Male Human Swashbuckler 1/Dread 5 | F+5 R+13 W+6 | PAC 20 BAC 22 T 16 FF 15 CMD 20 | Init +5 Perc +9
About Agent Q
Presenting Agent Q, Black Chamber operative, master interrogator, and manipulator of fear!
Human dread 5/swashbuckler (picaroon) 1 (Pathfinder RPG Advanced Class Guide 56, 127, Ultimate Psionics 40)
N Medium humanoid (human)
Init +5; Senses Perception +9
AC 20, touch 16, flat-footed 15 (+3 armor, +1 deflection, +5 Dex, +1 natural)
hp 49 (6 HD; 5d8+1d10+17)
Fort +5, Ref +13, Will +6
Speed 30 ft.
Melee +1 kukri +11 (1d4+6/18-20) or
. . silver kukri +10 (1d4+4/18-20)
Ranged pistol +9 (2d4/×4)
Special Attacks deeds (derring-do, dodging panache), panache (3)
Dread Powers Known (power points 15, ML 5th; concentration +16)
. . 2nd—
. . 1st—mind thrust (DC 14), defensive precognition, offensive precognition, offensive prescience, untouchable aura (DC 14)
. . 0 (at will)—conceal thoughts, telekinetic punch (DC 13)
Str 10, Dex 20, Con 14, Int 12, Wis 10, Cha 16
Base Atk +4; CMB +4; CMD 20
Feats Combat Expertise, Dazzling Display, Piranha Strike, Slashing Grace[ACG], Touch Of Terror, Weapon Focus (kukri)
Skills Autohypnosis +8, Bluff +9, Climb +6, Diplomacy +9, Escape Artist +11, Intimidate +18, Knowledge (arcana) +4, Knowledge (nobility) +6, Linguistics +6, Perception +9, Sense Motive +8, Sleight of Hand +13, Stealth +16, Swim +6
Languages Basic Level German, Common, Native Level Russian, Proficient Level Infernal
SQ aura of fear, channel terror, devastating touch, fearsome insight, picaroon deeds (melee shooter, two-weapon finesse), terror, terrors (incite fear, weakening fear)
Combat Gear necklace of fireballs ii, potion of blur, potion of cure light wounds, potion of cure light wounds, potion of cure light wounds, potion of cure light wounds, potion of cure light wounds, potion of cure moderate wounds, potion of cure moderate wounds; Other Gear leather armor, mwk kukri, revolver[UC], silver kukri, trapped beverage, night vision device, specialist's kit, 500 gp
Aura of Fear (Su) At 3rd level, a dread radiates a palpably daunting aura that causes all enemies within 10 feet to take a –4 penalty on saving throws against fear effects. Creatures that are normally immune to fear lose that immunity while within 10 feet of a dread
Channel Terror (Su) At 3rd level, the dread learns how to channel her terrors through any melee weapon she is holding or through her devastating touch class feature, even if using devastating touch as a ranged attack (such as through the mindlock terror). If channeling
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Dazzling Display (Kukri) Intimidate check to demoralize can affect those within 30' who see you.
Deeds Devastating Touch (1d6+5)(+3 for Touch of Terror) (Su) A dread is able to channel psionic energy from fear and nightmares into a touch that causes pain. To use this ability, a dread must make a melee touch attack as a standard action on a living target. If the attack hits, it deals 1d6 points of damage p
Fearsome Insight +5 Insight bonus to Intimidate.
Incite Fear (DC 15) Target becomes shaken for 1d4 rounds if they fail a WillSave.
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Picaroon Deeds Piranha Strike -2/+4 You can subtract from your attack roll to add to your damage with light weapons.
Slashing Grace (Kukri) Treat chosen weapon as 1-handed piercing weapon and can add Dex instead of Str to dam.
Terror (8/day) (Su) Beginning at 2nd level, a dread learns to harness the power of fear in a variety of ways called terrors. Using a terror is a swift action. Some terrors are channelled through her devastating touch class feature. These terrors charge a dread’s touch
Weakening Fear (DC 15) Target becomes fatigued for 1 round/level if they fail a Fort Save.
Background, Personality, and Appearance:
Agent Q reveals little about his past, save that he was recruited by the Black Chamber for his considerable skills, and that he grew up in a small farming town, where the most interesting thing to do was shuck corn. He will sometimes say with no small amount of pride that he has 12 clearance levels above the president, although he never divulges information accessed from them. He is a member of the Black Chamber Interrogations Division, or BCID, specializing of extraction of information, willingly or not. His control over fear is mighty indeed, able to make the most fearless of men quake in their boots. He came to the Black Chamber fairly recently, and has quickly risen through it’s ranks.
Agent Q is a fairly charming individual, despite his uncanny abilities. He makes friends easily, and is good at getting information from them. He is also able to talk for great lengths without divulging anything of substance beyond the vaguest of hints towards some intentions, which are rarely his own. When asked about his name, Agent Q warns against further questioning, as any knowledge of his name could get the other person executed, and would cause Q to suffer a far worse fate than death. In combat, he is a terror to behold, causing enemies to cower in fear with a touch and crushing the minds of weaker fighters.
He is tall and somewhat pale, with slicked back black hair. He wears a black suit, white dress shirt, and black tie. Two kukris are hung on one hip, and an M1911 pistol sits in a holster on the other hip. He wears a lightweight backpack filled with his other equipment. In combat, he wears a set of light armor, camouflaged to blend in with his surroundings.