Captain Josper Creesy

Dimitrio Carini's page

1,214 posts. Alias of Fabian Benavente.


Race

| CMB: 13, CMD: 29 | F: +11, R: +19, W: +13 | Init: +10 | Perc: +18, SM +8

Classes/Levels

| Speed 30ft |

Gender

Male CG human bard 10 (arcane duelist) / Swashbuckler 5

About Dimitrio Carini

Male human 10th level bard (arcane duelist) / 5th level swashbuckler
CG Medium Type
Init +10 (+4(DEX) +1 (belt of dex +4) +2(reactionary trait) + 2 (panache)) ; Perception +18
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DEFENSE
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AC 32, touch 18, flat-footed 25
10 +4(DEX) +2(belt of DEX +4) +7(chainshirt+3) +4 (buckler+3) +1(ring of prot) +2 (dodge) +2 (natural armor +2)
HP 123
Fort +11, Ref +19, Will +13
Fort: +11 = +4(base) +2(CON) +2 (great fortitude) +3 (cloak)
Ref: +18 = +11(base) +4(DEX) +1(belt of dex +2) +3 (cloak)
Will: +12 = +8(base) +2 (iron will) +3 (cloak)
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OFFENSE
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Speed 30 ft.
Melee
Melee (rapier+3): +23/+18/+13 = +12(base) +4(dex) +2(belt of dex +4) +3 (magic) +1(weapon focus)+1(swashbuckler specialization)
Melee Damage (rapier+3, arcane strike, panache): 1d6+19 = +3(weapon) +4 (dex) +2(belt of dex +2) +2 (arcane strike) +5 (precise strike)+2 (specialization) +1(swashbuckler specialization), 15-20, x2

Ranged
Ranged (dagger): +18/+13/+8 = +12(base) +4(dex) +2(belt of dex +4)
Ranged Damage (dagger, arcane strike, panache): 1d4+13 = +4 (dex) +1(belt of dex +2) +2 (arcane strike) +5 (precise strike) +1(swashbuckler specialization), 19-20, x2, 10'

Space 5 ft., Reach 5 ft.
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SPECIAL ABILITIES
Bardic performance (move action), 30 rounds/day
Rallying cry: intimidate check and use as save vs fear
Distraction: perform check and use as save vs illusion
Fascinate: perform check, target gets will save (DC=13), if fail then do nothing but ’watch’, takes -4 on perception checks
Inspire courage: +3 morale bonus vs charm and fear, +2 competence on weapon to hit and damage
inspire competence +4 (on skill checks)
Dirge of doom (opponents shaken (-2 on d20 rolls), no saving throw)
Inspire Greatness (+2d10 +CON mod temp hit points, +2 to hit, +1 fort save)
Bladethirst: use performance to add +2 or ability (defending, distance, ghost touch, keen, mighty cleaving, returning, shock, shocking burst, seeking, speed, or wounding) to weapon

Arcane bond (rapier)

Panache = 6 (gain by confirming critical or killing blow)
Derring-do: spend panache to add 1d6 to acrobatics, climb, escape artist, fly, ride, or swim.

Kip-Up (Ex): At 3rd level, while the swashbuckler has at least 1 panache point, she can kip-up from prone as a move action without provoking an attack of opportunity. She can kip-up as a swift action instead by spending 1 panache point.

Menacing Swordplay (Ex): At 3rd level, while she has at least 1 panache point, 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 as a swift action instead of a standard action.

Precise Strike (Ex): At 3rd level, while 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 the damage dealt. 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 light or one-handed piercing melee weapons, so long as the target is within 30 feet of her. Any creature that is immune to sneak attacks is immune to the additional damage granted by precise strike, and any item or ability that protects a creature from critical hits also protects a creature from the additional damage of a precise strike. This additional damage is precision damage, and isn't multiplied on 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 benefit must be used before the end of her turn, or it is lost. This deed's cost cannot be reduced by 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 she has any single light or one-handed piercing melee weapon that isn't hidden, she can draw that weapon as part of the initiative check.

Swashbuckler finesse (weapon finesse for light or one-handed piercing weapon and use CHA instead of INT to qualify for feats)

Charmed life: add CHA mod to saving throw as immediate action 3/day

+1 swashbuckler weapon training (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.)

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SPELLS
Level 0, unlimited, 6 known, DC=14
Ghost sounds
Prestidigitation
Dancing lights
Detect magic
Mending
Daze

Level 1, 6/day, 5 known, DC=15
Charm person
Cure light wounds
Feather Fall
Disguise Self
Vanish

Level 2, 5/day, 5 known, DC=16
Alter self
Cat's grace
Glitterdust
Blur
Mirror image (1d4+3 images)

Level 3, 4/day, 4 known, DC=17
Displacement (1 round/level)
Daylight
Gaseous form
Major image

Level 4, 2/day, 2 known, DC=18
Freedom of movement (10 min/level)
Echolocation (10 min/level, gain blindsight 40')
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STATISTICS
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Str 12, Dex 23 (+4 belt), Con 14, Int 12, Wis 11, Cha 18 (+4 headband)
Base Atk +12; CMB +13; CMD 26
CMB: +13 = +12 (base) +1(STR)
CMD: 29 = 10 +13(CMB) +4(DEX) +2(belt of dex +4)

Traits:
Looking for work: +1 on performance dance
Reactionary: +2 ini .

Feats:
Arcane strike
Extra performance
Weapon finesse
Combat Casting
Weapon focus (rapier)
Weapon versatility
Fencing grace
Extra panache
Weapon specialization
Great fortitude
Disruptive
Combat reflexes
Iron will
Lunge (10' reach if -2 AC)
Spellbreaker

Skills (8/lvl):
Acrobatics +21 = 12r +6(dex), class
Appraise +5 = 1r+1(int), class
Bluff +19 = 11r +4(cha), class
Climb +9 = 5r +1 (STR) +3 (class)
Diplomacy +9 = 2r +4(cha), class
Disable device +11 = 5r +6(dex)
Escape artist +10 = 1r +6(dex), class
Intimidate +19 = 12r +4(cha), class
k.planes +5 = 1r+1(int), class
k.local +8 = 4r+1(int), class
k.planes +5 = 1r+1(int), class
Perception +18 = 15r, class
Perform (dance) +15 = 7r +4(cha), +1(trait) class
Perform (oratory) +8 = 1r +4(cha), class
Ride +10 = 1r +6(dex), class
Sense motive +8 = 5r, class
Sleight of hands +10 = 2r +5(dex), class
Spellcraft +6 = 2r+1(int), class
Stealth +17 = 9r +6(dex), class
Swim +5 = 1r+1(str), class
Use magic device +19 = 12r +4(cha), class

Racial Modifiers:
+2 on one ability
+1 feat
+1 skill rank/level

Languages: Common, Varisian, Undercommon
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GEAR/POSSESSIONS
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chain shirt +3, spell storing
Normal Dagger (3) (10 gp)
MW cold iron dagger (304 gp)
alchemical silver dagger
entertainer’s outfit (3 gp)
traveler outfit (1 gp)
MW thieves tools (50 gp)
CLW potion (1d8+2) (50 gp)
CMW potion (2d8+4) (300 gp)
ring of protection +2
buckler +3
rapier +3
war-trained light horse (300 gp)
anti-toxin, x2
smelling salts
Belt of dex +4
wand of cure light wounds (28 charges)
Headband of alluring charisma +4 (XXX gp)
Feather Step Boots (ignore difficult terrain and even take 5' step for 1/day for 10 minutes)
amulet of natural armor +2
cloak of resistance +3
wand of lighting bolt (Cl 10, 45 charges)
Goggles of night
Wand of cure serious wounds (41 charges)

Five Fold Ring of Fire:

The wearer can release up to five scorching rays each day. She can release one ray as a standard action or two rays (from two different rings) as a full-round action. Each day, the wearer can ignore up to 40 points of fire damage as if using protection from energy. This fire damage is absorbed into the fivefold rings of fire; when this happens, if the wearer has already expended one or more of her scorching rays for the day, she can recharge one of the rings for every 20 points of fire damage she absorbs.
Ring may substitute scorching rays with flaming spheres.

approx total equipment = not updated
Funds: 16,886 gp

stats:

HP 123/123
AC 32, touch 18, flat-footed 25
10 +4(DEX) +2(belt of DEX +4) +7(chainshirt+3) +4 (buckler+3) +1(ring of prot) +2 (dodge) +2 (natural armor +2)
Conditions:n/a
Melee (rapier+3): +23/+18/+13 = +11(base) +4(dex) +2(belt of dex +4) +3 (magic) +1(weapon focus)+1(swashbuckler specialization)
Melee Damage (rapier+3, arcane strike, panache): 1d6+19 = +3(weapon) +4 (dex) +2(belt of dex +2) +2 (arcane strike) +5 (precise strike)+2 (specialization) +1(swashbuckler specialization), 15-20, x2
5/5 daggers, 5/5 panache, 3/3 charmed life, 30/30 bardic performance, 6/6 1st level, 5/5 2nd level spells, 4/4 3rd level, 2/2 4th level spells, 1/1 arcane bond spell, ring of fire 5/5

advancement:

???
use mighty cleaving weapon ability (ghost touch?)