical: 19/20 x2, Range: 80ft
Inventory:
Tent
Bedroll x 10
Waterskin
Torches x 99
Bullets x 2
Mask of the Fallen Brother: A mask given to Isaak by Fanred the Past-Seer in the past version of Dokani Castle. It has a grey sunflower on it, the mark of Fanred's patron god, Ar.
Languages: Standard Kylian, Eunda
Class: Beastmaster, level 4
EXP: 9775
Craft (Carpentry) 4 + 2 = 6
Handle Animal 2 + -2 = 0
Heal 3 + 1 = 4
Intimidate -2 + 6 = 4
Knowledge (Nature) 2 + 6 = 8
Listen 1 + 1 = 2
Profession (Farmer) 1 + 0 = 1
Sense Motive 3 + 1 = 4
Spot 4 + 1 = 5
Feats:
Toughness: You gain an additional +3 hit points.
Power Attack: On your action, before making attack rollsfor a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn.
Special
If you attack with a two-handed weapon, or with a one-handed weapon wielded in two hands, instead add twice the number subtracted from your attack rolls. You can’t add the bonus from Power Attack to the damage dealt with a light weapon (except with unarmed strikes or natural weapon attacks), even though the penalty on attack rolls still applies. (Normally, you treat a double weapon as a one-handed weapon and a light weapon. If you choose to use a double weapon like a two-handed weapon, attacking with only one end of it in a round, you treat it as a two-handed weapon.)
Abilities:
Geralkki Lut — Lockjaw: Deals 1d3 damage and gives a +4 + level (max +8) to Grapple checks while active.
Geralkki Lut — Blessing of the Piper: Recover 1d3 + level (max +8) hit points. (Once per day)
Walker of Two Paths: Can convert hit points to bonus damage done at a 1:1 ratio (max +10 bonus damage).
Nature Sense: A beastmaster gains a +2 bonus on Knowledge (nature) and Survival checks.
Wild Empathy: A beastmaster can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The beastmaster rolls 1d20 and adds her beastmaster level and her Charisma modifier to determine the wild empathy check result.
The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the beastmaster and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
A beastmaster can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check.
Share Spells: At the beastmasters option, she may have any spell (but not any spell-like ability) she casts upon herself also affect her animal companion. The animal companion must be within 5 feet of her at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the animal companion if the companion moves farther than 5 feet away and will not affect the animal again, even if it returns to the beastmaster before the duration expires.
Woodland Stride: Starting at 2nd level, a beastmaster may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her 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 her.
Trackless Step: Starting at 3rd level, a beastmaster leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.
Resist Nature’s Lure: Starting at 4th level, a beastmaster gains a +4 bonus on saving throws against the spell-like abilities of fey.
Animal Companion:
Name: Breukkellinan
Dog
Known Tricks: Perform (The animal performs a variety of simple tricks, such as sitting up, rolling over, roaring or barking, and so on.)
Oladani, Destruction Lust: Two-handed, (LEVEL)d10, piercing, 19/20 3x crit range, +5 base attack bonus. Can hit foes up to 10 ft away or be thrown.
Godslayer; deals (LEVEL/2)d6 damage to user and then twice that result to foes at the user's decision. Can only affect foes who were hit by the initial attack.
Unawakened Oladani deals 1d10 damage and only +1 base attack bonus. No other effects will occur.
Languages: Standard Kylian, Ancient Precursor, Nicta-Silo Sign Language,
Class: Brawler, level 4
EXP: 7350
Balance 3 + 1 + 2 = 6
Climb 4 + 1 = 5
Escape Artist 3 + 4 = 7
Handle Animal 0 + 1 = 1
Hide 5 + 3 = 4
Intimidate 0 + 4 + 1 = 5
Listen 1 + 5 = 6
Move Silently 3 + 2 = 5
Survival 1 + 4 = 5
Swim 4 + 1 = 5
Tumble 3 + 2 = 5
Feats:
Improved Unarmed Strike: You are considered to be armed even when unarmed —that is, you do not provoke attacks or opportunity from armed opponents when you attack them while unarmed. However, you still get an attack of opportunityagainst any opponent who makes an unarmed attack on you.
In addition, your unarmed strikes can deal lethal or nonlethal damage, at your option.
Uncanny Dodge: You can react to danger before your senses would normally allow you to do so. You retain your dexterity bonus to AC even if caught flat-footed or struck by an invisible attacker. However, you still lose your dexterity bonus if immobilized.
Deflect Arrows: You must have at least one hand free (holding nothing) to use this feat. Once per round when you would normally be hit with a ranged weapon you may deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed.
Attempting to deflect a ranged weapon doesn't count as an action. Unusually massive ranged weapons and ranged attacks generated by spell effects can't be deflected.
Monkey Beats the Gong: Allows you to make an attack of opportunity if at least two of your Flurry of Blows strikes hit.
Abilities:
Revived Power: Turn self or an ally temporarily to stone; +5 + level (max +10) AC and +5 saves against poison and disease for three turns. (Once per day)
Sign of the Colossus: 1 + 1 per 2 levels Natural AC
Liberated Guardian: +2 Balance, +1 Intimidate
Low Light Vision
Fast Movement: A brawler’s land speed is faster than the norm for his/her race by +10 feet. This benefit applies only when he/she is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the brawler’s speed because of any load carried or armor worn.
Flurry of Blows: When wearing armor one is proficient in, a brawler may strike with a flurry of blows at the expense of accuracy. When doing so, he/she may make one extra attack in a round at her highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round.
Equipment:
Scale Armor: Medium armor, +4 Armor bonus, +3 Maximum Dexterity