Cayden Cailean

Gitano Frallino's page

381 posts. Organized Play character for Lawrence Smith 2.


Full Name

Gitano Frallino, the "Luckiest Man Alive"

Race

CG Human Male Swashbuckler (Inspired Blade)-1/Bard (Archaeologist)-3/Investigator (Sleuth)-1 | HP 15/40 | AC 25 / 14 T / 21 FF (uncanny dodge); DR5/silver; Resist Electricity 20| CMD 16 |

Classes/Levels

Archaeologist's Luck +1 2/10 | Fort +5, Reflex +12, Will +6 | Init +3 | Perception +11, Darkvision/LLV, Sense Motive +4 | Speed 30 ft. | Conditions: ShakenBlessing of Ashava; height. awareness, barkskin, haste (hybrid)

Size

5'10", 155 lbs.

Age

21

Alignment

CG

Deity

Desna

Location

Varisia

Languages

Common, Osiriani (ancient), Thassilonian, Varisian

Strength 10
Dexterity 16
Constitution 14
Intelligence 13
Wisdom 10
Charisma 16

About Gitano Frallino

Gitano Frallino
Male human (Varisian) bard (archaeologist) 3/investigator (sleuth) 1/swashbuckler (inspired blade) 1 (Pathfinder RPG Advanced Class Guide 30, 56, 101, 125, Pathfinder RPG Ultimate Combat 32)
CG Medium humanoid (human)
Init +5; Senses Perception +9
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Defense
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AC 20, touch 13, flat-footed 17 (+5 armor, +3 Dex, +2 shield)
hp 40 (5 HD; 4d8+1d10+10)
Fort +5, Ref +11, Will +6
Defensive Abilities improved uncanny dodge, trap sense +1
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Offense
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Speed 30 ft.
Melee +1 adamantine rapier +8 (1d6+4/18-20) or
. . cold iron dagger +3 (1d4/19-20) or
. . sap +3 (1d6 nonlethal) or
. . unarmed strike +3 (1d3 nonlethal)
Ranged sling +6 (1d4)
Special Attacks archaeologist's luck 10 rounds/day (+1), deeds (derring-do, dodging panache, opportune parry and riposte), panache (7)
Bard (Archaeologist) Spells Known (CL 5th; concentration +8)
. . 1st (4/day)—heightened awareness[ACG], identify, saving finale[APG] (DC 14), vanish[APG] (DC 14)
. . 0 (at will)—dancing lights, detect magic, ghost sound (DC 13), grasp, mage hand, mending, message, prestidigitation, read magic
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Statistics
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Str 10, Dex 16, Con 14, Int 13, Wis 10, Cha 16
Base Atk +3; CMB +3; CMD 16
Feats Additional Traits, Arcane Strike, Fencing Grace[UI], Lingering Performance[APG], Weapon Focus (rapier)
Traits fate's favored, maestro of the society, magical knack, resilient
Skills Acrobatics +9, Appraise +5, Bluff +7 (+9 vs rebel groups/resistance movements), Climb +6, Diplomacy +8 (+9 vs a citizen of Jalmeray, once/scenario, +10 vs rebel groups/resistance movements), Disable Device +12, Disguise +7, Escape Artist +7, Heal +6, Intimidate +7 (+9 vs nobility and political leaders), Knowledge (arcana) +6, Knowledge (dungeoneering) +6, Knowledge (engineering) +6, Knowledge (geography) +6, Knowledge (history) +6, Knowledge (local) +6, Knowledge (nature) +6, Knowledge (nobility) +6, Knowledge (planes) +6, Knowledge (religion) +6, Linguistics +5, Perception +9, Perform (oratory) +7, Sense Motive +4, Sleight of Hand +7, Spellcraft +5, Stealth +7, Survival +0 (+2 to avoid becoming lost), Swim +4, Use Magic Device +8
Languages Ancient Osiriani, Common, Thassilonian, Varisian
SQ bardic knowledge +1, clever explorer +1, deed: daring, deed: opportunist evasion, deed: sleuth's initiative, inspiration (1/day), inspired panache, sleuth's luck, trapfinding +1
Combat Gear potion of cure light wounds, potion of cure serious wounds, wand of comprehend languages (50 charges), wand of cure light wounds (31 charges), wand of endure elements (50 charges), acid, alchemist's fire, antiplague[APG], antitoxin, healer's kit, holy water; Other Gear +1 mithral chain shirt, +1 mithral buckler, +1 adamantine rapier, cold iron dagger, sap, sling, sling bullets (10), cloak of resistance +1, wayfinder[ISWG], backpack, bedroll, belt pouch, climber's kit, cold weather outfit (2), courtier's outfit, fishhook (2), flint and steel, jewelry[UE], masterwork thieves' tools, mug/tankard, sewing needle, signal whistle, spell component pouch, string or twine[APG], thread (50 ft.), trail rations (7), waterskin, whetstone, wrist sheath, spring loaded, wrist sheath, spring loaded, 1,212 gp, 9 sp
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Tracked Resources
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Acid - 0/1
Alchemist's fire - 0/1
Antiplague - 0/1
Antitoxin - 0/1
Archaeologist's Luck +1 (10 rounds/day) (Ex) - 0/10
Cold iron dagger - 0/1
Healer's kit - 0/10
Holy water - 0/1
Inspiration (+1d6, 1/day) (Ex) - 0/1
Light (At will) - 0/0
Luck/Panache Pool (7/day) - 0/7
Potion of cure light wounds - 0/1
Potion of cure serious wounds - 0/1
Sling bullets - 0/10
Trail rations - 0/7
Wand of comprehend languages (50 charges) - 0/50
Wand of cure light wounds (31 charges) - 0/31
Wand of endure elements (50 charges) - 0/50
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Special Abilities
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Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Archaeologist's Luck +1 (10 rounds/day) (Ex) Gain Luck bonus to attack, damage, saves, and all skills.
Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Clever Explorer +1 (Ex) Half time to use disable device.
Deed: Daring (Ex) Spend 1 luck to add 1d6 to Acrobatics, Climb, Escape Artist, Fly, Ride, Swim check.
Deed: Opportunist Evasion (Ex) Spend 1 luck to take no damage after successful Reflex save.
Deed: Sleuth's Initiative (Ex) While have luck, can use a free hand to draw ligt/1-hand melee weap as part of the initiative check.
Deeds
Fencing Grace Use Dexterity on rapier damage rolls
Improved Uncanny Dodge (Lv >= 8) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 8+.
Inspiration (+1d6, 1/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Inspired Panache (Ex) Gain no panache from killing blow, only from rapier crits.
Lingering Performance Bardic Performances last 2 rds after you stop concentrating.
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Sleuth's Luck At 1st level, a sleuth gains a fluctuating pool of luck, measuring her ability to get out of scrapes. At the start of each day, a sleuth has a number of luck points equal to her Charisma modifier (minimum 1). Her luck goes up or down throughout the d
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
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Gitano is a swarthy young Varisian man, 5'10" tall and 155 lbs. He has thick black hair and twinkling green eyes. He favors flamboyant Sczarni attire, vivid colors and prominent jewelry. What Gitano lacks in formal training, he makes up for with inspired panache, a gift for gab, and an inquisitive nature.

After a successful mission, Gitano likes to visit a lively tavern to celebrate with a chilled glass of Kyonin absinthe and a braganza, a short, thin cigar from the plains of western Molthune around the city of Braganza. Refreshed, he regales the crowd with tales of his adventures.

Gitano is one of the many bastard offspring of Jaster Frallino, head of the Gallowed crime family in Magnimar and proud owner of the Fish Tank, a gaudy caravan wagon bedecked with images of sea serpents and scantily clad mermaids and carrying a large aquarium, home to Jaster’s swamp barracuda pets, Verna, Agarno and Big Mal. As a toddler, he witnessed the heartless Jaster sell one of his aunts into bondage with the Shoanti. As Gitano grew up he began to hear stories of his aunt’s two sons, the half-orc twins Mudbone and Blood Bucket. Tales of their exploits as Pathfinders inspired Gitano to flee Magnimar and the Gallowed and seek his own fortune in the Society.

Rapier Glossary: