Casamir Azmeren

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835 posts. Organized Play character for JASON RODARTE.



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M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

I will be placing information here.

If you have not yet done so, please create your avatar. Please make sure that your character is official and registered with PFS.


A Pathfinder Society Scenario designed for 1st- through 4th-level characters.

A new year comes for the Pathfinder Society, and what better way to start it off than by attending a fancy event? The Pathfinders find themselves invited to a charity dinner to benefit the Knights of Lastwall fighting in far-off lands against the lich king, Tar-Baphon. They're not the only important Absalom-based faction there however, as the event is filled with lords and ladies and socialites of all kinds, including the Peacebuilders, a group dedicated to ensuring the Pathfinder Society pays for any of its mistakes. In the middle of dinner, evidence of a strange ritual is found and the Pathfinders must investigate before dinner becomes a murder mystery!

Written by Rigby Bendele

N.B. NOT RECRUITUNG

Grand Lodge

Fun!
But now I wonder what or if Marps excrete.
*Sorry.That's just how my brain works* ;-)

3/5 ***

Good Evening Distinguished Members of the Forum,
I am going to be beginning a Crown of the Kobold King Campaign in Adventure Mode at my FLGS.

I have a few questions:

After this is done what might be good to run for the players? If the players get to 6th level and they want to continue with modules, or AP's what might be a good campaign to build around.

I understand that in scenario play they would only be 2nd level so we could then go into scenario play with 2nd level characters, correct?

In Adventure Mode it is totally possible to limit characters to the Remaster options correct?

Thank you so much in advance for your guidance and help.


1 person marked this as a favorite.

How long does this take? My FLGS submitted their information a month ago and has yet to hear back? I am under the impression that Customer Service was contacted to check in on the process and still no response.

3/5 ***

I have a PFS champion who is a Knight of Last Wall. I was looking at the Sanctioning document and see that the knights tabard is not on a restricted list, so I should be able to purchase it without a boon, correct?

Also I am going to be playing a wizard who I want to be a part of the Knights of Last Wall but not take any of the archetype classes. Can I just buy the additional faction boon for access to the options in the Knights of Last Wall book?


1 person marked this as a favorite.

I mm not sure if this is the appropriate place to post this but a group of about 5 people in the Albuquerque, NM area are looking for a Starfinder GM.


Have fun those who get to go!


1 person marked this as a favorite.

I understand that there are new hires tht must be trained but how long are we expected to wait for a response to email inquiries? It has been going on 2 weeks that I sent an email with a question, and I have yet to hear back. The email had to do with the June shipment and still nada in my Inbox.

Getting rid of your CS forums is becoming more and more inconvenient to customers.

4/5 **** RPG Superstar 2013 Top 4

5 people marked this as a favorite.

Yay! I wrote a thing. Thank you, Mike!

Desna watch over your dreams, Pathfinders :)

3/5 ***

I was wondering what news was revealed? I was looking on the Twitch and Youtube channels but cannot seem to find any information. Reddit came up empty in my searches as well.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

Go ahead and dot here


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

Go ahead and dot here.


2 people marked this as a favorite.

I am trying to see if there would be interest in a Marvel Superheroes from the 80's and 90's game. The classic FACERIP is a great system. Being an X-Man fan we could start off on Krakoa.

This site seems to have all of the pertinent information

https://mshgamer.com/downloads/book-resources/


1 person marked this as a favorite.

Let's carry on the conversation from the other thread...


1 person marked this as a favorite.

Interesting.


Please do not send the Hero Point deck. I do want the AP book.


1 person marked this as a favorite.

This is not at all directed towards CS. I understand that they are stressed. This is directed towards Management whose decisions in the last month or so have helped to cause this mess.

Why are customers having such a difficult time downloading their tracking information? Why are people having issues downloading their pdfs? I have followed your directions on how to download and it is still showing up as a blank folder.

NOT COOL!

When can I and the rest of your customers, expect any of this to be rectified?


For some reason I have been unable to track this package. It was mailed via UPS.


Hello Esteemed Members of the Board,
I am having a blast summoning animals with a generalist wizard that I play. This got me to thinking, which class is the best at summoning various types of creatures? I guess I am asking to help me build a PFS legal best of the best summoner (and not necessarily the new class :)_


Is it too early to let CS know which Nov subscriptions we might not want? That would be very smurfy!


Is it possible to delay this order until Secrets of Magic and some of my other subscriptions comes out? I would rather pay 1 round of shipping than 2.

Thank you.

3/5 ***

A few questions in this regard:
1. How would one deal with the rule that a player needs a copy or a pdf of a book when dealing with new players?
2. Table size is 3-7 correct?


I am in receipt of an email stating that you will be beginning to ship out orders this month. I am subscribed to the cards/battle cards line, but do not want the potions and amulet cards. Can you please cancel that order?

Thank you.


1 person marked this as a favorite.

I am looking at my order history as well as my subcsriptions and am not seeing any indication about Malevolance being shipped or even in a basket for me. I am an adventure subscriber.

When can I expeect this to be rectified?


Male Silvanesti Elf Wizard (5)/Wizard of High Sorcery (10)/Archmage (5)

After you have posted your submission in the Discussion Thread please dot here. I htough I had posted this Sunday night but apparently I did not.


Male Silvanesti Elf Wizard (5)/Wizard of High Sorcery (10)/Archmage (5)

Please repost your final character and background here for my ease of reference .


1 person marked this as a favorite.

Hello There,
I was wondering if there was any interest in a DL campaign set either Post War or Souls or Pre/During Summer of Chaos?


Can you please cancel this particular card order? I do not want to break my subscription but do not want these cards. The rest of the order is fine. Thank you.


My order was indicated to have been shipped on the 16th of this month with a 4 to 8 business day arrival expectation. I was not able to track the package until today. It seems that it was not processed until yesterday and shipped out today (24th) which will not be within the shipping date that I pay for.

I am requesting that a new package be shipped out so that the shipping that I pay for is actually realized.


Male Half Elf HP 10 | AC: 15 | Saves: Str: +0; Dex: +1; Con: +2; Int: +0; Wis: +5; Cha: +4 | Initiative: +1 | Spell Slots: 0 (2) | Inspiration: [ ]

Here we go!


Male Half Elf HP 10 | AC: 15 | Saves: Str: +0; Dex: +1; Con: +2; Int: +0; Wis: +5; Cha: +4 | Initiative: +1 | Spell Slots: 0 (2) | Inspiration: [ ]

Go ahead and dot in here.


Good Evening Esteemed Members of the Forums,
I am looking at gauging whether there is interest in playing a Star Wars game using the Saga System? I am looking for possible 4-6 players in most probably the end of the Clone Wars or the beginning of the Empire/Rise of the Rebellion, maybe even trying to run the Dawn of Defiance campaign.

I think that I would allow most of the books in terms of classes, talents, feats, and Force Powers, PRCs (with DM approval).


In my side cart is the upcoming Advanced GM Screen. I just subscribed to the Accessories line for the gorgeous cards which in August also includes the Screen and the Cards. Can you please ensure that I only get one screen?

I want the portrait edition.

Please and thank you.


As a subscriber is it possible to add one or kore additional books to my order before it populates?

Vigilant Seal

NG, F. SEER ELF, GENERALIST WIZARD 7 HP: 62, AC 23; Fort +10; Ref +13; Will +14; +1 vs a spell you had Critical Success in identifying. Perception: +16/+18 Imitative speed: 30, Spells: 3 1st level 3 2nd 3 3rd 2 4TH

# 43330-2006
Avonathalanthalasa Caldon
Vigilant Seal


Hello Esreemwd Memners of the Forum. I am needing help with a 2e PFS build. I want to make a cloistered cleric of Ragathiel with channel build. I want to be able to both heal and harm. I'm thinking of a half eldlfnas the race. Any help in feat and spell choice would be very much appreciated.


Male Silvanesti Elf Wizard (5)/Wizard of High Sorcery (10)/Archmage (5)

Here it s.


This is for a closed home group


I apologize if this has been asked but I cannot seem to find a thread dedicated to it.

If a character is going to multi class or take another archetype from the Lost Worlds book, do they have to take the feat at 2nd level or can they take it later on?


Is this something which would be difficult in terms of CLs and stuff?


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

Dot here please.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

dot here please


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

Go ahead and put pertinent info
Character Name
PFS #
Faction
Day Job

I will have slides up tomorrow.


Group B will be using this campaign thread.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

Go ahead and put pertinent info

Character Name
PFS #
Faction
Day Job

I will have slides up tomorrow.

Full Name

Pfarna Norc

Race

Half-Orc

Classes/Levels

Slayer/1, Swashbuckler/3 (HP: 41/41; AC22; FF17; T15; F+7, R+12, W+4; Perc: +6, Init +6/+4)

Gender

Female

Size

M - 5' 9", 173 lbs

Age

21

Alignment

Neutral (Evil Tendecies)

Languages

Common(Taldan), Orcish

Strength 13
Dexterity 19
Constitution 12
Intelligence 10
Wisdom 10
Charisma 14

About Pfarna Norc

___________________________________________________________
Offense:
___________________________________________________________
+6/+4 Initiative (+4 Dex, +2 Swashbuckler Init (if 1 Panache))
+4 BAB

+5 CMB (+4 BAB, +1 Str)
+20 CMD (+4 BAB, +1 Str, +4 Dex, +1 Dodge [+1 Nimble] +10)

+9 Cutlass [+4 BAB, +4 Dex, +1 Masterwork] - Damage: 1d6+4+3 (+4 Dex, +3 Swashbuckler Level (Precise Strike))
+9 Composite Longbow [+4 BAB, +4 Dex, +1 Masterwork] - Damage: (1d8+1)
____________________________________________________________
Defense:
____________________________________________________________
Current hp: 41

Max hp: 41 (+10+7+9+8, +4 Con, +3 FC)
AC 22 [+4 Dex, +5 Armor, +2 Shield, +1 Dodge [+1 Nimble], +10]
Flatfoot AC 17 [+5 Armor, +2 Shield, +10]
Touch AC 15 [+4 Dex, +1 Dodge [+1 Nimble], +10]

+7 Fort (+3 base, +1 Con, +1 Cloak, +2 Luck(race/trait)) [+2 Slayer, +1 Swashbuckler]
+12 Ref (+5 base, +4 Dex, +1 Cloak, +2 Luck(race/trait)) [+2 Slayer, +3 Swashbuckler]
+4 Will (+1 base, +0 Wis, +1 Cloak, +2 Luck(race/trait)) [+0 Slayer, +1 Swashbuckler]

Special Abilities

Charmed Life - 3/3
Panache - 2/2
Deeds
Derring-do (Ex): - may add d6 to Acrobatics, Climb, Escape Artist, Fly, Ride, Swim for cost of 1 Panache, see description
Dodging Panache (Ex): - may move 5 feet as immediate action for cost of 1 Panache when attacked, see full description
Opportune Parry and Riposte (Ex): - cost 1 Panache to parry hit, may counter if 1 Panache after parry
Kip-Up (Ex): - if 1 Panache, may stand up without AoO as move action, as swift costs 1 Panache
Menacing Swordplay (Ex): - if 1 Panache, may make Intimidate as swift action after hit
Precise Strike (Ex): - add Cha to damage if 1 Panache, double costs 1 Panache
Swashbuckler Initiative (Ex): - +2 Init if 1 Panache

Swashbuckler Finesse
Favored Target
Track

Skills:
+8 Acrobatics (+4 Dex, Ranks 1, Class Skill +3)
+0 Appraise (+0 Int, Ranks 0)
+6 Bluff (+2 Cha, Ranks 1, Class Skill +3)
+5 Climb (+1 Str, Ranks 1, Class Skill +3)
+* Craft(Weapons) (+0 Int, Ranks 0, Class Skill +3)
+6 Diplomacy (+2 Cha, Ranks 1, Class Skill +3)
+* Disable Device (+4 Dex, Ranks 0)
+7 Disguise (+2 Cha, Ranks 2, Class Skill +3)
+8 Escape Artist (+4 Dex, Ranks 1, Class Skill +3)
+* Fly (+4 Dex, Ranks 0)
+2 Handle Animal (+2 Cha, Ranks 0)
+4 Heal (+0 Wis, Ranks 1, Class Skill +3)
+7 Intimidate (+2 Cha, Ranks 2, Class Skill +3)
+* Knowledge, Arcana (+0 Int, Ranks 0)
+* Knowledge, Dungeoneering (+0 Int, Ranks 0)
+* Knowledge, Engineering (+0 Int, Ranks 0)
+4 Knowledge, Geography (+0 Int, Ranks 1, Class Skill +3)
+* Knowledge, History (+0 Int, Ranks 0)
+6 Knowledge, Local (+0 Int, Ranks 1, Class Skill +3, Race +2)
+* Knowledge, Nature (+0 Int, Ranks 0)
+4 Knowledge, Nobility (+0 Int, Ranks 1, Class Skill +3)
+* Knowledge, Planes (+0 Int, Ranks 0)
+* Knowledge, Religion (+0 Int, Ranks 0)
+* Linguistics (+0 Int, Ranks 0)
+6 Perception (+0 Wis, Ranks 3, Class Skill +3)
+2 Perform(untrained) (+2 Cha, Ranks 0, Class Skill +3)
+6 Profession(sailor) (+0 Wis, Ranks 3, Class Skill +3)
+4 Ride (+4 Dex, Ranks 0, Class Skill +3)
+4 Sense Motive (+0 Wis, Ranks 1, Class Skill +3)
+* Slight of Hand (+4 Dex, Ranks 0, Class Skill +3)
+* Spellcraft (+0 Int, Ranks 0)
+8 Stealth (+4 Dex, Ranks 1, Class Skill +3)
+4/+5 Survival (+0 Wis, Ranks 1, Class Skill +3) (+1 Track)
+5 Swim (+1 Str, Ranks 1, Class Skill +3)
+6 Use Magic Device (+2 Cha, Ranks 1, Class(trait) Skill +3)

Each level skill points gained:
Swashbuckler --> 5+1 (4, +0 Int, +1 Race, +1 if FC)
Slayer --> 7 (6, +0 Int, +1 Race)

Traits:
• Fates Favored - +1 on all Luck bonuses
• Dangerously Curious - +1 UMD, class skill

Feats:

Endurance (Half-Orc alt Trait Bonus)
Combat Reflexes (Level 1)
Weapon Finesse (Piercing only) (Swashbuckler Bonus)
Pirate's Skewer (Level 3) - (essentially Dervish Dance, but with Cutlass, also makes cutlass do piercing damage as with Dervish Dance)

Racial:

+2 Dex
Humanoid(human) & humanoid(orc)
Medium
Speed - 30 feet

Intimidating: See Alt Traits
Orc Ferocity: See Alt Traits
Weapon Familiarity: See Alt Traits
Darkvision: See Alt Traits

Alternate Racial Traits
City-Raised - Half-orcs with this trait know little of their orc ancestry and were raised among humans and other half-orcs in a large city. City-raised half-orcs are proficient with whips and longswords, and receive a +2 racial bonus on Knowledge (local) checks.
This racial trait replaces weapon familiarity.

Sacred Tattoo - Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws.
This racial trait replaces orc ferocity.

Shaman's Apprentice - Only the most stalwart survive the years of harsh treatment that an apprenticeship to an orc shaman entails. Half-orcs with this trait gain Endurance as a bonus feat.
This racial trait replaces the intimidating trait.

Skilled - Second- and third-generation half-orcs often favor their human heritage more than their orc heritage. Half-orcs with this trait gain 1 additional skill rank per level.
This racial trait replaces darkvision.

Favored Class:

Favored Class: Swashbuckler
Lvl 1 (0) - Slayer/1
Lvl 2 (HP) - Swashbuckler/1
Lvl 3 (HP) - Swashbuckler/2
Lvl 4 (HP) - Swashbuckler/3
Lvl 5

+1 Dex @ level 4

Swashbuckler:

Class Skills - Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (local) (Int), Knowledge (nobility) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), and Swim (Str).
Skill Ranks per Level: 4 + Int modifier.

Class Features

Weapon and Armor Proficiency:
Simple and martial weapons.
Light armors and bucklers.

Panache (Ex):
More than just a lightly armored warrior, a swashbuckler is a daring combatant. She fights with panache: a fluctuating measure of a swashbuckler’s ability to perform amazing actions in combat. At the start of each day, a swashbuckler gains a number of panache points equal to her Charisma modifier (minimum 1). Her panache goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1), though feats and magic items can affect this maximum. A swashbuckler spends panache to 5 accomplish deeds (see below), and regains panache in the following ways.

Critical Hit with a Light or One-Handed Piercing Weapon:
Each time the swashbuckler confirms a critical hit with a light or one-handed piercing weapon while in combat, she regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the swashbuckler’s character level doesn’t restore panache.

Killing Blow with a Light or One-Handed Piercing Weapon:
When the swashbuckler reduces a creature to 0 or fewer hit points with a light or one-handed piercing weapon attack while in combat, she regains 1 panache point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the swashbuckler’s character level to 0 or fewer hit points doesn’t restore any panache.

Deeds:
Swashbucklers spend panache points to accomplish deeds. Most deeds grant the swashbuckler a monetary bonus or effect, but some provide longer- lasting effects. Some deeds remain in effect as long as the swashbuckler has at least 1 panache point. A swashbuckler can any deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the swashbuckler has or spends the required number of panache points to perform the deed.

Derring-do (Ex): At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, Swim check to roll d6 and add the result to the check. She must choose to do this before she rolls. If the d6 roll is a natural “6,” she rolls another d6 and add 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, she can spend 1 panache point to move 5 feet as an immediate action; doing so grants the swashbuckler a bonus to AC equal to her Charisma bonus against the triggering attack. This movement doesn’t negate the attack, which is still resolved as if the swashbuckler was in 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 more 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 can 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. If her attack roll is greater than the roll of the attacking creature, the attack automatically misses. For each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on her attack roll. The swashbuckler must declare the use of this ability after the creature’s attack is announced, but before that attack roll is made. Immediately after a swashbuckler performs a successful parry, as long as she has 1 panache point she can make an attack as an immediate action against the creature whose attack she blocked, provided that creature is within her reach.

Kip-Up (Ex): At 3rd level, as long as the swashbuckler has at least 1 panache point, she can kip-up from prone as a move action without provoking an attack of opportunity. If she spends 1 panache point when she kips up, she can do this as a swift action instead.

Menacing Swordplay (Ex): At 3rd level, while she at least 1 panache, when a swashbuckler hits an opponent with a light or one-handed piercing melee weapon, she can choose to use Intimidate to demoralize that opponent (Pathfinder RPG Core Rulebook 99) as a swift action instead of a standard action.

Precise Strike (Ex): At 3rd level, as long as she has at least 1 panache point, a swashbuckler gains the ability to strike precisely with a light or one-handed piercing melee weapon (though not natural weapon attacks), adding her swashbuckler level to her damage roll. To use this deed, a swashbuckler cannot attack with a weapon in her other hand or use a shield other than a buckler. She can even use this ability with thrown melee light or one-handed piercing thrown melee weapons, as long as the target is within 30 feet of her. Any creature that is immune to sneak attacks is immune to a precise strike, and any item or ability that protects a creature from critical hits also protects a creature from a precise strike. The extra damage of precise strike is precision damage, and isn’t multiplied with a critical hit.
As a swift action, a swashbuckler can spend 1 panache point to double her precise strike’s damage bonus on the next attack. This must be used before the end of her turn, or it is lost. This deed’s cost cannot be reduced any ability or effect that reduces the amount of panache points a deed costs (such as the Signature Deed feat).

Swashbuckler Initiative (Ex): At 3rd level, while the swashbuckler has at least 1 panache point, she gains a +2 bonus on initiative checks. In addition, if she has the Quick Draw feat, her hands are free and unrestrained, and her weapon isn’t hidden, she can draw a single light or one-handed piercing weapon as part of the initiative check.

Swashbuckler’s Grace (Ex): At 7th level, as long as the swashbuckler has at least 1 panache point, she takes no penalty for moving at full speed when using Acrobatics to attempt to move through a threatened area or an enemy’s space.

Superior Feint (Ex): At 7th level, a swashbuckler with at least 1 panache point can spend a standard action to purposely miss a creature that she could normally hit with a light or one-handed weapon melee attack. When she does, that creature is denied its Dexterity bonus to AC until the start of her next turn.

Targeted Strike (Ex): At 7th level, as a full-round action the swashbuckler can spend 1 panache point to make a single light or one-handed piercing weapon melee attack that cripple’s part of a foe’s body. The swashbuckler chooses a part of the body to target. If the attack succeeds, the target takes the following effects, depending on the part of the body targeted. If a creature doesn’t have one of the listed body locations, that part cannot be targeted. Creatures that are immune to sneak attacks are immune to these effects. Items or abilities that protect a creature from a critical hit also protect a creature from a targeted strike.
• Arms: On a hit, the target takes no damage from the attack but drops one carried item of the swashbuckler’s choice, even if the item is wielded with two hands. Items held in a locked gauntlet aren’t dropped on a hit.
• Head: On a hit, the target is damaged normally and is confused for 1 round. This is a mind-affecting effect.
• Legs: On a hit, the target is damaged normally and knocked prone. Creatures with four or more legs or that are immune to trip attacks are immune to this effect.
• Torso or Wings: On a hit, the target is damaged normally and is staggered for 1 round.

Bleeding Wound (Ex): At 11th level, when the swashbuckler hits a living creature with a light or one-handed piercing melee weapon attack, as a free action she can spend 1 panache point to have that attack deal extra bleed damage. The amount of bleed damage is equal to the swashbuckler’s Dexterity modifier. Alternatively, the swashbuckler can spend 2 panache points to deal 1 point of Strength, Dexterity, or Constitution bleed damage (swashbuckler’s choice) instead. Creatures immune to sneak attacks are also immune to these types of bleed damage.

Evasive (Ex): At 11th level, while a swashbuckler has at least 1 panache point, she gains the benefit of the evasion, uncanny dodge, and improved uncanny dodge rogue class features. She uses her swashbuckler level as her rogue level for improved uncanny dodge.

Subtle Blade (Ex): At 11th level, while a swashbuckler has at least 1 panache point, she is immune to disarm, steal, and sunder combat maneuvers made against a light or one-handed piercing melee weapon she is wielding.

Dizzying Defense (Ex): At 15th level, while wielding a light or one-handed piercing melee weapon in one hand, the swashbuckler can spend 1 panache point to take the fighting defensively action as a swift action instead of a standard action. When fighting defensively in this manner, the dodge bonus to AC gained from that action increases to +4, and the penalty to attack rolls is instead –2.

Perfect Thrust (Ex): At 15th level, while the swashbuckler has at least 1 panache, she can as a full-round action make a perfect thrust, pooling all of her attack potential into a single attack made with a light or one-handed piercing weapon. When she does, she makes the attack against the target’s touch AC, and ignores all damage reduction.

Swashbuckler’s Edge (Ex): At 15th level, while the swashbuckler has at least 1 panache, she can take 10 on any Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check, even if she’s in immediate danger or distracted. She can use this ability in conjunction with the derring- do deed.

Cheat Death (Ex): At 19th level, whenever the swashbuckler is reduces to 0 or fewer hit points, she can spend all of her remaining panache (minimum 1) to instead be reduced to 1 hit point. Effects that kill the swashbuckler outright without dealing hit point damage are unaffected by this ability.

Deadly Stab (Ex): At 19th level, when the swashbuckler confirms a critical hit with a light or one-handed piercing melee weapon, in addition to the normal damage, she can spend 1 panache point to inf lict a deadly stab. The target must succeed at a Fortitude saving throw (DC = 10 + 1/2 the swashbuckler’s level + the swashbuckler’s Dexterity modifier) or die. This is a death attack. Performing this deed does not count for regaining panache.

Stunning Stab (Ex): At 19th level, when a swashbuckler hits a creature with a light or one-handed piercing melee weapon, she can spend 2 panache points to stun the creature for 1 round. The creature must succeed at a Fortitude saving throw (DC = 10 + 1/2 the swashbuckler’s level + the swashbuckler’s Dexterity modifier) or be stunned for 1 round. Creatures immune to critical hits are also immune to this effect.

Swashbuckler Finesse (Ex):
At 1st level, a swashbuckler gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and she can use her Charisma score in place of Intelligence as a prerequisite for Combat Expertise. This ability counts as having the Weapon Finesse feat for purposes of meeting feat prerequisites.

Charmed Life (Ex):
At 2nd level, the swashbuckler gains a knack for getting out of trouble. Three times per day, as an immediate action before attempting a saving throw, she can add her Charisma bonus to the result of the save. She must choose to do this before the roll is made, and may only apply one use of charmed life on a given save. At 6th level and every four levels thereafter, the number of times she can do this per day increases by one (to a maximum of 7 at 18th level).

Nimble (Ex):
At 3rd level, a swashbuckler gains a +1 dodge bonus to AC while wearing light or no armor. Anything that causes the swashbuckler to lose her Dexterity bonus to AC also causes the Swashbuckler to lose this dodge bonus. This bonus increases by 1 for every four levels beyond 2nd level (to a maximum of +5 at 20th level).

Bonus Feats:
At 4th level and at every four levels thereafter, a swashbuckler gains a bonus feat in addition to those gained from normal advancement (meaning that the swashbuckler gains a feat at every level). These bonus feats must be selected from those listed as combat feats.
Upon reaching 4th level and every four levels thereafter, a swashbuckler can choose to learn a new bonus feat in place of a bonus feat she has already learned. In effect, the swashbuckler loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A swashbuckler can only change one feat at any given level and must choose whether or not to swap the feat at the time she gains a new bonus feat for the level. Swashbuckler levels are considered fighter levels for the purpose of meeting combat feat prerequisites.

Swashbuckler Weapon Training (Ex): At 5th level, a swashbuckler gains a +1 bonus on attack and damage rolls with one-handed or light piercing melee weapons. While wielding such a weapon, she gains the benefit of the Improved Critical feat. These attack and damage bonuses increase by 1 for every four levels beyond 5th level (to a maximum of +4 at 17th level).

Swashbuckler Weapon Mastery (Ex):
At 20th level, when a swashbuckler threatens a critical hit with a light or one-handed piercing melee weapon, that critical is automatically confirmed. Furthermore, the critical modifier of those weapons increase by 1 (x2 becomes x3, for example).

Slayer:

Class Skills - Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Disguise (Cha), Heal (Wis), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (local) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), Survival (Wis), and Swim (Str).

Skill Ranks per Level: 6 + Int modifier.

Weapon and Armor Proficiency: Simple and martial weapons and with light armor, medium armor, and shields (except tower shields).

Favored Target (Ex): At 1st level, a slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against that opponent, a +1 bonus on weapon attack and damage rolls against it, and a +1 bonus to DCs of slayer class abilities against that opponent. These bonuses remain in effect until either the opponent is dead or the slayer studies a new target.
At 5th, 10th, 15th, and 20th levels, the slayer’s bonuses against a studied target increase by +1. In addition, at each such interval, the slayer is able to maintain these bonuses against an additional studied target at the same time. The slayer may lose this connection to a studied target as a free action (allowing him to study another target in its place).
At 7th level, the slayer can study an opponent as a move or swift action.

Track (Ex): A slayer adds half his level (minimum 1) to Survival skill checks made to follow tracks.

Slayer Talents:
A slayer may select any of the following rogue talents in place of a slayer talent: bleeding attack*, camouflage, combat trick, fast stealth, finesse rogue, firearm training, grit, hard to fool, lasting poison, rogue crawl, slow reactions*, snap shot, sniper’s eye, surprise attack, swift poison, trap spotter, weapon training. Any talent’s effects based on rogue level use the slayer’s class level.

Deadly Range (Ex): A slayer with this talent increases by 10 feet the range at which he can deal sneak attack damage. A slayer can select this trick more than once; its effects stack.

Foil Scrutiny: A slayer with this talent is able to obscure his thoughts and intentions. He gains a +2 bonus on all Bluff and Disguise checks, and on Will saves to resist detect thoughts, discern lies, and similar mind-reading magic.

Poison Use (Ex): The slayer is trained in the use of poison, and cannot accidentally poison himself when applying poison to a weapon.

Ranger Combat Style (Ex): The slayer selects a ranger combat style (such as archery or two-weapon combat) and gains a combat feat from the first feat list of that style style. At 6th level, he may select this talent again and adds the 6th-level ranger combat feats from his chosen style to the list. At 10th level, he may select this talent again and add the 10th-level ranger combat feats from his chosen style to the list.

Slowing Strike* (Ex): An opponent damaged by the slayer’s sneak attack has its speed is halved for 1d4 rounds. A successful Fortitude saving throw negates this effect (DC = 10 + 1/2 of the slayer’s level + the slayer’s Intelligence modifier). Against creatures with multiple types of movement, you must choose which movement type to affect. If you affect a creature’s flight movement while it’s airborne, it must succeed at a DC 10 Fly check to remain airborne; regardless, its maneuverability is reduced by one step. If you target a creature already affected by this ability, its speed and maneuverability are not further reduced; you may either extend the duration by 1d4 rounds or choose another movement type to affect.

Terrain Mastery (Ex): A slayer with this talent chooses a favored terrain on the ranger’s Favored Terrains table (Pathfinder RPG Core Rulebook 65). The slayer gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A slayer traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses). A slayer can take this ability multiple times, each time applying it to a new terrain, and increase by +2 the bonuses granted with all favored terrains previously taken. These bonuses don’t stack if the slayer is in terrain that falls into more than one category of favored terrain.

Trapfinding: The slayer gains Disable Device as a class skill, and adds half his level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum 1). Just like a rogue, the hunter can use Disable Device to disarm magic traps. The slayer gains trap sense as a rogue of the same level.

Sneak Attack: At 3rd level, if an slayer catches an opponent unable to defend itself effectively from his attack, he can strike a vital spot for extra damage. The slayer’s attack deals extra damage equal anytime his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the slayer flanks his target. This extra damage is 1d6 at 3rd level, and increases by 1d6 every three levels thereafter. Should the slayer score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a slayer can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
The slayer must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A slayer cannot use sneak attack while striking a creature with concealment.

Equipment:

Arms, Armor, and Clothing
Explorer's Outfit, 5 lbs.

Dagger x2, 2 lbs
(2100) Mithral Shirt +1, 10 lbs.
(1155) Buckler, Masterwork +1, 5 lbs
(1000) Cloak of Protection +1
(315) Cutlass, Masterwork, 4 lbs
(500) Longbow, Composite(Str 12), Masterwork), 3lbs

20 Arrows - 3 lbs. (3lb/20)
20 Arrows, Silvered - 3 lbs. (3lbs/20)
20 Arrows, Cold Iron - 3 lbs. (3lbs/20)

31 lbs

In Backpack

(50) Backpack, Masterwork 2 lbs
Bedroll, 5lbs
Oil, Flask, x3 3 lbs.
Climbing Kit, 5lbs
Rope, Silk 50 feet, 5 lbs.
Flint and Steel
Lantern, Bulleseye 3 lbs.
Waterskin x3, 12 lbs

23+12 lbs - 1/2 encumbrance from MW Backpack = 11.5+6 = 17.5

Belt Pouch

Chalk, 3 pieces
0 p.p.
850 g.p.
5 s.p.
7 c.p.

Carrying Capacity

Current Encumbrance: 48.5 = 31 Equipment + 11.5 Backpack + 6 Waterskins

Light Load: x < 50 lbs.
Medium Load: 51 < x < 100 lbs.
Heavy Load: 101 < x < 150 lbs

Appearance:

Pfarna's short sleeves reveal the many tattoos, many of orcish, or perhaps animalistic, design, which cover most of her body other than her face and neck. Under the worn sleeveless blouse you can see the glint of mail shining through. Over her shoulder is a large bow and at her side hangs a well used and cared for cutlass.

Although her face is pleasant to look at, the pronounced canines, greenish tinge to her skin and broad shoulders clearly show that a strong taint of orcish blood runs in her heritage.

When she moves, it is clear that her agility has a stronger tie to her human mother than to her orcish father. Each step treads lightly on the ground, belying her size. Despite her clear martial appearance, the motion of her body and way she wears her clothes draws the eyes of men of most races. Some viewing her as a challenge, others as exotic, and yet others as a beautiful abomination.

Background:

Life is never easy when one is born with orcish blood. And Pfarna Norc's upbringing was no different. Born to a mother who wanted nothing to do with the offspring of a Riddleport rape, Pfarna never knew either of her parents. Her earliest memories were of a Desnan orphanage where she was cared for, but abused and ridiculed by most others who were not crossbreeds.

At the age of seven, she fled the orphanage and soon found herself in the wild. Survival was not simple, but Pfarna survived. She stole food and slept in haylofts and gutters. Soon, she was living with other urchins and committing a steady stream of minor criminal acts. Eventually she was caught stealing from a wealthy merchant's home. She likely would have been killed, except the kindly merchant interceded and asked that she be given into his care. The authorities agreed.

Normally, this is when a person is given a great gift, but not so for Pfarna. The man was not kindly, few merchants are. Within a week, she had been sold to a slaver who took her out of the city and sold her to an orc shaman who lived a few days from the city. Initially, he desired to have an apprentice, and thought that she would serve him in this role. However, it soon became clear that while Pfarna's personality could shine through, her wisdom and knowledge of things arcane and divine was sorely lacking at best. Thus, for several years until the age of 16, Pfarna served the mad shaman. She hunted, washed, cleaned and was frequently was used by the shaman for all types of tests, poison, disease, spells and other horrors. On more than one occasion, she nearly died, but the abuse did strengthen her physically and mentally to be able to resist the effects of all these things.

During her 16th year, the orc was creating some concoction when the cauldron he was using suddenly exploded knocking the mad orc unconscious. Knowing that she might never again have a chance to escape (the orc kept her chained in a poorly constructed hut when not serving him), Pfarna took a large log and clubbed the shaman until he was dead.

The next period is a blur, Pfarna fled back to Riddleport where she stayed for a short time. However, her former friends, the few who were still alive, were no longer friends having joined various thieves guilds or the guards. Thus, at the first chance, she boarded a ship and signed on as a deck hand.

For two years she travelled up and down the Varisian coast and even to such distant places, or so she thought, as Cheliax. Then, in her 18th year, she signed on with a larger ship in Magnimar which was heading to places south. The was the first time that she ever saw the strange lands of the south, Osirian and its deserts, Katapesh and its markets.

Then one day, the ship was hired to take a shipment of spices from Qadira to distant Sargava. The ship never made it. Despite making a wide arc around the perpetual hurricane, the ship was attacked by pirates. Having learned to fight while on the ship, Pfarna knew when she was beat and did not even attempt to resist the pirates as they boarded the galleon.

Shortly thereafter, Pfarna found herself in Port Peril, the heart of the pirate lands of the Shackles. Not really caring for whom she worked, the now fully grown woman quickly found a pirate ship seeking new recruits. It was not the best of ships and booty was not all that it was promised, which is probably why after a year several of the other crew members decided to dispose of the pirate captain.

Which brought Pfarna to Rickety Squibs. The new captain wanted his men, and she was not one of his inner group. Not that she was unhappy with her current predicament as the past year had not been the most lucrative. The nice thing with this port was that if one wished to join a ship, there were always more ships passing through and in the need of new crew, since most had been recently liberated from their prior owners and in need of skilled crew.

As for her name, well, if you spent your life with everyone calling you "orc" and laughing in your face, you would name yourself "Not an orc" as well. Pfarna just shortened it by dropping a few letters.