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Seltyiel

Dieter Stolzdorf's page

211 posts. Alias of Tanner Nielsen.


Full Name

Dieter Stolzdorf

Race

Aasimar (Azata)

Classes/Levels

Swashbuckler 1 -- HP 12 : AC 17 CMD 15 TAC 14 FAC 13 : rapier+6; 1d6 : chakram+9; 1d8 : F+2 R+6 W+0 : INIT+4 Perc+0 CMB+1

Gender

Male

Size

Medium

Age

25

Alignment

Chaotic Good

Deity

Cayden Cailean

Location

Kenabres

Languages

Taldane

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

About Dieter Stolzdorf

Description:

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.


Personality:


Background:

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), leather armor (10gp, 15lb), buckler (5gp, 5lb), chakram (3) (3gp, 3lb), belt pouch (1gp, 0.5lb), (chalk (white, red, green, blue) (1sp, --lb*), twine (50ft) (1cp, --lb*), whetstone (2cp, --lb*), signal whistle (8sp, --lb*)

135.79gp

Weight: 25.5lb
Load: Light


Combat Statistics:

Spd 30ft
Initiative +4
CMB +1 (+1 BAB, +0 Str)
Base Attack +1

Melee
rapier +6, 1d6+0/18-20x2

Ranged
chakram +5, 1d8+0/x2 (30')

AC 17, touch 14, flat-footed 13 (+2 armor, +4 Dex, +1 shield)
CMD 15 (10 base, +1 BAB, +0 Str, +4 Dex, +0 Size)
Fortitude +2 (+0 base, +2 Con)
Reflex +6 (+2 base, +4 Dex)
Will +0 (+0 base, +0 Wis)


Skills:

[4 class, 0 Int, 1 favored class]

Acrobatics +7 (1 rank, 3 class, 4 Dex, -1 shield)
Climb +4 (1 rank, 3 class, 0 Str)
Diplomacy +10 (1 rank, 3 class, 4 Cha, 2 race)
Intimidate +8 (1 rank, 3 class, 4 Cha)
Stealth +8 (1 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.


Traits:

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.


Feats:

1 - Weapon Focus (rapier)

Current Status:

HP 12/12 [10+2]
Panache 4/4

Dice:

Melee
rapier [dice]1d20+6; 1d6[/dice]

Ranged
chakram [dice]1d20+5; 1d8[/dice]

Fortitude [dice]1d20+2[/dice]
Reflex [dice]1d20+6[/dice]
Will [dice]1d20+0[/dice]

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

Acrobatics [dice]1d20+7[/dice]
Climb [dice]1d20+4[/dice]
Diplomacy [dice]1d20+10[/dice]
Intimidate [dice]1d20+8[/dice]
Stealth [dice]1d20+8[/dice]


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