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Carlyle the Flamboyant's page

93 posts. Organized Play character for rpblue.


Full Name

Carlyle Breslyn the Flamboyant

Race

Master of Ribbons 4 HP: 36/36 | AC 18 | T 13 | FF 15 | Fort +5 | Ref +6 | Will +2 | CMD 19 | Initiative +6 | Perception +5 | Climb +6 | Swim +7 | Kn.(D/L) +4

Classes/Levels

Resources:
CLW Wand - 50 charges

About Carlyle the Flamboyant

Carlyle the Flamboyant
PFS # 73433-15
Male Human Weapon Master Fighter 3 / Flying Blade Swashbuckler 1
N Medium Humanoid (Human)
Initiative +6;

Defense::

AC 18, touch 13, flat-footed 15 (+5 armor, +3 Dex)
HP 36 (4d10+8)
Fort +5, Ref +6, Will +2
Defensive Abilities

Offense::

Speed 30 ft.
Melee Mithral Dagger +8 (1d4+5/19-20)
Ranged Mithral Dagger +10 (1d4+5/19-20)

Statistics::

Str 15, Dex 18, Con 14, Int 8, Wis 12, Cha 14
Base Attack +4; CMB +6; CMD 19
Feats: Point Blank Shot; Precise Shot; Two-Weapon Fighting; Quick Draw; Deadly Aim
Skills (6 Ranks)
Acrobatics +7; Climb +6; Kn. (Local) +5; Kn. (Dungeoneering) +4; Perception +5; Sleight of Hand +7; Swim +7
Languages Common, Varisian
Traits River Rat - +1 to damage with daggers; +1 to Swim; Swim is a class skill; Reactionary: +2 to Initiative
Racial Traits Bonus Feat: +1 feat; Skilled: +1 skill/level
SQ Weapon Guard(Dagger); Weapon Training(Dagger); Panache (2); Deeds (Derring-Do; Subtle Throw; Opportune Parry and Riposte); Swashbuckler’s Finesse
Combat Gear Mithral Dagger +1, Masterwork Dagger (x2), Kunai (x5), Chain Shirt +1, Belt of Dexterity +2
Other Gear Backpack, Bedroll, Medium Tent, Trail Rations (x10), Heavy Blanket, Hempen Rope 50 ft., Holy Water (x1), Alkali Fluid (x1), Acid Flask

Special Abilities::

Weapon Guard (Dagger) (Ex): At 2nd level, a weapon master gains a +1 bonus to CMD against disarm and sunder attempts while wielding his chosen weapon. This bonus also applies on saves against any effect that targets his chosen weapon (for example, grease, heat metal, shatter, warp wood). The bonus increases by +1 for every four levels beyond 2nd.

Weapon Training (Dagger) (Ex): At 3rd level, a weapon master gains a +1 bonus on attack and damage rolls with his chosen weapon. The bonus improves by +1 for every four levels beyond 3rd.

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 (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.
Unlike other swashbucklers, a flying blade regains panache only when she confirms a critical hit or makes a killing blow with a dagger or starknife.

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.
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).
Subtle Throw (Ex): At 1st level, a flying blade can spend 1 panache point as part of a ranged attack with a dagger or starknife to make it without provoking attacks of opportunity. At 6th level, as a swift action she can spend 1 panache point to make all of her ranged attacks with daggers or starknives without provoking attacks of opportunity until the start of her next turn.
Opportune Parry and Riposte (Ex): 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.

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.

Attacks::

Melee:
[dice=Dagger-Single] 1d20+8[/dice]
[dice=Damage] 1d4+4 [/dice]

[dice=Dagger-TWF] 1d20+8-2[/dice]
[dice=Damage] 1d4+4/2 [/dice]

Ranged:
[dice=Dagger-Single] 1d20+8[/dice]
[dice=Damage] 1d4+4 [/dice]

[dice=Dagger-Single-PBS] 1d20+8+1[/dice]
[dice=Damage] 1d4+4+1 [/dice]

[dice=Dagger-TWF] 1d20+8-2[/dice]
[dice=Damage] 1d4+4/2 [/dice]

[dice=Dagger-TWF-PBS] 1d20+8-2+1[/dice]
[dice=Damage] 1d4+4/2+1 [/dice]