Synergist

Benedicte Charthagnion's page

49 posts. Alias of Darkness Rising.


About Benedicte Charthagnion

Male Human Gestalt Arcanist/Swashbuckler (Inspired blade) 1

LE Medium Humanoid (Human)

Languages: Celestial, Common, Dwarven, Draconic, Elven, Halfling, *Infernal

*Free language from trait

Favoured Class: Arcanist, +1 hit point

Deity Diabolism

Init +4; Senses Perception +4

_________________
DEFENCE
_________________

AC 13, touch 13, flat-footed 10 (+3 Dex)

hp 12 (d10 +1 Con +1 Favoured Class)

Fort +1, Ref +5, Will +2 (+3 vs charm/compulsion)

_________________
OFFENCE
_________________

Speed 30 ft.

Melee [dice=Rapier (BAB/Dex/Weapon Focus/Arcane Strike)]d20+1+3+1+1[/dice]

[dice=Damage (Dex/Arcane Strike)]d6+3+1[/dice]

Ranged [Dagger (BAB/Dex/Arcane Strike)]d20+1+3+1[/dice]

[dice=Damage (Arcane Strike)]d4+1[/dice]

_________________
STATISTICS
_________________

Str 10, Dex 16, Con 13, Int 18, Wis 12, Cha 10

BAB +1; CMB +8*; CMD 18*

*+2 for deft maneuvers

_________________
ABILITIES
_________________

Arcane Reservoir (Su): An arcanist has an innate pool of magical energy that she can draw upon to fuel her arcanist exploits and enhance her spells. The arcanist’s arcane reservoir can hold a maximum amount of magical energy equal to 3 + the arcanist’s level. Each day, when preparing spells, the arcanist’s arcane reservoir fills with raw magical energy, gaining a number of points equal to 3 + 1/2 her arcanist level. Any points she had from the previous day are lost. She can also regain these points through the consume spells class feature and some arcanist exploits. The arcane reservoir can never hold more points than the maximum amount noted above; points gained in excess of this total are lost. Points from the arcanist reservoir are used to fuel many of the arcanist’s powers. In addition, the arcanist can expend 1 point from her arcane reservoir as a free action whenever she casts an arcanist spell. If she does, she can choose to increase the caster level by 1 or increase the spell’s DC by 1. She can expend no more than 1 point from her reservoir on a given spell in this way.

Arcanist Exploits: By bending and sometimes even breaking the rules of magic, the arcanist learns to exploit gaps and exceptions in the laws of magic. Some of these exploits allow her to break down various forms of magic, adding their essence to her arcane reservoir. At 1st level and every 2 levels thereafter, the arcanist learns a new arcane exploit selected from the following list. An arcanist exploit cannot be selected more than once. Once an arcanist exploit has been selected, it cannot be changed. Most arcanist exploits require the arcanist to expend points from her arcane reservoir to function. Unless otherwise noted, the saving throw DC for an arcanist exploit is equal to 10 + 1/2 the arcanist’s level + the arcanist’s Charisma modifier.

Consume spells: At 1st level, an arcanist can expend an available arcanist spell slot as a move action, making it unavailable for the rest of the day, just as if she had used it to cast a spell. She can use this ability a number of times per day equal to her Charisma modifier (minimum 1). Doing this adds a number of points to her arcane reservoir equal to the level of the spell slot consumed. She cannot consume cantrips (0 level spells) in this way. Points gained in excess of the reservoir’s maximum are lost.

Panache (Ex): 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. 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.

Deeds: Swashbucklers spend panache points to accomplish deeds. Most deeds grant the swashbuckler a momentary bonus or effect, but some provide longer lasting effects. Some deeds remain in effect while the swashbuckler has at least 1 panache point, but do not require expending panache to be maintained. A swashbuckler can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the swashbuckler has or spends the required number of panache points to perform the deed.

Swashbuckler Finesse (Ex): 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. This is replaced with Deft Maneuvers in view of the Feat Tax system being played.

Inspired Finesse (Ex): At 1st level, an inspired blade gains the benefits of Weapon Finesse with the rapier (this ability counts as having the Weapon Finesse feat for the purpose of meeting feat prerequisites) and gains Weapon Focus (rapier) as a bonus feat.

Inspired Panache (Ex): Each day, an inspired blade gains a number of panache points equal to her Charisma modifier (minimum 1) and Intelligence modifier (minimum 1), instead of just her Charisma modifier.

_________________
DEEDS
_________________

Derring-do: 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: 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.

Opportune parry and riposte: At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If her result is greater than the attacking creature’s result, the creature’s attack automatically misses. The swashbuckler must declare the use of this ability after the creature’s attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach. This deed's cost cannot be reduced by any ability or effect that reduces the number of panache points a deed costs.

_________________
SPELLCASTING
_________________

Spellbook

1st Level: Cause Fear, Colour Spray, Floating Disk, Grease, Mirror Image, Shield, Unseen Servant, Windy Escape

Prepared Spells

Cantrips (4): Acid splash, Light, Message, Prestidigitation

1st Level (2 prepared, casting 2/day): Colour Spray (DC 15), Shield

_________________
ARCANIST EXPLOITS
_________________

Armoured Mask: By expending 1 point from her arcane reservoir as a standard action, the arcanist grants herself an effective illusion of armor. She gains the benefits of mage armor with a caster level that’s equal to her arcanist level and appears to be wearing light or medium armor of whatever design she chooses when activating this ability. At any time while this effect is active, she can expend 1 additional point from her arcane reservoir as an immediate action to also gain the benefits of shield of faith with a caster level equal to her arcanist level.

Arcane Discovery (knowledge is power): Your understanding of physical forces gives you power over them. You add your Intelligence modifier on combat maneuver checks and to your CMD. You also add your Intelligence modifier on Strength checks to break or lift objects.

_________________
FEATS
_________________

Feat Tax Feats[/ i]

[i]Agile Maneuvers: Use your Dex bonus when calculating your CMB.

Combat Expertise: Trade attack bonus for AC bonus.

Deadly Aim: Trade ranged attack bonus for damage.

[i]Point Black Shot: +1 attack and damage on targets within 30 feet.

Power Attack/Pirhana Strike: Trade melee attack bonus for damage.

Weapon Finesse: Use Dex instead of Str on attack rolls with light weapons.

[b]Other Feats]

Level 1 Feat - Arcane Strike: As a swift action, you can imbue your weapons with a fraction of your power. For 1 round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction. For every five caster levels you possess, this bonus increases by +1, to a maximum of +5 at 20th level.

Free level 1 Feat - Fencing Grace: When wielding a rapier one-handed, you can add your Dexterity modifier instead of your Strength modifier to that weapon’s damage. The rapier must be one appropriate for your size. You do not gain this benefit while fighting with two weapons or using flurry of blows, or anytime another hand is otherwise occupied. In addition, if you have the panache class feature, you gain a +2 bonus to your CMD against attempts to disarm you of your rapier while you have at least 1 panache point.

Free human Feat - Extra Arcanist Exploit

Free Swashbuckler Feat - Deft Maneuvers: You do not provoke an attack of opportunity when performing a trip, disarm, dirty trick, feint, reposition, or steal combat maneuver. In addition, you receive a +2 bonus on checks with these combat maneuvers. Now a prerequisite for the relevant greater combat maneuver feats.

Free Inspired Blade Feat - Weapon Focus (rapier). You gain a +1 bonus on all attack rolls you make using the selected weapon.

_________________
TRAITS
_________________

Scion of the Nine Circles: While the worship of Asmodeus is widespread throughout Cheliax, you follow a different path: that of the philosophy of diabolism. Asmodeus and the other archdevils are worthy of respect and emulation, certainly, but rather than worship one Lord of Hell above all others, your faith is instead based on the veneration of the order and laws of Hell itself as a model for a perfect society. Free will must be suppressed to prevent rebellion, slavery is required to keep the unworthy in their place, and evil and cruelty are necessary for good and kindness to exist. You gain a +1 trait bonus on Knowledge (planes) checks, and Knowledge (planes) is a class skill for you. You also know the Infernal tongue (this does not count toward your number of languages). In addition, your studies of Hell’s underlying structure give strength to your determination. You gain a +2 trait bonus on Will saves against the mind-affecting effects of outsiders with the good subtype.

Arcane Temper: You have quick reactions and fierce concentration. You gain a +1 trait bonus on concentration and initiative checks.

Overprotective: In your youth, you saw a younger friend or loved one suffer a grievous injury or die, and you blamed yourself for not having been there to help, even if there was nothing you could have done. If one of your allies should fall unconscious from hit point damage, you take a –2 penalty on attack rolls and skill checks as long as you are farther than 10 feet away from your fallen ally.

_________________
SKILLS

(4 Swashbuckler, 4 Int, 1 Human, 2 *Background)
_________________

Acrobatics 7 (1 point, Class skill, 3 Dex)

Escape Artist 7 (1 point, Class skill, 3 Dex)

Intimidate 5 (1 point, Class skill, 1 Cha)

Knowledge (arcana) 8 (1 point, Class skill, 4 Int)

Knowledge (local) 8 (1 point, Class skill, 4 Int)

*Knowledge (nobility) 8 (1 point, Class skill, 4 Int)

Knowledge (planes) 8 (1 point, Class skill, 4 Int)

*Linguistics 8 (1 point, Class skill, 4 Int)

Perception 4 (1 point, Class skill)

Sense Motive 4 (1 point, Class skill)

Spellcraft 8 (1 point, Class skill, 4 Int)