About Castinus Fulvio
Castinus Fulvio (218409/9)
Special Attacks: Inspiration, Parry and Riposte
* Heightened Awareness
Alchemy (Su): Investigators are highly trained in the creation of mundane alchemical substances and magical potion-like extracts.
A Quiet Word (Ex): A mastermind’s reputation precedes him. At 1st level, once per day a mastermind can spend 10 minutes preparing an ally to make a single Diplomacy or Intimidate check within the next 24-hour period at the mastermind’s behest. This skill check uses the mastermind’s skill ranks instead of the ally’s. The mastermind’s affected ally still uses its own ability bonus for the check. When a mastermind uses this ability, he can expend one use of inspiration to give the ally use of the inspiration die when making the check.
Panache (4/day): recover through confirmed crits w rapier only
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.
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. This deed’s cost cannot be reduced by any ability or effect that reduces the number of panache points a deed costs.
Acrobatics +7 [Dex 4 + Rank 1 + Class +3 + Armour -1]
Appraise +2 [Int +2]
Bluff +6 [Cha +2 + Rank 1 + Class +3]
Climb +0 [Str +1 + Armour -1]
Diplomacy +6 [Cha +2 + Rank 1 + Class +3] *Inspiration*
Disable Device +7 [Dex 4 + Rank 1 + Class +3 + Armour -1]
Disguise +2 [Cha +2]
Escape Artist +3 [Dex 4 + Armour -1]
Fly +3 [Dex 4 + Armour -1]
Heal (1) [Wis -1]
Intimidate +6 [Cha +2 + Rank 1 + Class +3] *Inspiration*
Knowledge (dungeon) +6 [Int +2 + Rank 1 + Class +3] *Inspiration*
Knowledge (history) +6 [Int +2 + Rank 1 + Class +3] *Inspiration*
Knowledge (local) +6 [Int +2 + Rank 1 + Class +3] *Inspiration*
Knowledge (nature) +6 [Int +2 + Rank 1 + Class +3] *Inspiration*
Knowledge (nobility) +6 [Int +2 + Rank 1 + Class +3] *Inspiration*
Linguistics +6 [Int +2 + Rank 1 + Class +3]
Perception +8 [Wis -2 + Rank 1 + Class +3 Trait +2 Racial +3]
Ride +3 [Dex 4 + Armour -1]
Sense Motive (1) [Wis -1]
Sleight of Hand +7 [Dex 4 + Rank 1 + Class +3 + Armour -1]
Spellcraft +6 [Int +2 + Rank 1 + Class +3]
Stealth +3 [Dex 4 + Armour -1]
Survival (1) [Wis -1]
Swim +0 [Str 1 + Armour -1]
Use Magic Device +6 [Int +2 + Rank 1 + Class +3]
PFS Resources & Chronicle Rewards:
Fame = 6
Prestige = 4
Impressive Find: (relevant at 12 fame)
Irica Family Devil: Learned the name of the Irrica family's devil. Once as a swift action, may give one devil you can see within 60' the sickened condition for one hour. After, you have earned the enmity of devils everywhere.
SOVEREIGN COURT SEASON 10 REWARDS:
PRACTICED DIPLOMAT (2+ goals): Circle one of the following skills: Bluff, Diplomacy, Disguise, or Knowledge (nobility). When you attempt a check using your chosen skill, you always receive a final result of at least 10 + the number of goals you have completed.
WELL-CONNECTED(4+ goals): Your network of contacts is vast. Once per adventure, before rolling a skill check that involves concealing evidence of your presence, gathering intelligence, influencing members of high society, or other tasks directly relevant to the Sovereign Court’s goals, you can call upon the assistance of a contact to gain a +4 bonus on the check.
SKILLED NEGOTIATOR (7+ goals): When you use Bluff, Diplomacy, or Intimidate to resolve an encounter with a potentially hostile force without resorting to combat, you and any of your allies who witnessed your actions gain a morale bonus on Will saves equal to half the number of goals you have completed (rounded down) for 1 hour.
Once per adventure when you accomplish one of the following goals, you can check a box that precedes it. Once all of a goal’s boxes are checked, the goal is complete. You earn special rewards based on the number of goals you have completed.