Lem

Anton Silverseed's page

16 posts. Alias of Critzible.


Full Name

Anton Silverseed

Race

Halfing

Gender

male

Size

Small

Age

22

Alignment

Neutral

Languages

Halfling,Goblin,Elven,Dwarven,Draconic, Abyssal,Common

Strength 10
Dexterity 16
Constitution 11
Intelligence 14
Wisdom 12
Charisma 16

About Anton Silverseed

Anton Silverseed
Halfling Swashbuckler(Mouser)/Unchained Rogue 3rd
Small Humanoid(Halfling) Neutral Good
Init:+3 Perception:+9[+10] Speed:30ft
Defense:
AC:18[10+3(dex)+1(size)+4(armor)]
Armor: Chain Shirt:+4 Max Dex:+5 Penalty:-1Spell Failure:15% Speed:30ft Wgt. 20lb.
CMD:15 [10+3+3+0-1]
CMB:+3[+3+1-1]
HP:24
Fort:+2 Reflex:+8 Will:+3
Defensive Abilities:
Fearless:+2 v.Fear
Halfling Luck:+1 to all saves
Offensive:
Weapon Familiarity: anything with Halfling in the name as well as Slings.
Speed:20ft
BAB:+3
Melee:+3
Dagger(x10): +6 Dmg:1d3+1 Crit:19-20/x2 wgt.1lb type: Piercing(8) Slashing(2) Range:10ft. 20gp
Cestus:+6 Dmg:1d3+1 Crit:19-20/x2 wgt:1lb. Type:Bludgeoning 5gp
Short Sword:+6 Dmg:1d4+1 Crit:19-20/x2 wgt.2lb type:Piercing 10gp
Light Mace:+6 Dmg:1d4+1 Crit:x2 wgt.4lb. type:bludgeoning 5gp
Ranged:+6
Sling:+6 1d3 Crit:x2 wgt. Type:bludgeoning Range:50ft.
Bullets, 1sp wgt.5lb.

Str10 Dex16 Con11 Int:14 Wis:12 Cha:16

Skills: 33 Background:6
Acrobatics:+11[3+3(dex)+3+2(race)]
Bluff: +9[3+3(cha)+3]
Climb:+6[2+0(str)+3+2(race)]
Diplomacy:+9[3+3(Cha)+3+1(trait)]
Disable Device:+9(+10) [3+3(Dex)+3+1(cLass)]
Escape Artist: +8[2+3(Dex)+3]
Intimidate:+7[1+3(cha)+3]
Know(Dungeoneering):+6[1+2(int)+3]
Know(Local):+6[1+2(int)+3]
Perception:+9(+10)[3+1(Wis)+3+2(race)+1(class)]
Sense Motive:+4[2+1(wis)+3]
Sleight of Hand:+8[2+3(dex)+3]
Stealth:+13[3+3(dex)+3+4(size)]
Swim:+5 [2+0(Str)+3]

Background:6
Linguistic: +8[3+2(int)+3]
Know(Nobility): +7[1+2(int)+3+1(trait)]
Profession(Cook):+6 [2+1(wis)+3]

Feats: Weapons Finesse*, Combat Trick: Two-Weapon Fighting, Quick Draw
Traits:
Blood of Dragons: Gain Low Light Vision
Wanderlust: +10ft for overland speed.
Slivertongued: +1 to Diplomacy and Knowledge(Nobility)

Explorer's’ Outfit
Soldier's’ Uniform(1gp)
Rogues’ Kit (50gp):Backpack,bedroll,belt pouch,caltrops,chalk(10),flint and steel,grappling hook,iron pot,mess kit,mirror,pitons(10),rope,soap,thieves’ tools,torches(10),trail rations(5),waterskin wgt.37lbs
Bandolier(x2):1gp
Compass(10gp)
Weapon Sheaths(x2)2gp

Swashbuckler(Mouser):
Panache:3
Grit, Luck, and Panache
Grit, luck, and panache represent three different means by which heroes can gain access to the same heroic pool, using it to accomplish fantastic feats. For characters with a mix of grit, luck, and panache, they pool the resources together into a combined pool. (Those who use panache and luck gain twice their Charisma bonus in their pool.) For feats, magic items, and other effects, a panache user can spend and gain luck points in place of grit or panache points, and vice versa.
A luck user does not count as a grit or panache user to satisfy feat prerequisites. Swashbuckler levels stack with gunslinger levels for the purpose of satisfying Signature Deed’s level requirement.

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.

Deeds:
Underfoot Assault (Ex): At 1st level, if a foe whose size is larger than the mouser’s is adjacent to her and misses her with a melee attack, the mouser can as an immediate action spend 1 panache point to move 5 feet into an area of the attacker’s space. This movement does not count against the mouser’s movement the next round, and it doesn’t provoke attacks of opportunity. While the mouser is within a foe’s space, she is considered to occupy her square within that foe’s space.
While the mouser is within her foe’s space, the foe takes a –4 penalty on all attack rolls and combat maneuver checks not made against the mouser, and all of the mouser’s allies that are adjacent to both the foe and the mouser are considered to be flanking the foe. The mouser is considered to be flanking the foe whose space she is within if she is adjacent to an ally who is also adjacent to the foe. The mouser can move within her foe’s space and leave the foe’s space unhindered and without provoking attacks of opportunity, but if the foe attempts to move to a position where the mouser is no longer in its space, the movement provokes an attack of opportunity from the mouser. This deed replaces opportune parry and riposte.

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).

Dodging Panache (Ex): At 1st level, when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma Modifier (minimum 0) against the triggering attack. This movement doesn’t negate the attack, which is still resolved as if the swashbuckler had not moved from 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 heavier than a light load.

Quick Steal (Ex): At 3rd level, as a swift action the mouser can spend 1 panache point when she hits a for larger than her size with a light or one-handed piercing melee weapon to attempt a steal combat maneuver check against the creature she hit. Using this deed does not provoke an attack of opportunity. This deed replaces menacing swordplay.

Kip-Up (Ex): At 3rd level, while the swashbuckler has at least 1 panache point, she can kip-up from prone as a move action without provoking an attack of opportunity. She can kip-up as a swift action instead by spending 1 panache point.

Precise Strike (Ex): At 3rd level, while she has at least 1 panache point, a swashbuckler gains the ability to strike precisely with a light or one-handed piercing melee weapon (though not natural weapon attacks), adding her swashbuckler level to the damage dealt. To use this deed, a swashbuckler cannot attack with a weapon in her other hand or use a shield other than a buckler. She can even use this ability with thrown light or one-handed piercing melee weapons, so long as the target is within 30 feet of her. Any creature that is immune to sneak attacks is immune to the additional damage granted by precise strike, and any item or ability that protects a creature from critical hits also protects a creature from the additional damage of a precise strike. This additional damage is precision damage, and isn’t multiplied on a critical hit. As a swift action, a swashbuckler can spend 1 panache point to double her precise strike’s damage bonus on the next attack. This benefit must be used before the end of her turn, or it is lost. This deed’s cost cannot be reduced by any ability or effect that reduces the amount of panache points a deed costs (such as the Signature Deed feat).

Swashbuckler Initiative (Ex): At 3rd level, while the swashbuckler has at least 1 panache point, she gains a +2 bonus on initiative checks. In addition, if she has the Quick Draw feat, her hands are free and unrestrained, and she has any single light or one-handed piercing melee weapon that isn’t hidden, she can draw that weapon as part of the initiative check.

Swashbucklers' Finesse:
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.

Charmed Life:3/day
At 2nd level, the swashbuckler gains a knack for getting out of trouble. Three times per day as an immediate action before attempting a saving throw, she can add her Charisma modifier to the result of the save. She must choose to do this before the roll is made. At 6th level and every 4 levels thereafter, the number of times she can do this per day increases by one (to a maximum of 7 times per day at 18th level).

Unchained Rogue

Sneak Attack:+1d6
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 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.

With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), 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 total concealment.

Trapfinding:+1
A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

Finesse Training:
At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.

Evasion:
At 2nd level, a rogue can avoid even magical and unusual attacks with great agility. If she succeeds at a 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:Combat Trick:Two Weapon Fighting

Danger Sense:+1
At 3rd level, a rogue gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. In addition, she gains a +1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 rogue levels thereafter (to a maximum of +6 at 18th level). This ability counts as trap sense for the purpose of any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (from another class).