Fadil Ibn-Kazar

Castinus Fulvio's page

193 posts. Organized Play character for AbyssDancer.

Full Name

Castinus Fulvio (aka Pitt)


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


AC18 [19*] T14 [15] FF14 [15] | HP: 15/15 | F0 / R8 / W1 | Init: +6 | Perception: +8 | Lowlight vision 60'







Special Abilities

Racial (Elf Immun / Multitalented (Inv/Swash) / Adaptability / Keen senses / Low light vision), Class (Alchemy / Inspiration 2/day, Kn/Dip/Int free / Quiet Word), Feats (Skill Focus: Perc, Wpn Focus: Rapier), Traits (Expert Duelist, Reactionary)






Panache 3 / 4; Inspiration 1 / 2


Common, Elven, Infernal, Goblin, Giant

Strength 12
Dexterity 18
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
Init +6; Senses low light vision 60 ft; Perception +8
Languages: Common, Elven, Infernal, Goblin, Giant

AC 18 (19 when adj to only one enemy), touch 14, flat-footed 14 (+4 Dex, +4 armour)
hp 15 (8 + 6 + 1 fc)
Fort +0, Ref +6, Will +1
CMD 16 (10 + 1 + 1 + 4)
Defensive Abilities: Inspiration, Dodging Panache, Parry and Riposte

Speed 30 ft.
Masterwork Rapier +7 (1d6+4/18-20, x2)
Shortbow +5 (1d6, x3) 60' range
Sap +2 (1d6+1, x2)
Dagger +2/+5 (1d4, 19-20, x2)

Special Attacks: Inspiration, Parry and Riposte

Formulae Book:

* Heightened Awareness
Monkey Fish
* Shield

Str 12, Dex 18, Con 10, Int 14, Wis 8, Cha 14
Base Atk +1; CMB +2; CMD 16

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

Expert duelist: +1 AC if adjacent to only one enemy
Reactionary You gain a +2 trait bonus on initiative checks.

Special Abilities
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.

Panache (4/day): recover through confirmed crits w rapier only

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.

Magic Gear: Wand of CLW (44 charges)
Armor: Masterwork Chain Shirt
Weaponry: Masterwork Rapier, Sap, Dagger x3, Cold Iron dagger
Alchemical gear: Formulae book, Acid flask x2, Vermin Repellent,
Other Gear: Outfit, Pack, Lantern, Bedroll, Tinderbox, Waterskin, 50' Silk Rope
Wealth: 2146.5 gp


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.
Experience: 1
Fame: 0
Prestige: 2


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.

  • O O - Defeat an outsider that has the evil subtype or an undead creature whose CR is at least equal to your character level.

  • O O - Defeat a divine spellcaster whose patron is an evil deity and whose CR is at least equal to your character level.

  • X O - Accept the surrender of an enemy combatant (other than an evil outsider or undead creature), and ensure his fair treatment until he can safely be released, ransomed, or delivered to authorities for justice. Alternatively, allow such an enemy combatant with no means of escape to flee without further harm.

  • O - Forgo your Downtime and succeed at a Diplomacy, Knowledge (local), or Perform (oratory) check with a DC equal 15 + your character level to organize a charity event. Alternatively, donate resources worth 100 gp per character level to charity.

  • O - Rescue a named NPC who is a divine spellcaster with a good-aligned deity or a named outsider with the good subtype. Alternatively, collaborate with the NPC to overcome an obstacle directly related to the PCs’ success conditions, such as defeating a foe; summoned outsiders do not contribute to this goal, but called ones do if not coerced into service.

  • O - Have a number of ranks equal to your character level (minimum 4) in Diplomacy, Heal, or Knowledge (religion).

  • O - In the course of an adventure, recover a relic or artifact associated with a good-aligned deity or a holy crusade.

  • O O O - Recruit a named NPC ambassador, aristocrat, noble, or similar figure to cooperate with the faction with a successful Diplomacy or Knowledge (nobility) check (DC = 14 + your character level + 3 for each of this goal’s checked boxes).

  • O - Recover blackmail or incriminating evidence against a named NPC ambassador, aristocrat, noble, or similar figure.

  • O - Dissuade an NPC from working with an organization that directly opposes the Pathfinder Society or the Sovereign Court’s goals during an adventure by presenting the NPC with evidence that doing so is contrary to her interests. This requires a successful Bluff, Intimidate, Knowledge (local), or Sense Motive check with a DC equal to 15 + your character level.

  • O O - Fulfill one of the three goals above without revealing your faction affiliation to anyone other than a present member of the faction or a prospective NPC recruit. Checking a box for this goal does not prevent you from checking a box for another goal.

  • O O - Forgo your Downtime to reinforce your political connections. Doing so requires a successful Knowledge (local) or Knowledge (nobility) check with a DC equal to 15 + your character level.

  • X - Have a number of ranks in one of the following skills equal to your character level (minimum 4): Bluff, Diplomacy, Disguise, Knowledge (nobility), or Sense Motive.

  • O O - During the course of an adventure, secure an alliance with a powerful political figure or a governing body.