About Castinus FulvioCastinus Fulvio (218409/9)
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. ————— Statistics ————— Str 12, Dex 19 (21 with Occultist focus), Con 10, Int 14, Wis 8, Cha 14 Base Atk +2; CMB +3; CMD 17 ————— 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] ————— 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 ————— Traits Expert duelist: +1 AC if adjacent to only one enemy Reactionary You gain a +2 trait bonus on initiative checks. Special Abilities
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
Deeds
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.
Resonant Powers:
Focus Powers:
Experience: 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. |