Fey Friend

Corabee Cori's page

395 posts. Organized Play character for breithauptclan.


Race

HP 30 | AC 19 (21 parrying) | Fort +5; Ref +10; Will +6; | Perception +6 low-light vision |

Classes/Levels

Speed 25 | Class DC 18 | Exploration (Scout)

Gender

"Of course that was part of the plan." | CG Male Gnome Swashbuckler 2 |

Strength 12
Dexterity 18
Constitution 12
Intelligence 10
Wisdom 10
Charisma 16

About Corabee Cori

Corabee has spent many years roaming the world. He would often perform for his meals or cook them himself. He does a bit of music, but really enjoyed the mock and staged battles. That really brings in the crowds - everyone seems to love blood sports.

He is a male Gnome, thin and wiry and loves to change his appearance regularly. He is also starting to get white streaks in his hair, and anyone familiar with Gnomes knows what that means. He recently decided to give up a nomadic lifestyle and joined the Pathfinder Society. Hoping that a more stable income and a sense of purpose would improve his well-being.

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Ancestry, Background, Class:

Ancestry: Gnome
Heritage: Chameleon Gnome

Background: Gladiator

Class: Swashbuckler (fencer)

Character Details:

Alignment: CG
Deity: Desna

Nationality: Varisia
Age: 126
Gender & Pronouns: Male, He Him
Height: 3’2"
Weight: 3 bulk
Physical Appearance: Chameleon Gnome; usually light brown skin tone and some shade of red or blue hair.

PFS Number: 2422564-2001
Faction: Horizon Hunters
School: Swords
Bonus Lore: Scouting

Languages:
Common
Gnomish
Sylvan
Varisian

Core Stats:

HP: 30
AC: 19

Saves
Fortitude: +5
Reflex: +10
Will: +6

Movement
Speed 25

Senses:
Low-light vision

Swashbuckler DC: 18

Feats:

Ancestry 1: Gnome Obsession (cooking)

Background: Gladiator

Class 1: Dueling Parry

Class 2: Goading Feint

Skill 2: Quick Jump

Feat and Ability Mechanics:

Panache: Gained by Tumble Through, Feint, and Create a Diversion
speed +5 status bonus
+1 circumstance bonus to actions that would gain panache
Activates Precise Strike and Finisher actions.

Precise Strike:
For Strikes with an Agile or Finesse weapon
+2 precision damage on regular Strike
+2d6 precision damage on Finisher Strikes

◆ Confident Finisher:
While having panache and with a weapon that qualifies for Precise Strike, make a Strike.
On fail result, you still deal half of the Precise Strike damage.

Impressive Performance:
You can make an impression using Performance instead of Diplomacy.

◆ Dueling Parry:
Requirements: You are wielding only a single 1-hand melee weapon and have all other hands free.
You gain a +2 circumstance bonus to AC until the start of your next turn.

◆ Goading Feint: When using Feint, you can choose to use the following results
Critical Success: Target takes -2 circumstance penalty to all attack rolls against you before the end of its next turn.
Success: Target takes -2 circumstance to its next attack roll against you before the end of its next turn.

Attacks (with dice expressions):

Skill attacks
[dice=Feint vs Perception DC]1d20 +6[/dice]
[dice=Tumble Through vs Reflex DC]1d20 +7[/dice]
[dice=Demoralize vs Will DC]1d20 +6[/dice]

Sword
[dice=Short Sword Attack]1d20 +8[/dice]
[dice=Short Sword Attack, MAP1]1d20 +8 -4[/dice]

Damage depends on having panache and using finisher
no panache:
[dice=Short Sword Damage (p/s)]1d6 +1[/dice]

non finisher:
[dice=Short Sword Damage (non-finisher panache only) (p/s)(precision)]1d6 +1 +2[/dice]

finisher:
[dice=Finisher Short Sword Damage]1d6 +1[/dice]
[dice=Finisher Damage (precision)]2d6[/dice] Half of this damage if attack regular fails

Bow
[dice=Shortbow Attack]1d20 +8[/dice]
[dice=Shortbow Attack, MAP1]1d20 +8 -5[/dice]

[dice=Shortbow Damage (p)]1d6[/dice]
[dice=Shortbow Deadly]1d10[/dice]

Skills:

+6 Perception Expert

+8 Acrobatics Trained
+0 Arcana
+5 Athletics Trained
+0 Crafting
+7 Deception Trained
+7 Diplomacy Trained
+7 Intimidation Trained
+0 Medicine
+0 Nature
+0 Occultism
+7 Performance Trained
+0 Religion
+0 Society
+8 Stealth Trained
+0 Survival
+4 Thievery

+6 Lore(Gladiatorial) Expert
+6 Lore(Cooking) Expert
+3 Lore(Scouting) Trained

Equipment and Items:

Leather Armor
Short Sword
Dagger
Shortbow

arrows x10

backpack
bedroll
chalk x10
flint and steel
rations x2
rope
soap
torch x5
waterskin

Ability Scores:

A: DEX, CHA
B: CHA, DEX
C: DEX
1: STR, DEX, CON, CHA

Emergency Botting Plan (dice expressions in 'Attacks' above):

Priorities:
1) Stay alive. Move if in bad position. Maybe Dueling Parry.
2) Attack. With Confident Finisher if possible.
3) Gain panache if needed and there is time - usually with feint unless tumble through makes sense and would not put me out of position.

Order of actions (which is different than priorities):
* Gaining panache has to be done before a finisher.
* No attack actions can be done after a finisher.
* Feint as a 3rd action to gain panache is a waste. Dueling Parry or step instead.

Typical routines:
◆Stride, ◆Feint, ◆Confident Finisher/Strike
◆Feint, ◆Confident Finisher/Strike, ◆Dueling Parry
◆Tumble Through, ◆Confident Finisher/Strike, ◆Dueling Parry