About EmoubuHP: 54/54
Ancestry:
Kobold
Hit Points: 6 Size: Small Speed: 25 feet Ability Boosts: Dexterity, Charisma, Free Ability Flaw(s): Constitution Languages: Common, Draconic, Aklo Darkvision: You can see in darkness and dim light just as well as you can see in bright light, though your vision in darkness is in black and white. Draconic Exemplar: Brass Dragon You draw minor powers from your draconic exemplar. Choose a type of chromatic or metallic dragon to be your exemplar. This determines your scale color and appearance, and dragons sometimes look more favorably upon those kobolds who resemble them, at the GM’s discretion Heritage: Dragonscale Fire Resistance 2 Your scales are especially colorful, possessing some of the same resistance a dragon possesses. You gain resistance equal to half your level (minimum 1) to the damage type associated with your draconic exemplar (see Table 1–1). Double this resistance against dragons’ Breath Weapons. Ancestry Feats:
Dragon's Pressence: As a member of dragonkind, you project unflappable confidence (that collapses catastrophically against the deadliest foes). When you roll a success on a saving throw against a fear effect, you get a critical success instead. When you roll a failure against a fear effect, you get a critical failure instead. In addition, when you attempt to Demoralize a foe of your level or lower, you gain a +1 circumstance bonus to the Intimidation check.
Background:
HOOKCLAW DIGGER BACKGROUND RARE You are a digger from the Hookclaw kobold tribe, born beneath the streets of Absalom, with muscles and mind hardened by years spent tunneling through rock and earth and a confidence built upon your pride in your draconic heritage. Choose two ability boosts. One must be to Strength or Charisma, and one is a free ability boost. You’re trained in the Crafting skill, the Mining Lore skill, and the Engineering Lore skill. You gain the Improvise Tool skill feat. Class Features:
Key Ability: DEXTERITY Hit Points: 10 plus your Constitution modifier Perception: Expert in Perception Saving Throws :
Skills
Attacks
Defenses
Class DC
Panache
You gain panache by successfully performing the skill check associated with specific actions that have a bit of flair, including Tumble Through and additional actions determined by your swashbuckler's style. At the GM's discretion, after succeeding at a check to perform a particularly daring action, such as swinging on a chandelier or sliding down a drapery, you also gain panache if your result is high enough (typically the very hard DC for your level, but the GM can choose a different threshold). While you have panache, you gain a +5-foot status bonus to your Speeds and gain a +1 circumstance bonus to checks to Tumble Through or to take any actions that give you panache due to your style. The precise strike class feature also causes you to deal extra precision damage while you have panache. Powerful finisher actions, including Confident Finisher can be used only while you have panache and cause you to lose your panache. Normally, you gain and use panache only in combat encounters; when an encounter ends, you lose panache. Precise Strike
Swashbuckler Style:
Braggart Source Advanced Player's Guide pg. 84 You boast, taunt, and psychologically needle your foes. You are trained in Intimidation. You gain panache during an encounter whenever you successfully Demoralize a foe. General Feats Level 3 (Toughness)
Great Fortitude Level 3
Opportune Riposte Level 3
Opportune Riposte Reaction
Skill Increases Level 3 (Acrobatics)
Stylish Tricks Level 3 (Terrifying Resistance)
Vivacious Speed Level 3
Finishers:
Confident Finisher You gain an elegant finishing attack you can make when you have panache. The finisher trait is described on page 87. You gain the Confident Finisher action. Single Action Key Words: Finisher, Swashbuckler Source Advanced Player's Guide pg. 85 You make an incredibly graceful attack, piercing your foe's defenses. Make a Strike with a weapon or unarmed attack that would apply your precise strike damage, with the following failure effect. Failure You deal half your precise strike damage to the target. This damage type is that of the weapon or unarmed attack you used for the Strike.
Feats:
Dueling Parry (Swashbuckler) Single Action Class Feat 1 Traits: Swashbuckler Source Advanced Player's Guide pg. 88 Requirements: You are wielding only a single one-handed melee weapon and have your other hand or hands free. You can parry attacks against you with your weapon. You gain a +2 circumstance bonus to AC until the start of your next turn as long as you continue to meet the requirements. Improvise Tool
If you have the raw materials available, you can Craft a basic caltrop set, candle, compass, crowbar, fishing tackle, flint and steel, hammer, ladder, piton, rope, 10-foot pole, replacement thieves' picks, long or short tool, or torch without consulting a basic crafter's book. Marshal Dedication (Intimidation)
In addition, you're surrounded by a marshal's aura in a 10-foot emanation. Your aura has the emotion, mental, and visual traits and grants you and allies within the aura a +1 status bonus to saving throws against fear. Intimidating Glare
Toughness
Terrifying Resistance
Nimble Crawl
Dread Marshal Stance (Class Feat 4)
Critical Success Your marshal’s aura increases to a 20-foot emanation, and it grants you and allies a status bonus to damage rolls equal to the number of weapon damage dice of the unarmed attack or weapon you are wielding that has the most weapon damage dice. When you or an ally in the aura critically hits an enemy with a Strike, that enemy is frightened 1. Success As critical success, but your aura’s size doesn’t increase. Failure You fail to enter the stance. Critical Failure You fail to enter the stance and can’t take this action again for 1 minute.al Stance Trained Skills:
Acrobatics + 12 (Expert) Crafting +7 Diplomacy +9 Intimidation +12 (Expert) (+1 when Demoralizing a foe my level or lower) Occultism +7 Society +7 Stealth +10 Thievery +10 Lore: Engineering +6 Lore: Mining +6 Lore: Legal +6 (From School Training) Weapon Stats:
Rapier +1 Striking To hit: +11 Damage: 2d6 (With Panache 2d6+2) Traits: Deadly d8, Disarm, Finesse Runes: +1 Fundamental, Striking Hand Crossbow
Equipment:
Swashbuckler Kit Armor: leather armor Weapons: 20 bolts, hand crossbow, rapier Gear: adventurer's pack Fine Clothing, Grappling Hook, Thieves' Tools, Replacement Picks Demon’s Mask (Attuned) Botting:
[Dice=Strike]1d20+10[/dice][dice=damage]2d6[/dice]
Add +2 if the aura is up. |