Aspis Agent

Arthur Cantor Delgado's page

549 posts. Alias of Bofus Beerswizzler.


Full Name

Captain Arthur Cantor Delgado

Race

Human

Classes/Levels

L5 Swashbuckler (Picaroon) HP 45 / 45 Ini +4; Panache: 1 / 3 CL 3 / 3 AC 19 FF 16 T 14; F1 R5 W1(+2 v fear); CMD 19

Full Attack:
[dice=Rapier]d20+8[/dice] [dice=damage]d6+5[/dice] [dice=Pistol]d20+6[/dice] [dice=damage]d8+1[/dice]

Gender

M

Size

M

Age

22

Alignment

CG

Deity

Desna

Occupation

Pirate Captain!!

Strength 13
Dexterity 14
Constitution 12
Intelligence 14
Wisdom 10
Charisma 17

About Arthur Cantor Delgado

Speed: 30

OFFENSE
BAB +5 Init +4 (Dex +2, Swashbuckler Init +2)

CMB: 6 (BAB 5; Str 1)
CMD: 19 (BAB 5; Dex 2; Nimble 1; RoP 1)

Rapier "Tooth" +10 (BAB +5; WF +1; Ench +1; Dex +2; Swashbuckler Weapon Training +1) d6+5 (Str +1; WS +2; Ench +1 SBWT +1) 15-20x2
"Tooth," Bludgeoning +9, d6+4, 18-20x2
pistol +8 (BAB +5; Dex +2; PBS +1) d8+1 (PBS +1)
Full Attack, rapier & pistol +8/+7 (-2 TWF)

DEFENSE
HP: 45 Max
AC: 19 (Studded Leather +3; Buckler +1; Ring of Prot +1; Amulet of Nat +1; Dex +2; Nimble +1) FF 15 T 14

Ref: +6 (Base 4; Dex 2)
Fort: +2 (Base 1; Con 1)
Will: +1 (Base 1; Wis 0) +2 Trait bonus vs. Fear effects
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WEALTH
GP 50
SP 8
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SKILLS:
Skill Points: 4/lvl + int/other
Acrobatics 7 (Ranks: 3+3 Dex:+2; ACP -1)
Bluff 10 (Ranks: 4+3 Cha:+3)
Climb 5 (Ranks:2+3 Str:+1; ACP -1)
Craft (Ranks: Int:+2)
Diplomacy 11 (Ranks: 5+3 Cha:+3)
Escape Artist 1 (Ranks: Dex:+2; ACP -1)
Intimidate 11 (Ranks: 5+3 Cha:+3)
Knowledge (local) 2 (Ranks: Int:+2)
Knowledge (nobility) 2 (Ranks: Int:+2)
Perception 8 (Ranks: 4+3 Wis:0 Trait:+1)
Perform (Ranks: Cha:+3)
Profession (Pirate) 9 (Ranks:5+3 Wis:0 Trait:+1)
Ride 1 (Ranks: Dex:+2; ACP -1)
Sense Motive 0 (Ranks: Wis:0)
Sleight of Hand 6 (Ranks:2+3 Dex:+2; ACP -1)
Stealth 1 (Dex +2, ACP -1)
Swim 6 (Ranks:3+3 Str:+1; ACP -1)

Feats & Traits:
FEATS
* = Swashbuckler Bonus feat
Quick Draw
Weapon Focus: Rapier
Point Blank Shot
Precise Shot
Weapon Specialization: Rapier *

TRAITS
Besmara's Blessing: +1 on Perception & Profession (Sailor). May reroll a Prof (sailor) check 1/week & take the higher roll.

Courageous: +2 to saves vs. Fear effects


Class Features:

Two-Weapon Finesse: Gain Weapon Finesse with one-handed & light piercing weapon; gain TWF when wielding same + 1-handed firearm.
Swashbuckler Weapon Training: Gain effects of Improved Critical feat with all one-handed or light piercing melee weapons. Gain +1 hit/damage with same (addt’l +1/4 lvls beyond 5th)

PANACHE: regain panache by scoring a crit or a killing blow with a light or one-handed piercing melee weapon, or a one-handed firearm

CHARMED LIFE: 3/day, may add Cha bonus to a save before it's rolled.

NIMBLE (+1): Dodge bonus to AC when wearing light/no armor (+1/4 lvls beyond 3rd)

DEEDS:
Derring-Do (Ex): Spend 1 panache point while making an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. He can do this after he makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, he rolls another 1d6 and adds it to the check. He can continue to do this as long as he rolls natural 6s, up to a number of times equal to his Dexterity modifier (minimum 1).

Dodging Panache (Ex): 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 his 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 his previous 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 perform this deed only while wearing light armor or no armor, and while carrying no heavier than a light load.

Melee Shooter (Ex): As a swift action when wielding both a light or one-handed piercing melee weapon and a one-handed firearm, the picaroon can spend 1 panache point to avoid provoking attacks of opportunity with the first ranged attack he makes with the firearm during his turn.

Menacing Swordplay: While he has at least 1 panache point, when a swashbuckler hits an opponent with a light or one-handed piercing melee weapon, he can use Intimidate to demoralize that opponent as a swift action instead of a standard action.

Precise Strike:While he 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 a natural weapon), adding his swashbuckler level to the damage dealt. To use this deed, a swashbuckler cannot attack with a weapon in his off hand or use a shield other than a buckler. He can use this ability even with thrown light or one-handed piercing melee weapons, so long as the target is within 30 feet of his. 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 his precise strike's damage bonus on his next attack. This benefit must be used before the end of his 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: While the swashbuckler has at least 1 panache point, he gains a +2 bonus on initiative checks. In addition, if he has the Quick Draw feat, his hands are free and unrestrained, and he has a light or one-handed piercing melee weapon that's unhidden and ready to draw, he can draw that weapon as part of the initiative check.

Quick Clear: As a standard action the picaroon can spend 1 panache point to remove the broken condition from a single one-handed firearm he is currently wielding, as long as the firearm gained that condition through a misfire.


Equipment:

Ring of Protection +1
Amulet of Natural Armor +1
+1 Rapier, Tooth (May do bludgeoning damage)
Pistol
-shot + powder | | | | | | |
-cartridge
masterwork handaxe
Masterwork dagger
Dagger X 4
Sling + 20 bullets
Buckler
Studded Leather
Backpack
bedroll
flint & steel
thieves' tools
gunsmiths' kit
powder horn
Torches X 10
soap
grooming kit
50' rope
grapple (Common)
The Lookout (Pendant of baby orangutan skull)

EXPENDIBLES
Alchemist's fire |
Tanglefoot Bag
tindertwig | |
holy water

Pot: CLW
Pot: CMW |


Group Treasure: