Dexinis

Dimitrio - Drow's page

130 posts. Alias of Fabian Benavente.


About Dimitrio - Drow

Male 'drow' 5th level bard (arcane duelist) / 5th level swashbuckler
CG Medium Type
Init +9 (+4(DEX) +1 (belt of dex +2) +2(reactionary trait) + 2 (panache)) ; Perception +13, Darkvision 120'
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DEFENSE
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AC 27, touch 17, flat-footed 21
10 +4(DEX) +1(belt of DEX +2) +7(chainshirt+3) +3 (buckler+2) +1(ring of prot) +1 (dodge)
HP 83
Fort +6, Ref +13, Will +5
Fort: +6 = +2(base) +2(CON) +2 (great fortitude)
Ref: +13 = +8(base) +4(DEX) +1(belt of dex +2)
Will: +5 = +5(base)
Immunity to sleep
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OFFENSE
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Speed 30 ft.
Melee
Melee (rapier+1): +16/+11 = +8(base) +4(dex) +1(belt of dex +2) +1 (magic) +1(weapon focus)+1(swashbuckler specialization)
Melee Damage (rapier+1, arcane strike, panache): 1d6+16 = +1(weapon) +4 (dex) +1(belt of dex +2) +2 (arcane strike) +5 (precise strike)+2 (specialization) +1(swashbuckler specialization), 15-20, x2

Ranged
Ranged (dagger): +13/+8 = +8(base) +4(dex) +1(belt of dex +2)
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 (standard action), 20 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: +2 morale bonus vs charm and fear, +1 competence on weapon to hit and damage
inspire competence +2 (on skill checks)
Arcane bond (rapier)

Panache = 5 (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=13
Ghost sounds
Prestidigitation
Dancing lights
Detect magic
Mending
Daze

Level 1, 5/day, 4 known, DC=14
Charm person
Cure light wounds
Feather Fall
Disguise Self

Level 2, 3/day, 3 known, DC=15
Cat's grace
Glitterdust
Blur
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STATISTICS
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Str 12, Dex 20 (+2 belt), Con 14, Int 12, Wis 11, Cha 16 (+2 headband)
Base Atk +8; CMB +9; CMD 24
CMB: +9 = +8 (base) +1(STR)
CMD: 24 = 10 +9(CMB) +4(DEX) +1(belt of dex +2)

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

Skills (8/lvl):
Acrobatics +17 = 9r +5(dex), class
Appraise +5 = 1r+1(int), class
Bluff +11 = 5r +3(cha), class
Climb +8 = 4r +1 (STR) +3 (class)
Diplomacy +8 = 2r +3(cha), class
Disable device +6 = 1r +5(dex)
Intimidate +13 = 7r +3(cha), class
k.local +8 = 4r+1(int), class
k.planes +5 = 1r+1(int), class
Perception +13 = 10r, class
Perform (dance) +11 = 4r +3(cha), +1(trait) class
Perform (oratory) +7 = 1r +3(cha), class
Ride +9 = 1r +5(dex), class
Sense motive +5 = 2r, class
Sleight of hands +10 = 2r +5(dex), class
Spellcraft +6 = 2r+1(int), class
Stealth +13 = 6r +5(dex), class
Swim +5 = 1r+1(str), class
Use magic device +14 = 8r +3(cha), class

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

• Darkvision 120’
• Immunity to Sleep
• Spell Resistance 11+level (so 20!)
• Light Blindness - Abrupt exposure blinds 1 round and always dazzled (-1 attacks and perception checks)
• Proficiency with Hand Crossbow, Rapier, and Short Sword
• Speak Undercommon

Languages: Common, Varisian, Undercommon
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GEAR/POSSESSIONS
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chain shirt +3
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 +1 (2,000 gp)
buckler +2
rapier +1 (2,320 gp)
war-trained light horse (300 gp)
Five Fold Ring of Fire (10,800)
anti-toxin, x3
smelling salts
Belt of dex +2
wand of cure light wounds (41 charges)
Headband of alluring charisma +2 (4,000 gp)
Feather Step Boots
approx total equipment = not updated gp
10,913 gp

stats:

HP 83/83
AC 27, touch 17, flat-footed 21
10 +4(DEX) +1(belt of DEX +2) +6(chainshirt+2) +2 (buckler+2) +1(ring of prot) +1 (dodge)
Conditions:n/a
Melee (rapier+1): +16/+11 = +8(base) +4(dex) +1(belt of dex +2) +1 (magic) +1(weapon focus)+1(swashbuckler specialization)
Melee Damage (rapier+1, arcane strike, panache): 1d6+16 = +1(weapon) +4 (dex) +1(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, 20/20 bardic performance, 5/5 1st level, 3/3 2nd level spells, 1/1 arcane bond spell, ring of fire 5/5