Paizo Top Nav Branding
  • Hello, Guest! |
  • Sign In |
  • My Account |
  • Shopping Cart |
  • Help/FAQ
About Paizo Messageboards News Paizo Blog Help/FAQ

Dieter Stolzdorf's page

348 posts. Alias of Tanner Nielsen.

Full Name

Dieter Stolzdorf


Aasimar (Azata)


Swashbuckler 2 -- HP 21 : AC 19 CMD 15 TAC 14 FAC 15 : rapier+6; 1d6 : chakram+5; 1d8 : F+3 R+8 W+1 : INIT+4 Perc+0 CMB+1 : CHA mod +4








Chaotic Good


Cayden Cailean





Strength 10
Dexterity 18
Constitution 14
Intelligence 10
Wisdom 10
Charisma 18

About Dieter Stolzdorf


Hair: White
Eyes: Blue
Height: 6'0"
Weight: 150lb

You see a clean-shaven man with icy white hair loosely flowing to his shoulders. His eyes are the color of the sky, with small flecks of silver near the iris. His skin is very pale and tight against his skin, with years of wind burn evident in his angular features. He is dressed in a tight-fitting courtier's outfit - a black and white-trimmed three-quarter length coat, with breeches, vest, and gloves. He is tall and lanky, with a wiry frame and straight posture.



Child of the Crusade: Your parents were members of the crusade, as were their parents before them. (If you are an elf, gnome, or other long-lived race, these could be brothers or cousins instead, since it’s possible that the Worldwound simply didn’t exist at a time before you were born.) The righteousness of the crusades sometimes feels as if it runs in your very blood, and it bolsters you against demonic influence. Your parents may be alive still, or they may have perished on a mission—that choice is up to you. You grew up knowing them, though, and their zeal and devotion to the crusade is the primary reason you feel the same way. They’ve told you of other family members who have also been involved in the crusade, and it’s not uncommon for you to meet a distant cousin or long-lost aunt, uncle, or other family member while traveling among the border towns of Mendev. This strong family tie bolsters your mind and sense of belonging to the crusade.

Racial Abilities:

Type: Aasimars are outsiders with the native subtype.
Celestial Resistance - acid resistance 5, cold resistance 5, and electricity resistance 5
Skilled - Aasimar (azata) have a +2 racial bonus on Diplomacy and Perform checks.
Incorruptible - Aasimars with this racial trait can cast corruption resistance against evil once per day as a spell-like ability. If an aasimar uses this ability on himself, the duration increases to 1 hour per level. This racial trait replaces the spell-like ability racial trait.
Halo - An aasimar with this racial trait can create light centered on his head at will as a spell-like ability. When using his halo, he gains a +2 circumstance bonus on Intimidate checks against evil creatures and on saving throws against becoming blinded or dazzled. This racial trait replaces the darkvision standard racial trait.
Scion of Humanity - An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. He can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.

Equipment and Money:

rapier (20gp, 2lb), masterwork chain shirt (250gp, 25lb), buckler (5gp, 5lb), chakram (3) (3gp, 3lb), cloak of resistance +1, belt pouch (1gp, 0.5lb), (chalk (white, red, green, blue) (1sp, --lb*), twine (50ft) (1cp, --lb*), whetstone (2cp, --lb*), signal whistle (8sp, --lb*)

Sacred Weaponry: Three times per day as a standard action, a scale can be used to cast Align Weapon, but only to make a weapon lawful or good. Unlike a normal align weapon spell, this effect can be cast on an unarmed strike or natural weapon.

leather armor (10gp, 15lb) [carried by Bollwerk]


Weight: 35.5lb
Load: Light

Combat Statistics:

Spd 30ft
Initiative +4
CMB +2 (+2 BAB, +0 Str)
Base Attack +2

rapier +7, 1d6+0/18-20x2

chakram +6, 1d8+0/x2 (30')

AC 19, touch 14, flat-footed 15 (+4 armor, +4 Dex, +1 shield)
CMD 15 (10 base, +1 BAB, +0 Str, +4 Dex, +0 Size)
Fortitude +3 (+0 base, +2 Con, +1 item)
Reflex +8 (+3 base, +4 Dex, +1 item)
Will +1 (+0 base, +0 Wis, +1 item)


[4 class, 0 Int, 1 favored class]

Acrobatics +8 (2 rank, 3 class, 4 Dex, -1 shield)
Climb +5 (2 rank, 3 class, 0 Str)
Diplomacy +11 (2 rank, 3 class, 4 Cha, 2 race)
Intimidate +9 (2 rank, 3 class, 4 Cha)
Stealth +9 (2 rank, 3 class, 4 Dex, 1 trait, -1 shield)

Class Abilities:

Panache (Ex) - At the start of each day, a swashbuckler gains a number of panache points equal to his Charisma modifier (minimum 1). His panache goes up or down throughout the day, but usually cannot go higher than his Charisma modifier (minimum 1), though feats and magic items can affect this maximum. A swashbuckler spends panache to accomplish deeds, and regains panache in the following ways:

Critical Hit with a Light or One-Handed Piercing Weapon: Each time the swashbuckler confirms a critical hit with a light or one-handed piercing weapon while in combat, he regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the swashbuckler’s character level doesn’t restore panache.

Killing Blow with a Light or One-Handed Piercing Weapon: When the swashbuckler reduces a creature to 0 or fewer hit points with a light or one-handed piercing weapon attack while in combat, he regains 1 panache point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the swashbuckler’s character level to 0 or fewer hit points doesn’t restore any panache.

Deeds: Swashbucklers spend panache points to accomplish deeds. Most deeds grant the swashbuckler a monetary bonus or effect, but some provide longerlasting effects. Some deeds remain in effect as long as the swashbuckler has at least 1 panache point. A swashbuckler can any deeds of his level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the swashbuckler has or spends the required number of panache points to perform the deed.

Derring-do (Ex) - At 1st level, a swashbuckler can spend 1 panache point when he makes an Acrobatics, Climb, Escape Artist, Fly, Ride, Swim check to roll d6 and add the result to the check. He must choose to do this before he rolls. If the d6 roll is a natural “6,” he rolls another d6 and add it to the check. He can continue to do this as long as he rolls natural “6s” up to a number of times equal to his Dexterity modifier (minimum 1).

Dodging Panache (Ex): At 1st level, when an opponent attempts a melee attack against the swashbuckler, he can spend 1 panache point to move 5 feet as an immediate action; doing so grants the swashbuckler a bonus to AC equal to his Charisma bonus against the triggering attack. This movement doesn’t negate the attack, which is still resolved as if the swashbuckler was in the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no more than a light load.

Opportune Parry and Riposte (Ex): At 1st level, when an opponent makes a melee attack against the swashbuckler, he can spend 1 panache point and can expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if he were making an attack of opportunity. If his attack roll is greater than the roll of the attacking creature, the attack automatically misses. For each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on his attack roll. The swashbuckler must declare the use of this ability after the creature’s attack is announced, but before that attack roll is made. Immediately after a swashbuckler performs a successful parry, as long as he has 1 panache point he can make an attack as an immediate action against the creature whose attack he blocked, provided that creature is within her reach.

Swashbuckler Finesse (Ex) - At 1st level, a swashbuckler gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and he can use his Charisma score in place of Intelligence as a prerequisite for Combat Expertise. This ability counts as having the Weapon Finesse feat for purposes of meeting feat prerequisites.

Charmed Life (Ex) - Three times per day, as an immediate action before attempting a saving throw, he can add his Charisma bonus to the result of the save. He must choose to do this before the roll is made, and may only apply one use of charmed life on a given save.

Kip-Up (Ex) - At 3rd level, while the swashbuckler has at least 1 panache point, he can kip-up from prone as a move action without provoking an attack of opportunity. He can kip-up as a swift action instead by spending 1 panache point.

Menacing Swordplay (Ex): At 3rd level, while he has at least 1 panache point, when a swashbuckler hits an opponent with a light or one-handed piercing melee weapon, he can choose to use Intimidate to demoralize that opponent as a swift action instead of a standard action.

Precise Strike (Ex) - At 3rd level, while he has at least 1 panache point, a swashbuckler gains the ability to strike precisely with a light or one-handed piercing melee weapon (though not natural weapon attacks), adding his swashbuckler level to the damage dealt. To use this deed, a swashbuckler cannot attack with a weapon in his other hand or use a shield other than a buckler. He can even use this ability with thrown light or one-handed piercing melee weapons, so long as the target is within 30 feet of him. Any creature that is immune to sneak attacks is immune to the additional damage granted by precise strike, and any item or ability that protects a creature from critical hits also protects a creature from the additional damage of a precise strike. This additional damage is precision damage, and isn't multiplied on a critical hit. As a swift action, a swashbuckler can spend 1 panache point to double his precise strike's damage bonus on the next attack. This benefit must be used before the end of her turn, or it is lost. This deed's cost cannot be reduced by any ability or effect that reduces the amount of panache points a deed costs (such as the Signature Deed feat).

Swashbuckler Initiative (Ex): At 3rd level, while the swashbuckler has at least 1 panache point, he gains a +2 bonus on initiative checks. In addition, if he has the Quick Draw feat, his hands are free and unrestrained, and he has any single light or one-handed piercing melee weapon that isn't hidden, he can draw that weapon as part of the initiative check.


Child of the Crusade - Once per day when you fail a saving throw against an effect created by a demon that would possess or incapacitate you mentally, you may immediately reroll that saving throw as a free action. You must take the second result, even if it is worse.

Highlander - You gain a +1 trait bonus to Stealth, and Stealth is a class skill for you.


1 - Weapon Focus (rapier)

Current Status:

HP 21/21 [10+2, 7+2]
Panache 4/4


rapier [dice]1d20+7; 1d6[/dice]

chakram [dice]1d20+6; 1d8[/dice]

Fortitude [dice]1d20+3[/dice]
Reflex [dice]1d20+8[/dice]
Will [dice]1d20+1[/dice]

Initiative [dice]1d20+4[/dice]

Acrobatics [dice]1d20+8[/dice]
Climb [dice]1d20+5[/dice]
Diplomacy [dice]1d20+11[/dice]
Intimidate [dice]1d20+9[/dice]
Stealth [dice]1d20+9[/dice]

©2002–2015 Paizo Inc.®. Need help? Email or call 425-250-0800 during our business hours: Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Inc., and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Inc. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Inc. under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.