Fadil Ibn-Kazar

Castinus Fulvio's page

514 posts. Organized Play character for AbyssDancer.


Full Name

Castinus Fulvio (aka Pitt)

Race

Halfelf Investigator (Mastermind) / 2, Swashbuckler (Inspired Blade) / 1, Occultist / 1

Classes/Levels

AC19 [20] T16 [17] FF14 [15] | HP: 27/27 | F4 / R11 / W6 | Init: +7 | Perception: +9 | Lowlight vision 60'

Gender

M

Size

M

Age

29

Special Abilities

Racial (Elf Immun / Multitalented (Inv/Swash) / Adaptability / Keen senses / Low light vision), Class (Inspiration 2/day, Panache 4/day, Focus 5/day), Feats (Skill Focus: Perc, Wpn Focus: Rapier, Extra Focus), Traits (Expert Duelist, Reactionary)

Alignment

NG

Deity

Irori

Location

Panache 4 / 4; Inspiration 2 / 2; Focus 5 / 5

Languages

Common, Elven, Infernal, Goblin, Giant, Osiriani

Strength 12
Dexterity 19
Constitution 10
Intelligence 14
Wisdom 8
Charisma 14

About Castinus Fulvio

Castinus Fulvio (218409/9)
NG Male Half Elf Investigator (Mastermind) 1, Swashbuckler (Inspired Blade) 1, Occultist 1
Init +7; Senses low light vision 60 ft; Perception +9
Languages: Common, Elven, Infernal, Goblin, Giant, Osiriani
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Defense
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AC 19 w Occultist boost (20 when adj to only one enemy), touch 16, flat-footed 14 (+5 Dex, +3 armour, +1 dodge/ring)
hp 27 (8 + 6 + 5 +5 + 3 fc)
Fort +4, Ref +11, Will +6 (incl Abj and Trans resonant powers, Cloak of Protn)
CMD 17 (10 + 2 + 1 + 5)
Defensive Abilities: Inspiration, Dodging Panache, Parry and Riposte, Warding Talisman, +2 v Poisons
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Offense
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Speed 30 ft.
+1 Rapier +8 (1d6+6/18-20, x2) being BAB +1 DEX +5 Wpn Focus +1 Item Bonus +1
Shortbow +7 (1d6, x3) 60' range
Sap +2 (1d6+1, x2)
Dagger +3/+7 (1d4+1, 19-20, x2)
CMB +3
Special Attacks: Inspiration, Parry and Riposte

Formulae Book:

* Heightened Awareness - You enter a heightened state of awareness that allows you to notice more about your surroundings and recall information effortlessly. You gain a +2 competence bonus on Perception checks and on all Knowledge checks that you are trained in. If this spell is active when you have to make an initiative check, you can instantly dismiss this spell and gain a +4 bonus on that check. Duration 10 minutes
* Longarm - Your arms temporarily grow in length, increasing your reach with those limbs by 5 feet. Duration 1 minute.
* Monkey Fish - Your hands and feet alter to make you better at climbing and swimming. You gain a 10 foot climb speed and swim speed. This spell has no effect if you are wearing medium or heavy armor or carrying a medium or heavy load. Duration 1 minute.
Shield
CLW

Occultist Spells:

Message
Resistance
* Lead Blades - Increases the momentum and density of your melee weapons just as they strike a foe. All melee weapons you are carrying when the spell is cast deal damage as if one size category larger than they actually are (1d6 -> 1d8). Duration 1 minute.
* Shield - Creates an invisible shield of force that hovers in front of you. It negates magic missile attacks directed at you. The disk also provides a +4 shield bonus to AC. This bonus applies against incorporeal touch attacks, since it is a force effect. The shield has no armor check penalty or arcane spell failure chance. Duration 1 minute.

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Statistics
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Str 12, Dex 19 (21 with Occultist focus), Con 10, Int 14, Wis 8, Cha 14
Base Atk +2; CMB +3; CMD 17
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Skills:

Acrobatics* +9 [Dex 5 + Rank 1 + Class +3]
Appraise* +6 [Int +2 + Rank 1 + Class +3]
Bluff* +6 [Cha +2 + Rank 1 + Class +3]
Climb +5 [Str +1 + Rank 1 + Class +3]
Craft*
Diplomacy* +6 [Cha +2 + Rank 1 + Class +3] *Inspiration*
Disable Device* +9 [Dex 5 + Rank 1 + Class +3 ]
Disguise +6 [Cha +2 + Rank 1 + Class +3]
Escape Artist* +9 [Dex 5 + Rank 1 + Class +3 ]
Fly* +5 [Dex 5]
Heal (1) [Wis -1]
Intimidate* +6 [Cha +2 + Rank 1 + Class +3] *Inspiration*
Knowledge* (arcana) +6 [Int +2 + Rank 1 + Class +3] *Inspiration*
Knowledge* (dungeon) +6 [Int +2 + Rank 1 + Class +3] *Inspiration*
Knowledge* (engineering) +6 [Int +2 + Rank 1 + Class +3] *Inspiration*
Knowledge* (geography) +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*
Knowledge* (planes) +6 [Int +2 + Rank 1 + Class +3] *Inspiration*
Knowledge* (relig) +6 [Int +2 + Rank 1 + Class +3] *Inspiration*
Linguistics* +6 [Int +2 + Rank 1 + Class +3]
Perception* +9 [Wis -1 + Rank 2 + Class +3 Trait +2 Racial +3]
Ride* +9 [Dex 5 + Rank 1 + Class +3]
Sense Motive* +3 [Wis -1 + Rank 1 + Class +3]
Sleight of Hand* +9 [Dex 5 + Rank 1 + Class +3 ]
Spellcraft* +6 [Int +2 + Rank 1 + Class +3]
Stealth* +9 [Dex 5 + Rank 1 + Class +3 ]
Survival (1) [Wis -1]
Swim +5 [Str 1 + Rank 1 + Class +3]
Use Magic Device* +6 [Int +2 + Rank 1 + Class +3]

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Feats
Weapon Focus (Rapier) (Inspired Blade)
Weapon finesse: light or one-handed piercing (Inspired Blade)
Skill focus (Perception) (Half elf)
Fencing Grace: Dex to damage w rapier
Extra Mental Focus: +2 mental focus
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Traits
Expert duelist: +1 AC if adjacent to only one enemy
Reactionary You gain a +2 trait bonus on initiative checks.

Special Abilities
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Investigator
Inspiration Pool (2/day): Free action to add +1d6 to any skill, save or attack, after roll but before result known. Cost 0 if Diplomacy Knowledge or Intimidate, Cost 2 if attack or save.

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.

Poison Lore / Poison Resistance
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Swashbuckler
Panache (4/day): recover through confirmed crits w rapier only

Deeds
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.

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.
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Occultist
Implement School#1: Transmutation, Rapier (invest 3 focus)
Implement School#2: Abjuration, Cloak (invest 2 focus)

Resonant Powers:
- Warding Talisman (Su): The implement wards against adverse effects. Whoever wears (or holds, for bells) the implement gains a +1 resistance bonus on saving throws for every 2 points of mental focus invested in the implement, to a maximum bonus of 1 + 1 for every 4 occultist levels you possess.
- Physical Enhancement (Su)
The implement enhances its bearer’s body. When you invest mental focus in the implement, select a physical ability score. The implement grants a +2 temporary enhancement bonus to that physical ability score for every 3 points of mental focus invested in the implement (to a maximum of +2 at 1st level, plus an additional 2 for every 6 occultist levels you possess).

Focus Powers:
- Mind Barrier (Sp): As a swift action, you can expend 1 point of mental focus to create a shield of mental energy around you that protects you from harm. The shield prevents a total of 2 points of damage per occultist level you possess. It lasts until the start of your next turn or until exhausted.
- Planar Ward (Sp): As a standard action, you can expend 2 points of mental focus to surround yourself with a planar ward. Creatures not native to the plane that you are currently on take a –4 penalty on attacks against you, and you receive a +4 circumstance bonus on saving throws against the spells, spell-like abilities, and supernatural abilities of such creatures. This ward lasts for 1 minute.
- Legacy Weapon (Su)
As a standard action, you can expend 1 point of mental focus and touch a weapon to grant it an enhancement bonus. The bonus is equal to 1 + 1 for every 6 occultist levels you possess (to a maximum of +4 at 18th level). Enhancement bonuses gained by this ability stack with those of the weapon, to a maximum of +5. You can also imbue the weapon with any one weapon special ability with an equivalent enhancement bonus less than or equal to your maximum bonus by reducing the granted enhancement bonus by the appropriate amount. The item must have an enhancement bonus of at least +1 (from the item itself or from legacy weapon) to gain a weapon special ability. In either case, these bonuses last for 1 minute.
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Equipment
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Wands: Wands of CLW (31 charges), Endure Elements (48 charges), Pass Without Trace (10 charges), Wand of Comprehend Languages (47 charges)
Magic Gear: +1 Rapier, Potion of Invisibility, Snapleaf, Quick Runner's Shirt, Plume of Panache, Cloak of Resistance, +1 Ring of protection
Armor: Masterwork Studded Leather
Weaponry: Masterwork Rapier, Sap, Dagger x3, Cold Iron dagger
Alchemical gear: Formulae book, Acid flask x2, Vermin Repellent, Potion of Remove Sickness, Antiplague, Air crystals x2, Flask of recocoction ('Deepmarket Deception' Boon); 2x Sponge Potion of "touch of the sea";
2x Sponge Potion of "Air Bubble"; Scroll of Water Breathing.
Other Gear: Cleats, Cold Weather Gear, Outfit, Pack, Lantern, Bedroll, Tinderbox, Waterskin, 50' Silk Rope
Wealth: 494.5 gp

Experience: 9
Fame: 18
Prestige: 9

Flask Of Reconcoction:

This thin silver flask can hold a single ounce of liquid. If a potion of a 1st-level spell is poured into the flask, the flask’s interior analyzes and bonds to that potion. Once the potion is drunk, the flask begins to hiss and bubble, as strange liquids and reagents slowly mix within it. After 1 full week, the flask has produced a new potion of the same 1st-level spell at minimum caster level. If anyone drinks or empties the flask before the week is over, they gain no benefit, the nascent potion is lost, and the flask ceases concocting until it is filled with a new 1st-level potion. If a potion in the flask is poured out of the flask, rather than drunk directly from it, the flask does not reconcoct that potion.