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Aldern Foxglove

Digger Chandler's page

533 posts. Alias of joerice.


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Cassandra's backstory, appearance, and personality.:
Cassandra Zamparelli was born to a minor Chelish noble family, rather low-ranking and undistinguished, despite efforts over the generations to "better themselves." When Cassandra was born, her family was heartbroken she wasn't a male heir. At least she was beautiful, they thought. She quickly became beloved by the other noble children, who would vie for her attention, even children from families with much higher standing. This saw the Zamparelli's being invited to more and more important functions and balls, and it didn't take long for Cassandra's father Anthony to figure out how and why.

What he didn't realize was that this change wasn't some accident, or a piece of luck with a beautiful child. By the age of seven, Cassandra had begun actively working to improve her family's rank. By the age of sixteen, she had almost surpassed her goal. And it all would have been fine if it wasn't for one grumpy old man. He was not charmed by her. He was not amazed by her. And, worse, he was the first person to see exactly what she was doing, and how planned and purposeful her invasion of high society had been.

When one of the Thrunes had an extravagant birthday party, this old man, Fernando Nicolardi, worked to get the Zamparellis off the invitation list. He even waited near the entrance to see their humiliation. And humiliated they were. Cassandra saw the old man chuckling to himself and knew what had happened.

The next day, Fernando's son found his father spread eagle on his bed with throat slit from ear to ear. No evidence pointed towards Cassandra, but the change in her did not go unnoticed. Her family name ruined by the gossip, Cassandra decided to leave stifling Cheliax with their ridiculous rules and join an organization that would really appreciate her gifts. The Pathfinders were all dreadfully dull and bookish. Aspis was just a bunch of dirty merchants deep down. But the Red Mantis Assassins? They were known and feared throughout Golarion. And she knew her particular skillset would make for a great assassin.

Cassandra is an incredibly striking 17 year old Chelish girl. Her cheekbones are high and angular and her hair black as the void. She stands tall at five foot nine inches, and has the figure of a woman in her twenties. Her light brown eyes take in much, and can smile almost as widely as her mouth.

Her personality might seem to switch around to outsiders. The truth is, she adjusts herself for her audience. Rare is the moment that goes by without her using her social skills and charm to manipulate those around her, and she does this partially by becoming the person others around her would most like her to be; or at least that's the plan. Deep down, she is smart, ambitious, and absolutely ruthless in the pursuit of her goals.


I'm definitely interested! Working on the delicious fluff now.


M Human (multi-ethnic) Rogue Charlatan 6

D'oh!


OK, I've got most of the crunch done. Cassandra Zamparelli, brilliant and beautiful manipulator, and recent student of alchemy to further her goals. Rollin Hand and Cinnamon from the original IMF force rolled into one. But Evil.

crunch:
Cassandra Zamparelli
Female Half Elf (Chelish) Rogue (Charlatan) 3/Investigator (Infiltrator/Mastermind) 1
Medium humanoid (Half-Elf)
Init +; Senses Perception + 11
--------------------
Defense
--------------------
AC , touch , flat-footed
hp
Fort +1, Ref +7, Will +3 +2 vs Enchantment
--------------------
Offense
--------------------
Speed 30 ft.
Melee
Ranged
Extracts Prepared:

--------------------
Statistics
--------------------
Str 10, Dex 14, Con 11, Int 16, Wis 10 , Cha 17
Base Atk +; CMB +; CMD
Feats: Skill Focus (Bluff), Deceptive, Alertness
Traits
Vengeance Was Mine You wanted someone dead, and sought out the Red Mantis to do the deed, but you couldn't find them. After months of searching, you took matters into your own hands, training and readying yourself for the act. When you finally committed yourself, the Red Mantis appeared and assisted you. When you saw the lifeless eyes of your target, dead by your own hand, you realized why you couldn't find the Red Mantis; they were watching you to see if you were worthy. You didn't know until that moment yourself, but now you have joined their ranks. You gain a +2 trait bonus on attack rolls you make during the surprise round.

Convincing Liar

Skills

Bluff 16 (3+4+3+3+2+1)
Diplomacy 10 (3+4+3)
Disable Device 9 (2+4+3)
Disguise 12 (3+4+3+2)
Escape Artist 8 (2+3+3)
Intimidate 9 (3+3+3)
Knowledge (local) 10 (3+4+3)
Linguistics 10 (3+4+3)
Perception 11 (0+4+3+2+2)
Sense Motive 9 (0+4+3+2)
Sleight of Hand 9 (2+4+3)
Stealth 9 (2+4+3)
Languages: Common, Elven, Dwarven, Draconic, Tian, Infernal, Celestial, Orcish, Galtan, Rahadoumi, Kelish, Skald, Irrisenian
SQ
Combat Gear
Other Gear
-------------------
Racial Abilities
-------------------
Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light. See Additional Rules.
Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses: Half-elves receive a +2 racial bonus on Perception skill checks.
Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes. See Classes for more information about favored classes. (Rogue and Investigator)

--------------------
Special Abilities
--------------------
Master of Disguise (Ex): At 1st level, an infiltrator can use disguise with great results. When disguising himself as a different gender, race, age category, or size category, an infiltrator reduces the penalties for each by –2. For example, if the infiltrator disguises himself as a female two age categories older than himself, he would take a –2 to the check instead of a –6. Also, an infiltrator can disguise himself with 1d3 minutes of work (instead of the normal 1d3 × 10 minutes of work). This ability replaces trapfinding.

Mastermind's Inspiration (Ex): A mastermind can use inspiration on any Diplomacy, Intimidate, Knowledge, or skill checks without spending a use of inspiration. This ability alters inspiration.
A Quiet Word (Ex): A mastermind's reputation precedes him. At 1st level, once per day a mastermind can spend 10 minutes preparing an ally to make a single Diplomacy or Intimidatecheck (mastermind's choice when preparing the ally) within the next 24-hour period at the mastermind's behest. This skill check uses the mastermind's skill ranks instead of the ally's. The mastermind's affected ally still uses its own ability bonus for the check.
Furthermore, when a mastermind uses this ability, he can expend one use of inspiration to give the ally use of the inspiration die when making the check.
Alchemy (Su): Investigators are highly trained in the creation of mundane alchemical substances and magical potionlike extracts.
When using Craft (alchemy) to create an alchemical item, an investigator gains a competence bonus equal to his class level on the skill check. In addition, an investigator can use Craft(alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to attempt such a check.
Like an alchemist, an investigator prepares his spells by mixing ingredients and a tiny fraction of his own magical power into a number of extracts, and then effectively casts the spell by drinking the extract. These extracts have powerful effects, but they are also bound to their creator. Extracts behave like spells in potion form, and as such their effects can be dispelled bydispel magic and similar effects, using the investigator's level as the caster level.
An investigator can create only a certain number of extracts of each level per day. His base daily allotment of extracts per day is given on the table above. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day.
When an investigator mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately become inert if it leaves the investigator's possession, reactivating as soon as it returns to his keeping—an investigator cannot normally pass out his extracts for allies to use. An extract, once created, remains potent for 1 day before losing its magic, so an investigator must reprepare his extracts every day. Mixing an extract takes 1 minute of work.
Creating extracts consumes raw material, but the cost of those materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements; extracts that duplicate divine spells never have a divine focus requirement.
An investigator uses the alchemist formula list to determine the extracts he can know. An investigator can prepare an extract of any formula he knows. To learn or use an extract, an investigator must have at least an Intelligence score equal to 10 + the extract's level. The saving throw DC for an investigator's extract is equal to 10 + the extract's level + the investigator's Intelligence modifier.
An investigator may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract. At 1st level, an investigator starts with two 1st-level formulae of his choice, plus a number of additional formulae equal to his Intelligence modifier. At each new investigator level, he gains one new formula for any level that he can create. An investigator can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs, pages, and time requirements. A formula book costs as much as a spellbook. An investigator can study a wizard's spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An investigator can also learn formulae from another investigator's or an alchemist's formula book (and vice versa). An investigator does not need to decipher arcane writing before copying that formulae.
Inspiration (Ex): An investigator is beyond knowledgeable and skilled—he also possesses keen powers of observation and deduction that far surpass the abilities of others. An investigator typically uses these powers to aid in their investigations, but can also use these flashes of inspiration in other situations.
An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence modifier (minimum 1). An investigator's inspiration pool refreshes each day, typically after he gets a restful night's sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he's trained in the skill.
Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator's pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.
Sneak Attack: 2d6
Natural Born Liar (Ex): At 1st level, when a charlatan successfully deceives a creature with a Bluff, that creature takes a ¬–2 penalty on the charlatan's Bluff checks for the next 24 hours. This ability does not stack with itself. This ability replaces trapfinding.
Grand Hoax (Ex): At 3rd level, the charlatan begins to master the art of the grand hoax and learns to create deceptions designed to bestow harm upon her foes. She gains the rumormonger advanced talent, even though she is not yet 10th level. This ability takes the place of trap sense.
Evasion (Ex): At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Rogue Talent:
Guileful Polyglot

Formulae Known:
1: Cure Light Wounds, Disguise Self, See Alignment, Blend, Comprehend Languages

She's good at infiltrating targets, sowing dissension, and retrieving information.


Pertreeko wrote:

I can vouch for Digger Chandler's writing style, I was in the same campaign on these boards with him before when we played a Shattered Star run before the DM left. Shalee was a real fun character to play with.

**excerpt from one of Pertreeko's adventures while leveling up to 4**

** spoiler omitted **

Mark! Good to see you! (DM, this guy's the good stuff, too). It's so funny we're both applying to this ...this character is like an evil Shalee, hahahaha!


I'm thinking a Chelish prodigy ...brilliant at intrigues from a very young and precocious age, disturbing, really. Blends in, makes friends, learns about her targets before laying waste to them. In Cheliax it became a bit too obvious that she was going to run into certain limitations based on her age and the fact that there's only so important a noble you can murder without any sort of repercussion. So she left the court as a teenager to pursue her true passion: assassination, be it character or lethal.

I see her as a cheerleader or Disney princess who just happens to be a brilliant, evil mind. Rogue/Charlatan and Investigator/Infiltrator/Mastermind.


Actually a Slayer Cleaner would be interesting ...a real Winston Wolf, heh.


Thinking of an Investigator/Mastermind and Swashbuckler/Infiltrator combination. A sort of nihilist adept at social blending and manipulation.


It lacks the perception and disable device bonuses, so I thought it wasn't so munchkin-y. Kept going back and forth ...as shown by me forgetting to write the archetype in the crunch, but having the bonuses. I'm down for any kind of rp. It's why I do this.


Akbar Crunch:
Akbar Contanti AKA Basil Stoneholler

Rogue 2
CN Male Medium Humanoid (Halfling)
Init +3; Perception +7/8
--------------------
Defense
AC 17 (13 touch, 14 ff)
hp 15
Fort +2, Ref +7, Will +2 (+2 vs Fear)
--------------------
Offense
Speed. 20 Ft
Melee: Dagger, mwk +6 (1d3)
Melee: Dagger, other +5 (1d3)
Melee: Morningstar +2 (1d6)
Ranged: Shortbow +5 (1d4)
--------------------
Statistics
--------------------
Str 10, Dex 17, Con 12, Int 10, Wis 12, Cha 17
Base Atk +1; CMB 0; CMD 13
Feats: Weapon Finesse
Traits: Trap Finder, Successful Shirker
Skills:

Acrobatics 8 (3+2+3)
Appraise 5 (0+2+3)
Bluff 10 (13 vs. lawful authority) (3+2+3+2)
Diplomacy 8 (11 vs. lawful authority) (3+2+3)
Disable Device 10 (3+2+3+2)
Escape Artist 8 (3+2+3)
Perception 8 (1+2+3+2)
Sleight of Hand 10 (15 to conceal a weapon) (3+2+3+2)
Stealth 13 (3+2+3+4+1)

Languages: Common, Halfling

--------------------
Racial Abilities
--------------------
Small: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Slow Speed: Halflings have a base speed of 20 feet.
Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.
Keen Senses: Halflings receive a +2 racial bonus on Perception skill checks.
Shiftless: Halflings have a reputation for larceny and guile—and sometimes it's well deserved. Halflings with this racial trait gain a +2 racial bonus on Bluff and Sleight of Hand checks, and Sleight of Hand is always a class skill for them. This racial trait replaces sure-footed.
--------------------
Class Abilities
--------------------
Weapon and Armor Proficiency: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. They are proficient with light armor, but not with shields.
Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.
Hidden Blade
A knife master adds 1/2 her level on Sleight of Hand checks made to conceal a light blade.
This ability replaces trapfinding.
Sneak Stab (Ex)
A knife master focuses her ability to deal sneak attack damage with daggers and similar weapons to such a degree that she can deal more sneak attackdamage with those weapons at the expense of sneak attacks with other weapons. When she makes a sneak attack with a dagger, kerambit, kukri, punching daggers, starknife, or swordbreaker dagger, she uses d8s to roll sneak attack damage instead of d6s. For sneak attacks with all other weapons, she uses d4s instead of d6s.
This ability is identical in all other ways to sneak attack, and supplements that ability.
Evasion (Ex)
At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Rogue Talents:
Underhanded (Ex)
Benefit: A rogue with this talent gains a +4 circumstance bonus on all Sleight of Hand checks made to conceal a weapon. Furthermore, if she makes a sneak attackduring the surprise round using a concealed weapon that her opponent didn’t know about, she does not have to roll sneak attack damage, and the sneak attackdeals maximum damage. A rogue can only use the underhanded talent a number of times per day equal to her Charisma modifier (minimum 0).

Equipment:
mwk dagger
mwk chain shirt
punching dagger
morningstar
shortbow
40 arrows
alchemical silver dagger
cold iron dagger
2 regular daggers
mwk thieves tools
50' rope
mwk backpack
caltrops
ear trumpet
10 sheets glue paper
mirror
powder
2 wrist sheaths
alchemical grease
2x vermin repellent
tanglefoot bag

How's he looking, boss?


When you say average gold, and we're starting at second, would that be "second level character wealth" i.e. 1000 or are we starting with first level average wealth for the class, or some combination? Just wondering, as I have some unexpected free time today.


Fabian Benavente wrote:
Digger Chandler wrote:

Akbar Contanti's fluff is coming together!

** spoiler omitted **

** spoiler omitted **

** spoiler omitted **...

Excellent submission! Thanks.

While it is still early to make up my mind, it will be really difficult not to pick Akbar.

Game on!

Awesome, thanks. And I'd forgotten about the second level part! Woohoo!


Here's about as close a portrait as I could find for him.


Akbar Contanti's fluff is coming together!

Appearance:
Akbar is a smallish 20 year old halfling at 2’9”. His frame is thin, almost gaunt, but taut and wiry. He has spent a long time learning how to hide, get away, get out of, and avoid, and it shows. He has black, thick hair kept at medium length, and has been trying (unsuccessfully) to grow a beard since living in Wati. His brown eyes see much but try to hide any emotion.

Personality:
Akbar’s personality is a bit …complicated. He learned self-preservation through hiding, escaping, and lying. His first impulse is to fade into the shadows, especially around humans, whom he has a hard time trusting. When he feels comfortable, the joy he feels about his newfound freedom is more apparent, and his sardonic wit becomes more vibrant and even silly. Akbar’s moral code is still forming …at this point in his life he just know he hates being controlled, and is less aware of the differences between evil and good than law and chaos. This is not to say he’s a sociopath …he’s just never had the luxury to do anything but survive and/or escape. As time goes on, this will surely develop.

Background:

Akbar Contanti was born Basil Stoneholler, a third-generation Chelish halfling slave. His mother Mabel did housework and his father Giovanni was a field hand. Young Basil grew up watching them spend their entire bodies for the benefit of their human masters. It was at an early age that he began to question the order of things around him. This led directly to his first real lashing, which took away any question he once had. From then on, he was sure he had to get out at any cost.

His first escape attempts were less than successful, as were his masters’ attempts at behavior modification, to say the least. Each time, the little Halfling would learn a bit more: how to slip out of knots one time; how to pick a lock the next; how to hide a lock pick the time after, etc. His father died of a heart attack at the age of 50, years of hard labor having taken his youth. His mother quickly became a shell of her former self, blaming her son’s escape attempts for her husband’s death. Basil considered staying to help his mother, and actually helped her with some of her work.

When Basil turned 18, Master Zamparelli announced the halfling was to go to the fields. He announced as much while Mabel was shaving him.

Soon after, Mabel, bloody razor still in hand, was in front of Basil. “Go, now, my boy. Do not die a slave. Be free. Let know man own you.” Basil hesitated but she insisted. “NOW!”

Basil ran. He didn’t even stop when he heard the screams. It felt like he didn’t stop till he snuck on the ship. He didn’t care where it was going. The only destination was freedom. As luck would have it, the ship was bound for Osirion, a country rich in history and with a thriving population of free halflings. Best of all, it wasn’t beholden to Cheliax or even close to it.

Looking for a city big enough to hide in, but not so large as to invite too much attention, Basil found Wati. He quickly began establishing himself as Akbar Contanti, a halfling of certain skills known to not ask too many questions or cause trouble or even protest …as long as there is profit and he is his own man. Not a local, Akbar never had any problem sneaking into the necropolis. The dead aren’t scary; not when you’ve been a slave of Asmodeans. In this necropolis he has honed his skills further, to the point where ambition is now starting to slip in. These ruins contain old crap that some people will pay lots of money for. Money is a concept Akbar is beginning to enjoy. No more scrounging, no more toiling in the fields for someone else’s profit. Akbar is Akbar’s own now.


Working up a more full backstory, but I've an idea for an escaped halfling slave who's been living in Wati, far away from Cheliax. Mechanically, some sort of rogue, perhaps a cutpurse. Been dying to play a halfling thief and RP is the reason I play these games, especially online.


Dotting for sure! I'll stat something up.


I'll give this guy a shot. Son of a Chinese railworker and a prostitute, Charles grew up fast.

Charles:

NG Human Flying Blade Swashbuckler 1
Init +3; Senses Perception +4
------------------------------------------------------------------------
DEFENSE
------------------------------------------------------------------------
AC 17 (13 Touch, 14 FF)
hp 11
Fort +2, Ref +5, Will +0
------------------------------------------------------------------------
OFFENSE
------------------------------------------------------------------------
Spd 30'
Melee Dagger +1 (1d4)
Ranged Dagger +4/+5 (1d4)
Ranged Revolver +4/+5 1d8 x4
Ranged Rifle +4/+5 1d10x4

------------------------------------------------------------------------
STATISTICS
------------------------------------------------------------------------
Str 10, Dex 17, Con 13, Int 10, Wis 10, Cha 14
BAB +1; CMB +1; CMD 14
Feats: Point Blank Shot, Precise Shot
Skills: Bluff 6 (2+1+3)
Intimidate 6 (2+1+3)
Perception 4 (0+1+3)
Ride (Dex), 7 (3+1+3)
Sense Motive 4 (0+1+3)
Sleight of Hand 7 (3+1+3) (8 for small weapons)

Class Abilities:
Weapon and Armor Proficiency: Swashbucklers are proficient with simple and martial weapons, as well as light armor and bucklers.
Panache (Ex): More than just a lightly armored warrior, a swashbuckler is a daring combatant. She fights with panache: a fluctuating measure of a swashbuckler's ability to perform amazing actions in combat. At the start of each day, a swashbuckler gains a number of panache points equal to her Charisma modifier (minimum 1). Her panache goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1), though feats and magic items can affect this maximum. A swashbuckler spends panache to accomplish deeds (see below), and regains panache in the following ways.
Critical Hit with a Light or One-Handed Piercing Melee Weapon: Each time the swashbuckler confirms a critical hit with a light or one-handed piercing melee weapon, she regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or 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 Melee Weapon: When the swashbuckler reduces a creature to 0 or fewer hit points with a light or one-handed piercing melee weapon attack while in combat, she 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.
Panache: Unlike other swashbucklers, a flying blade regains panache only when she confirms a critical hit or makes a killing blow with a dagger or starknife. This ability alters panache.
Deeds: Swashbucklers spend panache points to accomplish deeds. Most deeds grant the swashbuckler a momentary bonus or effect, but some provide longer-lasting effects. Some deeds remain in effect while the swashbuckler has at least 1 panache point, but do not require expending panache to be maintained. A swashbuckler can only perform deeds of her 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 she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).
Subtle Throw (Ex): At 1st level, a flying blade can spend 1 panache point as part of a ranged attack with a dagger or starknife to make it without provoking attacks of opportunity. At 6th level, as a swift action she can spend 1 panache point to make all of her ranged attacks with daggers or starknives without provoking attacks of opportunity until the start of her next turn. This deed replaces dodging panache.
Opportune Parry and Riposte (Ex): At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If her result is greater than the attacking creature's result, the creature's attack automatically misses. The swashbuckler must declare the use of this ability after the creature's attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, 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 she can use her Charisma score in place of Intelligence as a prerequisite for combat feats. This ability counts as having the Weapon Finesse feat for purposes of meeting feat prerequisites.

Traits: Nova Roman, Hidden Hand
Languages: English
Possessions : Leather Lamellar Armor, 12 daggers, revolver, rifle


M Human (multi-ethnic) Rogue Charlatan 6

There is no enemy standing next to Kalim. There is our buddy and then the semi-downed Gurang.


Hmmmm ...Flying Blade or Mysterious Avenger swashbucklers could be interesting. Hrm.


Hmmmmmm.


Here's my halfling scavenger ...unassuming but nasty little fellow.

Rokar Freshkil:
Rokar Freshkil
Male Halfling Scavenger Rogue 1
Chaotic Neutral Humanoid
Initiative; + Perception +8/9
--------------------
Defense
--------------------
AC 16, touch 14, flat-footed 13
hp 11
Fort +3, Ref +6, Will + 3 (+2 vs Fear)
--------------------
Offence
--------------------
Speed 20 ft.
Melee Dagger +4 (1d3-1)19/20
Melee Sickle +4 (1d4-1)
Melee Club +0 (1d4-1)
Ranged Sling +4 (1d3)

--------------------
Statistics
--------------------
Str 8 Dex 17, Con 14, Int 10 Wis 15, Cha 16
Base Atk +0; CMB -2; CMD 11
Feats Technologist (Bonus from Archetype), Weapon Finesse
Traits: Against the Technic League, Dirty Fighter

--------------------
Racial Traits
--------------------
Small: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Slow Speed: Halflings have a base speed of 20 feet.
Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.
Keen Senses: Halflings receive a +2 racial bonus on Perception skill checks.
Shiftless: +2 on Bluff and Sleight of Hand checks
Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.

Skills
Acrobatics (Dex) 7 (3+1+3)
Appraise (Int) 4 (0+1+3)
Bluff (Cha) 9 (3+1+3+2)
Diplomacy (Cha) 7 (3+1+3)
Disable Device (Dex) 9 (10 for tech traps) (3+1+3+2)
Perception (Wis) 8 (9 for tech traps) (2+1+3+2)
Sleight of Hand (Dex) 9 (3+1+3+2) (11 with wrist sheath)
Stealth(Dex) 11 (3+1+3+4)

Languages Common, Halfling
Combat Gear
Leather Armor
Sickle
Club
Sling
2 Daggers
Other Gear
Mwk Thieves’ tools
Rope
Grappling Hook
Backpack
Wrist Sheath
Money 15 gp


You guys need a skill monkey! Rogue scavenger it is!


Though perhaps this campaign isn't the best suited for a character who doesn't use weapons at all ...gonna switch to another class. Have a few ideas already ...


Dotting for a Monk. I'm excited for this opportunity!


M Human (multi-ethnic) Rogue Charlatan 6

Hey hey hey! Time to roll my character up. Sorry I didn't yet; I'm just recovering from some nasty cough thing.


A verdant sorcerer!


I'd love to join. I'll get a character together tonight or tomorrow.


Oooh. I've wanted to play this one ...can I apply to more than one of your games?


I'd love to play. I'll get a character up tomorrow?


OK, I'm paper crunching a celebrity bard ...always wanted to try it.


I'd love to play ...I'll get a character together.


Classes and Levels: Rogue 5 Monk 20
Character Race: Human
Archetypes Used: Charlatan and Martial Artist
Expected Party Roll: Frontline Fighter with "face" skills


M Human (multi-ethnic) Rogue Charlatan 6

Kalim is leveled. More spells per day, and now he can Enervate 4 times a day. Charisma went up one, BAB and Will, as well.


So I've been pouring through, trying to come up with a good cleric concept. I'll be playing a worshipper of Thisamet, the Empyreal Lord of feasts and celebrations. A freedom-loving, hard-partying Andoran.


I'd love to get in on this, in the lower tier. Looks like a healer could be useful, right?


M Human (multi-ethnic) Rogue Charlatan 6

Ohhhhhhh! OK, I get it now. Sorry!


M Human (multi-ethnic) Rogue Charlatan 6

Ooops, just read your previous question. So having 2 in that skill doesn't do anything for me? Four in Presence and 2 skill levels is the same roll as three in presence and 2 skill levels?


M Human (multi-ethnic) Rogue Charlatan 6

Presence of 4 means GGG, I thought.


M Human (multi-ethnic) Rogue Charlatan 6

Oh, I'll find one, then! Sorry!


So that edit should be ok, right?


OK, cool, gotcha.

I saw one character had two 10 point obligations ...is that ok?


I think all that is right ...anyone see any problems? Working on the backstory ...family of merchants that dealt in slaves and slave gear. Tok fell in love with a slavegirl and when he tried to free her his parents killed her. So he staged an accident, freed everyone he could, and escaped in the confusion.


Tok Answa
Human Smuggler (Scoundrel)
XP: 110
+10 Obligation
-30 Cunning to 3
-70 Presence to 4
-20 Skills

Attributes:
Brawn: 2
Cunning: 3
Presence: 4
Intellect: 2
Agility: 2
Willpower: 2

Wound Threshold: 12
Strain Threshold: 12
Ranged Defense: 0
Melee Defense: 0
Soak Value: 2

Skills
Deception - 2 GGYY
Pilot (Space) - 1 GY
Skullduggery - 1 GGY
Streetwise - 1 GGY
Charm - 2 GGGYY
Cool - 1 GGGY
Ranged Light - 1 GY
Leadership - 1 GGGY
Negotiation - 1 GGGY

Background
Obligation: Betrayal (+10)
Motivation: Emancipation

Equipment
Heavy Clothing {Boots, Shirt, Jacket}
Blaster Pistol
50 credits


Good point. Not that I didn't want to pilot, but both of us having one rank will be fine whatever Spaz does. Streetwise it is. Oh, how I love playing faces!


I guess I'm asking if Spaz is planning on being our pilot or should I do it.


Cool, thanks. I went straight for the character creation chapter. I'm almost done ...trying to decide whether to up Pilot (space) or Streetwise to 2. So far he's a human smuggler/scoundrel. Sort of a con man abolitionist (to tie into 5 and Rae).


Did I miss the explanation of what the BGY stuff is?


Checking in. Book arrived today. Will dive in tomorrow.


Haven't seen the book yet but I could play whatever. I love faces, but till I get back to Brooklyn I'll not really know what I'm up to.


Awesome!

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