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Lamsfel's page

420 posts. Alias of Pixie Rogue.


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About Lamsfel

Elven Swashbuckler (favored) 1

Halgor Greybeard, Dwarven Cleric 1:

Lawful Good Dwarf Cleric 1 of Torag
Age: 62 Height: 4’2” Weight: 180 lbs Eyes: Brown Hair: Red
Languages: Common, Dwarven, Terran
Favored Class: Cleric

Acid Dart 4/6 uses remaining
Channel Energy 4/6 uses remaining

As far as appearance is concerned, Halgor is a fairly stereotypical dwarven adventurer. He is short and stout (by human standards) with a strong arm, and clad in armor bearing the symbol of Torag.

Some find it odd that his long beard is actually red, given his name, but his family has always been long-lived religious leaders. Halgor believes this is his destiny as well. Before he can claim his family's legacy, tradition dictates that he travel the world to gather knowledge and wisdom, to better serve his people.

Statistics:
Str 14, Dex 10, Con 14, Int 13, Wis 16, Cha 12
Base Atk +0; CMB +2; CMD 12; Init +0
* +4 Racial to CMD vs Bullrush / Trip while standing on the ground

Defense:
AC 18 [6 Armor, 2 Shield], Touch 10 [0 Dex], Flat-Footed 18 [6 Armor, 2 Shield]
HP 11/11 [8 + 2 (Con) + 1 (favored)]
Fort +5, Ref +1, Will +6
* +3 to Saves vs spells/ spell-like abilities / poison
* +4 Dodge bonus vs Giants

Offense:
Speed 20 ft.
Melee-- Warhammer: +2 (1d8+2, x3); Battleaxe: +2 (1d8+2,x3); Dagger: +2 (1d4+2, 19-20/x2)
Ranged-- Acid Dart: +0 [ranged touch] (1d6 +1 acid, 30 ft range)
Space 5 ft.; Reach 5 ft.
* +1 to attacks vs orcs and goblinoids

Feats & Traits:
Extra Channel
Glory of Old: (+1 trait bonus to saves vs spells, spell-like abilities, and poison)

Skills:
Craft [Armor] +5, Knowledge [Religion] +5, Sense Motive +7
* +2 Racial bonus on Craft/Profession checks to create objects from metal or stone
AC Penalty: -6

Racial Traits:
# Slow and Steady: Speed is never modified by armor or encumbrance.
# Darkvision: 60 ft
# Defensive Training: +4 Dodge bonus to AC against giant subtype monsters.
# Craftsman: +2 Racial bonus on all Craft or Profession checks that create objects from metal or stone.
# Hatred: +1 bonus on attack rolls against humanoid creatures with orc and goblinoid subtypes.
# Hardy: + 2 Racial bonus on saves against poison, spells, and spell-like abilities.
# Stability: +4 Racial bonus to CMD when resisting a bullrush or trip while standing on the ground.
# Stonesinger: Counts as 1 level higher when casting spells with the earth descriptor or using granted powers of the Earth domain.
# Weapon Familiarity: Proficient with battleaxes, heavy picks, and warhammers. Treats any weapon with the word "dwarven" in its name as a martial weapon.

Class Features:
# Aura (Ex): Radiates aura of Lawful / Good with strength equal to cleric level
# Channel energy (Su) [1d6]: Positive energy channeling 6 times/day. 30 ft radius burst, centered on Halgor. He can choose to either heal living creatures, or deal dmg to undead (DC 11 Will save for half).
# Domains:
Earth -- Granted powers: Acid Dart (Sp). As a std action can unleash an acid dart targeting any foe within 30 ft as a ranged touch attack. This dart deals 1d6 + 1 acid dmg, and can be used 6 times / day.
Defense (Protection) -- Granted powers: +1 resistance bonus to saves. Deflection Aura (Su): Once per day, can emit a 20 ft aura for 1 round. Allies within the aura gain a +2 deflection bonus to AC and CMD.
# Orisons: Prepared as normal, but not expended when cast.
# Spontaneous Casting: Can lose any prepared spell (not domain spell) to cast any cure spell of the same spell level or lower.

Spells Prepared:
CL 1 (2 for spells with earth descriptor)
0 (DC 13): Detect Magic, Guidance, Stabilize
1 (DC 14): Divine Favor, Shield of Faith, Shield (D)

Equipment:
Breastplate, Explorer's outfit, (Honed) Battleaxe, Warhammer, (Honed) Dagger, Heavy Wooden Shield, Backpack, Bedroll, Belt Pouch, 50 ft of Silk Rope /w Grappling Hook, Silver Holy Symbol of Torag, Spell Component Pouch, Waterskin, 3 days of Trail Rations, 3 Wandermeals, Whetstone, 4 pp, 22 gp 3 sp 5 cp

Description
128 years old
6' 7" tall
145 pounds

The very tall elf before you says nothing, fixing you with a bemused gaze as though waiting for you to speak, but you are not sure what he's expecting you to say. Over one shoulder can be seen a shortbow, on the other, the fletching from arrows are just visible. At either hip is a sword, little more than an overly long dagger on his ridiculously tall frame. He moves with an easy grace and generally keeps his own counsel, but you get the feeling that he's someone you can rely on.

Init +3 (+3 [dexterity])
Senses Perception +7
Speed 30 ft

DEFENSE

Spoiler:

AC 18, touch 14, flat-footed 14 (dexterity +3, armor +4, evade +1)
hp 12 (1d10 [swashbuckler]+1 [CON]+1 [favored]) wounds 0

Saves:
Fort +3 (+2 [swashbuckler 1]+1 [CON])
Ref +5 (+2 [swashbuckler 1]+3 [DEX])
Will +0 (+0 [swashbuckler 1]+0 [WIS])
+2 vs enchantment spells and effects
Immune to magic sleep effects

OFFENSE

Spoiler:

Base Atk +1
CMB +3 (+1 [BAB]+2 [STR])
CMD 16 (10 [base]+1 [BAB]+2 [STR]+3 [DEX])

Melee short sword +4 (1d6+2, 19-20/x2)
Melee dagger +4 (1d4+2, 19-20/x2)
Melee short sword +2 (1d6+2, 19-20/x2) (Primary) and
short sword +2 (1d6+1, 19-20/x2) (Off-hand) (Full attack)
Ranged dagger +4 (1d4+2, 19-20/x2)

Ranged composite longbow +4 (1d8+2, 20/x3)
Ranged composite longbow +4 using +1 arrows +5 (1d8+3, 20/x3)
Ranged shortbow +4 (1d6, 20/x3)
Ranged shortbow using +1 arrows +5 (1d6+1, 20/x3)

FEATS, SKILLS, ABILITIES, LANGUAGES

Spoiler:

Ability Scores: Str 14, Dex 16, Con 12, Int 12, Wis 10, Cha 14

Feats: Weapon Finesse [bonus], Two-Weapon Fighting [1st]

Traits: Sharp-eyed [campaign]

Skill points: 4 [swashbuckler] + 1 [ability] + 0 [favored]

Class skills: Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Handle Animal (Cha), Intimidate (Cha), Perception (Wis) [trait], Profession (Wis), Ride (Dex), Sense Motive (Wis), and Swim (Str)

Acrobatics +5 = +1 [rank]+3 [class]+3 [ability]-2 [ACP]
Bluff +6 = +1 [rank]+3 [class]+2 [ability]
Climb +4 = +1 [rank]+3 [class]+2 [ability]-2 [ACP]
Perception +7 = +1 [rank]+3 [class]+0 [ability]+2 [race]+1 [trait]
Sense Motive +4 = +1 [rank]+3 [class]+0 [ability]
Stealth +1 = +0 [rank]+3 [ability]-2 [ACP]

SQ: Favored Class (Swashbuckler - +1 hit point), Low-light Vision, Elven Immunities, Elven Magic, Keen Senses, Weapon Familiarity, Evade +1, Weapon Finesse [class bonus feat]

Languages Common, Elven, Varisian

GEAR

Spoiler:

Starting funds 175 gp
Combat Gear Flask of alchemists' fire
Other Gear Dagger (2 gp, 1 lb), Dagger (2 gp, 1 lb), Short sword (10 gp, 2 lb), Short sword (10 gp, 2 lb), Shortbow (left at inn) (30 gp, 2 lb), Composite Longbow (+2 STR), 19 arrows (1 gp, 3 lb), 20 arrows (1 gp, 3 lb), 6 +1 arrows (1 lb), Chain shirt (100 gp, 25 lb) = total (155 gp, 36 lb)

Backpack and contents:
Parchment (10 sheets, 2 gp, 0 lb), Waterskin (1 gp, 4 lb), Backpack (2 gp, 2 lb), Trail rations (4 days, 2.0 gp, 4 lb), Common lamp (0.1 gp, 1 lb), Oil (3 flasks, 0.3 gp, 3 lb), Bedroll (0.1 gp, 5 lb), Scrollcase (1 gp, 0.5 lb) = total (7.5 gp, 19.5 lb)

Belt pouch and contents:
Flint and steel (1gp, 0 lb), Pen (0.1gp, 0 lb), Ink (1 vial, black, 8gp, 0 lb), Belt pouch (1 gp, 0.5 lb) = total (10.1 gp, 0.5 lb)

Encumbrance 58 lb + coin (5 gp, 13 sp, 10 cp)
Light Load 58
Medium Load 59 - 116
Heavy Load 117 - 175

REWARDS

Spoiler:

? track XP ? xp to advance to 2nd
Experience Points: 1541

Rewards breakdown (for checking my math)
81 xp Goblins at the party
121 xp Goblins on the wagon
174 xp Goblins at the inn
376 xp Tsuto and co.
120 xp Goblin druid
228 xp Front gate to Thistletop
80 xp Goblin gate-openers
81 xp More at the goblin-gates
160 xp Chief Ripnugget
120 xp Bruthazamus & consort

Spoils spoiler:

Spoiler:

Unclaimed items / party property
None currently

RESOURCES
Campaign

Spoiler:

Class Includes DM's modifications to original class
Spoiler:

Class skills
Lamsfel’s class skills (and the key ability for each skill) are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Handle Animal (Cha), Intimidate (Cha), Perception (due to trait) (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Swim (Str).
Skill Points Per Level: 4 + Int modifier.
BAB: Good
Saves: Fort Good, Reflex Good, Will Poor

Class features
All of the following are class features of the swashbuckler. Class features with an asterisk (*) cannot be used if the swashbuckler is carrying a medium load or greater or wearing any armor heavier than light armor.

Weapon and Armor Proficiency: A swashbuckler is proficient with all simple and martial weapons and light armor.

Evade (Ex): A swashbuckler is a fluid combatant, relying on quickness rather than heavy armor to deflect blows. When wearing no or light armor, the swashbuckler adds his Evade bonus to his armor class.
This is considered a Dodge bonus and whenever the swashbuckler is denied his Dexterity bonus to armor class he also loses his Evade bonus.
Evade may be substituted for the Dodge feat as a prerequisite for other feats (for example, a swashbuckler with Evade +1 need not take the Dodge feat in order to select the Mobility feat). This bonus increases by +1 at 4th and every five levels thereafter to a maximum of +5 at 19th level.

Weapon Finesse (Ex): While proficient in all martial weapons, dexterous swashbucklers are particularly effective with light weapons.
The swashbuckler gets weapon finesse as a bonus feat.

Thrust (Ex): At 2nd level, the swashbuckler learns how to exploit an opening, dealing extra damage. The swashbuckler may thrust whenever his opponent is denied her Dexterity bonus to her armor class (whether the target actually has a Dexterity bonus or not) or when he flanks his opponent. This extra damage is indicated on the Swashbuckler
Table. Should the swashbuckler score a critical hit with a thrust, this extra damage is not multiplied. This damage increases by +1d6 at 5th level and every third level thereafter to a maximum of +7d6 at 20th level.
A swashbuckler may only thrust with a piercing melee weapon that is covered under the weapon finesse feat. The thrust bonus stacks with the rogue’s sneak attack and similar abilities.

Uncanny Dodge (Ex): At 2nd level, the swashbuckler retains his Dexterity bonus to armor class even when he is considered flat-footed.

Bonus Feat: At 3rd level and every 3 levels thereafter, the swashbuckler gains a bonus feat from the following list:
Blind-Fight, Catch Off-Guard, Combat Expertise, Combat Reflexes, Dazzling Display, Deadly Stroke, Double Slice, Greater Two-Weapon Fighting, Greater Weapon Focus, Greater Weapon Specialization, Improved Disarm, Improved Critical, Improved Feint, Improved Initiative, Improved Trip, Improved Two-Weapon Fighting, Improved Vital Strike, Improvised Weapon Mastery, Intimidating Prowess, Lightning Stance, Mobility, Quick Draw, Spring Attack, Throw Anything, Two-Weapon Defense, Two-Weapon Fighting, Two-Weapon Rend, Vital Strike, Weapon Focus, Weapon Specialization, Whirlwind Attack, Wind Stance.
The swashbuckler must meet all prerequisites in order to select a bonus feat.

Evasion (Ex): At 5th level, the swashbuckler is adept at avoiding unusual attacks. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can only be used if the swashbuckler is wearing light or no armor. A helpless swashbuckler does not gain the benefit of evasion.

Weapon Training (Ex): At 5th level, the swashbuckler adds a +1 bonus to all attack and damage rolls with light or one-handed piercing weapons. This bonus improves by +1 every 4 levels after 5th to a maximum bonus of +4 at 17th level.

Improved Uncanny Dodge (Ex): At 7th level, the swashbuckler’s uncanny ability to dodge is honed to the point where he can no longer be flanked.

Improved Evasion (Ex): At 10th level, the swashbuckler’s evasion improves. In addition to taking no damage on successful saves, the swashbuckler now takes only half damage on failed saves.

Deflect Arrows (Ex): At 13th level, the swashbuckler may use any weapon covered under the weapon finesse feat to deflect ranged attacks. This ability functions exactly as the feat of the same name, except that the swashbuckler uses a weapon instead of his bare hands.

Traits

Spoiler:

Sharp-eyed
One of the key areas on which your training focused was investigation, particularly the importance of attention to details; throughout the lessons, you were consistently at the top of the class. You can tell the difference between an Osirian hieroglyph and a symbol of sleep at thirty paces, and that fact as kept you alive on more than one occasion. You gain a +1 trait bonus on Perception checks, and it is always a class skill for you.

The New Lamsfel:
Elven Gunslinger (Fusilier, favored) 2

Description
128 years old
6' 7" tall
145 pounds

The very tall elf before you says nothing, fixing you with a bemused gaze as though waiting for you to speak, but you are not sure what he's expecting you to say. Over one shoulder can be seen a shortbow, on the other, the fletching from arrows are just visible. At either hip is a shortsword and dagger are tucked in various places on his person. He moves with an easy grace and generally keeps his own counsel, but you get the feeling that he's someone you can rely on.

Init +5 (+3 [dexterity]+2 [trait])
Senses Perception +8
Speed 30 ft
Panache 2/2 points

DEFENSE
{SPOILER]
AC 15, touch 15, flat-footed 10 (dexterity +3, charisma +2)
hp 14+1d10 (2d10 [fusilier]+2 [CON]+2 [favored]) wounds 0

Saves:
Fort +1 (+0 [fusilier 1]+1 [CON])
Ref +6 (+3 [fusilier 1]+3 [DEX])
Will +5 (+3 [fusilier 1]+2 [WIS])
+2 vs enchantment spells and effects
Immune to magic sleep effects
{/SPOILER]

OFFENSE
{SPOILER]
Base Atk +2
CMB +4 (+2 [BAB]+2 [STR])
CMD 17 (10 [base]+2 [BAB]+2 [STR]+3 [DEX])

Melee short sword +4 (1d6+2, 19-20/x2)
Melee short sword +2 (1d6+2, 19-20/x2) and
short sword +2 (1d6+1, 19-20/x2)
Melee dagger +4 (1d4+2, 19-20/x2)
Melee dagger +2 (1d4+2, 19-20/x2) and
dagger +2 (1d4+1, 19-20/x2)

Ranged shortbow +5 (1d6, 20/x3)
Ranged dagger +5 (1d4+2, 19-20/x2)
{/SPOILER]

FEATS, SKILLS, ABILITIES, LANGUAGES
{SPOILER]
Ability Scores: Str 14, Dex 16, Con 12, Int 12, Wis 14, Cha 10

Feats: Two-Weapon Fighting [1st]

Deeds: Close-Quarters Attack, Marksman, Suppressing Attack, Touche'

Traits: Reactionary [combat], Student Survivalist [campaign]

Skill points: 8 [fusilier] + 2 [ability] + 0 [favored]

Class skills: Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (local) (Int), Knowledge (nobility) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Survival (Wis) [trait], and Swim (Str).

Acrobatics +8 = +2 [rank]+3 [class]+3 [ability]
Climb +7 = +2 [rank]+3 [class]+2 [ability]
Perception +9 = +2 [rank]+3 [class]+2 [ability]+2 [race]
Sense Motive +6 = +2 [rank]+3 [class]+2 [ability]
Stealth +4 = +1 [rank]+0 [class]+3 [ability]
Survival +6 = +1 [rank]+3 [class]+2 [ability]

SQ: Favored Class (Fusilier - +2 hit point), Low-light Vision, Elven Immunities, Silent Hunter, Keen Senses, Weapon Familiarity

Languages Common, Elven, Varisian
{/SPOILER]

GEAR
{SPOILER]
Starting funds 35 gp
Combat Gear None
Other Gear Dagger (2 gp, 1 lb), Kama (2 gp, 2 lb), Kama (2 gp, 2 lb), = total (155 gp, 36 lb)

Backpack and contents:
Parchment (10 sheets, 2 gp, 0 lb), Waterskin (1 gp, 4 lb), Backpack (2 gp, 2 lb), Trail rations (4 days, 2.0 gp, 4 lb), Common lamp (0.1 gp, 1 lb), Oil (3 flasks, 0.3 gp, 3 lb), Bedroll (0.1 gp, 5 lb), Scrollcase (1 gp, 0.5 lb) = total (7.5 gp, 19.5 lb)

Belt pouch and contents:
Flint and steel (1gp, 0 lb), Pen (0.1gp, 0 lb), Ink (1 vial, black, 8gp, 0 lb), Belt pouch (1 gp, 0.5 lb) = total (10.1 gp, 0.5 lb)

Encumbrance 39 lb + coin (9 gp, 12 sp)
Light Load 58
Medium Load 59 - 116
Heavy Load 117 - 175
{/SPOILER]

REWARDS
{SPOILER]
? track XP ? xp to advance to 2nd
Experience Points: 536

Rewards breakdown (for checking my math)

{/SPOILER]

Spoils spoiler:
{SPOILER]

Unclaimed items / party property
None currently
{/SPOILER]

RESOURCES
Campaign
{SPOILER]{/SPOILER]

Traits
{SPOILER]
Reactionary
Student Survivalist
{/SPOILER]

Fusilier:
Hit Die: d10
Starting Wealth: 6d6 x 10 gp.

Class Skills
The fusilier’s class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (local) (Int), Knowledge (nobility) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), and Swim (Str).
Skill Ranks per Level: 4 + Int modifier.

Class Features
All of the following are class features of the fusilier.

Weapon and Armor Proficiency: A fusilier is proficient with all simple and martial weapons, and light armor and the buckler.

Dashing Defense (Ex): At 2nd level, when wearing light or no armor and not using a shield or a 2-handed melee weapon, a fusilier adds 1 point of his Charisma bonus (if any) per level to his Dexterity bonus to modify Armor Class. If a fusilier is caught flat-footed or otherwise denied his Dexterity bonus, he also loses this bonus.
A character cannot add more than 2 ability score modifiers to his AC as a result of this ability. (Thus most characters add their Dexterity and Charisma. However, a character who takes the duelist prestige class and gains canny defense could instead add any two of his Dexterity, Intelligence and Charisma modifiers to AC – but not all 3).

Panache (Ex): A fusilier makes her mark upon the world with daring deeds. Some fusiliers claim they belong to a mystical way of the sword, but it’s more likely that the volatile nature of melee simply prunes the unlucky and careless from their ranks. Whatever the reason, all fusiliers have panache. In game terms, panache is a fluctuating measure of a fusilier’s ability to perform amazing actions in combat. At the start of each day, a fusilier 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 some feats and magic items may affect this maximum. A fusilier spends panache to accomplish deeds (see below), and regains panache through the Killing Blow With a Finesse Weapon method (below). The panache class feature counts as the grit class feature – a character with panache may take the Extra Grit feat to add to her panache (although it may well be listed as Extra Panache), and a non-gunslinger may take Amateur Gunslinger to gain panache (although the feat may be listed as Élan).

Killing Blow with a Finesse weapon: When the fusilier reduces a creature to 0 or fewer hit points with an attack using a finesse weapon while in the heat of 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 fulilier’s character level to 0 or fewer hit points does not restore any panache.

Deeds: A fusilier receives access to the same deeds as a gunslinger at the same levels. At each level where the class gains access to additional deeds, the fusilier may select three deeds from his current level or a lower level. At fourth level and every four levels afterward, the fusilier may swap out a deed for a deed of equal level. A fusilier begins play with the touché deed in addition to three 1st-level deeds that she selects.

The following deeds are available to the fusilier:
1st Level Deeds

  • Close-Quarters Combat (Ex): You are skilled at jamming a weapon into the ribs of a grappling foe. As long as you have at least 1 panache point, when grappled you do not need to make a CMB check in order to make a single attack against your grappler with a one-handed finesse weapon you are proficient with, as a standard action.
  • Fusilier’s Dodge* (Ex): At 1st level, the fusilier gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the fusilier, she can spend 1 panache point to move 5 feet as an immediate action; doing so grants the fusilier a +2 bonus to AC against the triggering attack. This movement is not a 5-foot step, and provokes attacks of opportunity. Alternatively, the fusilier can drop prone to gain a +4 bonus to AC against the triggering attack. The fusilier can only perform this deed while wearing medium or light armor, and while carrying no more than a light load.
  • Marksman (Ex): As long as you have at least 1 point of panache, when you score a critical threat with a finesee weapon attack, the attack roll made to confirm the critical always uses the foe’s touch AC. (Normally an attack roll to confirm a critical threat uses the same AC as the attack roll that threatened.)
  • Suppressing Attack (Ex): As long as you have at least 1 point of panache, the first target you attack with a finesse weapon each round suffers a -1 penalty to attack rolls until the beginning of your next turn.
  • Touché (Ex): You are a master of making short, quick attacks that slide between armor plates, avoid magic wards, and penetrate natural hide. At 1st-level, when using a weapon you may expend panache with, you may resolve a single attack as a touch attack. This deed costs 1 point of panache.

    3rd Level Deeds

  • Distracting Attack (Ex): You are skilled at attacking targets in places that draw their attention away from other concerns. As long as you have at least 1 point of panache, as a standard action you may make a single finesse weapon attack against one target.
    If you hit, the target is considered distracted for purposes of characters (other than you) making Stealth checks (allowing even characters without concealment to make Stealth checks, opposed by the target’s Perception check), until the beginning of your next turn.
  • Fusilier Initiative* (Ex): At 3rd level, as long as the fusilier has at least 1 panache point, she gains the following benefits. First, she gains a +2 bonus on initiative checks. Furthermore, if she has the Quick Draw feat, her hands are free and unrestrained, and the weapon is not hidden, she can draw a single finesse weapon as part of the initiative check.
  • Reckless Attack (Ex): At the beginning of your round, before taking any other actions, you may choose to take a –1 penalty on all saving throws to gain a +1 bonus on finesse weapon attack rolls. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to finesse weapon attacks increases by +1. The effects of this feat last until the beginning of your next turn.

    7th Level Deeds

  • Dead Shot (Ex): At 7th level, as a full-round action, the fusilier can take careful aim and pool all of her attack potential into a single, deadly attack. When she does this, she attacks a single target, but makes as many attack rolls as she can, based on her base attack bonus. She makes the attack rolls in order from highest bonus to lowest, as if she were making a full attack. If any of the attack rolls hit the target, the fusilier’s single attack is considered to have hit. For each additional successful attack roll beyond the first, the fusilier increases the damage of the attack by the base damage dice of the weapon. For instance, if a 7th-level fusilier attacking with a rapier hits with both attacks, she does 2d6 points of damage with the attack, instead of 1d6 points of damage, before adding any damage modifiers. Precision damage and extra damage from weapon special abilities (such as flaming) are added with damage modifiers and are not increased by this deed. If one or more rolls are critical threats, she confirms the critical once using her highest base attack bonus –5. For each critical threat beyond the first, she reduces this penalty by 1 (to a maximum of 0). The fusilier must spend 1 panache point to perform this deed.
  • Retributive Attack (Ex): When you are knocked to 0 or fewer hit points, you may choose as a free action to make a single finesse weapon attack at a single foe within your reach.
    The attack cannot be augmented by any other feat or class ability. You may use this deed even if the attack that drops you to 0 or fewer hit points kills you. This deed costs 1 point of panache.
  • Startling Shot* (Ex): At 7th level, a fusilier with least 1 panache point can spend a standard action to purposely miss a creature that she could normally hit with a finesse weapon attack. When she does, that creature becomes flat-footed until the start of its next turn.
  • Targeting (Ex): At 7th level, as a full-round action, the fusilier can make a single firearm attack and choose part of the body to target. She gains the following effects depending on the part of the body targeted. If a creature does not have one of the listed body locations, that part cannot be targeted. This deed costs 1 panache point to perform no matter which part of the creature she targets. Creatures that are immune to sneak attacks are immune to these effects.
    Arms: On a hit, the target takes no damage from the hit but drops one carried item of the fusilier’s choice, even if the item is wielded with two hands. Items held in a locked gauntlet are not dropped on a hit.
    Head: On a hit, the target is damaged normally, and is also confused for 1 round. This is a mind-affecting effect.
    Legs: On a hit, the target is damaged normally and knocked prone. Creatures that have four or more legs or that are immune to trip attacks are immune to this effect.
    Torso: Targeting the torso threatens a critical on up to twice the normal range for the weapon. If the weapon would otherwise threaten on a broader range than the weapon due to the keen property or the Improved Critical feat, targeting the torso still does not increase the range beyond twice normal. As a result, in some situations, targeting the torso may have no benefit.
    Wings: On a hit, the target is damaged normally, and must make a DC 20 Fly check or fall 20 ft.
  • Will to Kill (Ex): Your psyche is built around your belief that you are a great warrior, and that drive to prove your skill with a finesse weapon can overcome even magic compulsions. If you are under a mind-affecting effect that would normally prevent you from attacking your target of choice, at the beginning of your turn you may make a Will save (DC same as the effect that prevents you from attacking). If you succeed, as a full-round action you may make one finesse weapon attack against a target of your choice. This does not end the mind-affecting effect, it just allows you to overcome it by just enough to make a single attack. This deed costs 1 point of panache.
  • Winged ’Em (Ex): When you successfully hit and damage a target with a finesse weapon attack, as a free action you may force the target to make a Fortitude save (DC 10 + 1/2 level + Charisma modifier) or have one of its movement rates halved. The penalty to its movement rate remains until the damage dealt with the attack is healed. Creatures immune to sneak attacks are immune to this effect.
    This deed costs 1 point of panache.

    11th level Deeds

  • Bleeding Wound* (Ex): At 11th level, when the fusilier hits a living creature with a finesse weapon attack, she can spend 1 panache point as a free action to have that attack deal extra bleed damage. The amount of bleed damage is equal to the fusilier’s Dexterity modifier. Alternatively, the fusilier can spend 2 panache points to deal 1 point of Strength, Dexterity, or Constitution bleed damage (fusilier’s choice) instead. Creatures that are immune to sneak attacks are also immune to these types of bleed damage.
  • Nerves of Steel (Ex): As a standard action you may make a single finesse weapon attack against one target. Rather than roll 1d20 + attack bonus to determine what AC you hit, you automatically hit an AC of 10 + attack bonus or less. This deed costs 1 point of panache.

    15th Levels Deeds

  • Evasive* (Ex): At 15th level, when the fusilier has at least 1 panache point, she gains the benefit of the evasion, uncanny dodge, and improved uncanny dodge rogue class features. She uses her fusilier level as her rogue level for improved uncanny dodge.
  • Menacing Display* (Ex): At 15th level, the fusilier can spend 1 panache point, spend a standard action in a display of their bladework, and affect all living creatures within a 30-foot-radius burst as if they were subject to the fear spell. The DC of this effect is equal to 10 + 1/2 the fusilier’s level + the fusilier’s Charisma modifier.
  • Penetrating Shot (Ex): As a standard action you may make a single finesse weapon attack that punches through your target’s defenses. This attack ignores half the target’s DR and hardness. This deed costs 1 point of panache.
  • Slinger’s Luck* (Ex): At 15th level, the fusilier can spend panache to reroll a saving throw or a skill check. It costs 2 panache points to reroll a saving throw, and 1 panache point to reroll a skill check. The fusilier must take the result of the second roll, even if it is lower. The deed’s cost cannot be reduced by the true panache class ability, the Signature Deed feat, or any other effect that reduces the amount of panache a deed costs.

    19th Level Deeds

  • Cheat Death* (Ex): At 19th level, whenever the fusilier is reduced to 0 or fewer hit points, she can spend all of her remaining panache points (minimum 1) to instead be reduced to 1 hit point.
  • Death’s Shot* (Ex): At 19th level, when the fusilier scores a critical hit, she can spend 1 panache point to deal normal damage, and the target must succeed at a Fortitude saving throw with a DC equal to 10 + 1/2 the fusilier’s level + the fusilier’s Dexterity modifier. On a failed saving throw, the target dies. This is a death attack. Performing this deed does not allow the fusilier to regain panache from confirming a critical hit or making a killing blow.
  • Stunning Shot* (Ex): At 19th level, when a fusilier hits a creature, she can spend 2 panache points to stun the creature for 1 round. The creature must make a Fortitude saving throw (the DC = 10 + 1/2 the fusilier’s level + the fusilier’s Wisdom modifier). If the creature fails, it is stunned for 1 round. Creatures that are immune to critical hits are also immune to this effect.

    Finesse: At 4th level a fusilier selects one of the following feats as a bonus feat: Agile Maneuvers, Blind-Fight, Bloody Assault*, Cleave, Close-Quarters Thrower**, Combat Expertise, Combat Reflexes, Deadly Aim, Improved Initiative, Step Up, Weapon Finesse, Whip Mastery**. The fusilier does not need to meet this feat’s normal prerequisites.
    *Indicates a feat from the Advanced Player’s Guide.
    **Indicates a feat from Ultimate Combat.

    Weapon Training (Ex): Starting at 5th level, a fusilier can select one specific finesse weapon. He gains a bonus equal to his Dexterity modifier on damage rolls when attacking with that type of weapon. A fusilier cannot add both his Strength and Dexterity modifier to a finesse weapon’s damage, he must choose one or the other. If the fusilier selects a 2-handed finesse weapon he adds his normal Dexterity modifier to the damage, not x1.5 his Dexterity modifier.
    Every four levels thereafter (9th, 13th, and 17th), the fusilier picks up another type of weapon, gaining these bonuses for those types as well.

    Staunch (Ex): At 6th level a fusilier’s experience with the rigors of the world, and his strong loyalty to his cause, grant him a +1 bonus to Fortitude saves throws against disease and poison. This bonus increases by +1 every 4 levels (+2 at 10th, +3 and 14th, and so on).

    Bonus Feats: At 8th level, and every four levels thereafter, a fusilier gains a bonus feat in addition to those gained by normal advancement. These bonus feats must be combat or panache feats.

    Unparalleled Panache (Ex): At 20th level, a fusilier picks two deeds that she has access to and that she must spend panache to perform. She can perform these deeds for 1 panache point fewer (minimum 0) than usual. If the number of panache points to perform a deed is reduced to 0, the fusilier can perform this deed as long as she has at least 1 panache point. If a deed could already be performed as long as she had at least 1 panache point, she can now perform that deed even when she has no panache points.



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