Erasmo Oakkeg
Male halfling swashbuckler (mouser) 5/halfling opportunist 1
N Small humanoid (halfling)
Initiative +4;
Senses Perception +11
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DEFENSE
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AC 23, touch 16, flat-footed 18 (+5 armor, +4 Dex, +1 dodge, +2 shield, +1 size)
hp 60 (6 HD; 5d10+1d8+12+9)
Fort +4, Ref +10, Will +4
Defensive Abilities charmed life 3/day, dodging panache, halfling luck, nimble +1
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OFFENSE
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Speed 20 ft.
Melee mw short sword +13 (1d4+10/17-20)
Melee dagger +12 (1d4+10/17-20)
Ranged dagger +12 (1d4+5/17-20) [10 ft]
Special Attacks exploitive maneuver, panache (3), precise strike, quick steal, underfoot assault
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STATISTICS
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Str 8 (-1), Dex 18 (+4), Con 14 (+2), Int 13 (+1), Wis 10 (+0), Cha 16 (+3)
Base Atk +5; CMB +8 (+10 with deft maneuvers, +14 with dirty trick); CMD 18 (20 vs. deft maneuvers, 22 vs. dirty trick)
Feats
Free: Agile Maneuvers, Combat Expertise, Deadly Aim, Power Attack
1: Deft Maneuvers (bonus), Quick Draw
3: Weapon Focus (light blades)
4: Fencing Grace
5: Cautious Fighter
Skills 37 ranks; 12 background
Acrobatics +15 (6 ranks, 3 class skill, 4 Dex, 2 racial)
<> -4 to jump (due to slower base speed)
<> +5 to move through the spaces of larger foes (Underfoot Agility, Underfoot Dodger)
Appraise +5 (1 rank, 3 class skill, 1 Int)
Bluff +12 (6 ranks, 3 class skill, 3 Cha)
<> +6 vs. city officials or guards (Korvosa Corruption)
Climb +16 (1 rank, 3 class skill, 4 Dex, 2 racial, 1 trait, 5 competence)
Diplomacy +8 (1 rank, 3 class skill, 3 Cha)
<> +2 vs. citizens of Korvosa (commendations)
<> +3 to gather information (Korvosa Lore)
<> +5 vs. government officials (Korvosa Law)
Disable Device +18 (6 ranks, 3 class skill, 4 Dex, 1 trait, 2 circumstance, 2 competence)
Intimidate +3 (3 Cha)
<> +5 to force an opponent to act friendly (Korvosa Law)
Knowledge (local) +5 (1 rank, 3 class skill, 1 Int)
Linguistics +9 (5 ranks, 3 class skill, 1 Int)
Perception +11 (6 ranks, 3 class skill, 0 Wis, 2 racial)
Profession (guard) +7 (4 ranks, 3 class skill, 0 Wis)
Sense Motive +7 (4 ranks, 3 class skill, 0 Wis)
Sleight of Hand +11 (2 ranks, 3 class skill, 4 Dex, 2 competence)
Stealth +17 (6 ranks, 3 class skill, 4 Dex, 4 racial)
<> +6 on the streets of Korvosa (Korvosa Corruption)
Traits Helpful, Trap Finder
Languages Common, Dwarven, Halfling, Infernal, Shoanti, Sign Languages, Skald, Varisian
SQ derring-do, keen senses, kip-up, sure-footed, swashbuckler initiative, swashbuckler weapon training +1, trap spotter, underfoot dodger
Favored Class swashbuckler (+5 skill points)
Retraining hit points (+9 hp, max +19)
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EQUIPMENT
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Weapons dagger [4], mw short sword, sling
Worn burglar's buckler, +1 mithral chain shirt
Slotted Items gauntlets of skilled maneuver (dirty trick), ring of climbing
Wands, Rods, Etc -
Backpack mw thieves' tools, spider's silk rope [50 ft.]
-Consumables: -
Belt Pouch 457 gp, 9 sp
Other belt pouch, diving suit, swim fins
Carrying Capacity
Total Carried Weight: 15.75 lbs. (11.25 [combat]/4.5 [other gear])
Light Load: 20 lbs.
Medium Load: 40 lbs.
Heavy Load: 60 lbs.
Lift Over Head: up to 60 lbs.
Lift: up to 120 lbs.
Push or Drag: up tp 300 lbs.
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SPECIAL ABILITIES
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Cautious Fighter (feat) When fighting defensively or using total defense, Erasmo's dodge bonus to AC increases by 2.
Charmed Life (Ex) As an immediate action before attempting a saving throw, Erasmo can add his Charisma modifier to the result of the save. He must choose to do this before the roll is made.
Deft Maneuvers (feat) Erasmo does not provoke an attack of opportunity when performing a dirty trick, disarm, reposition, steal or trip combat maneuver and can make a Bluff check to feint in combat as a move action. In addition, he receives a +2 bonus on checks made to attempt these combat maneuvers. Erasmo also receive a +2 bonus to his Combat Maneuver Defense when an opponent tries one of these combat maneuvers on him.
Derring-Do (Ex) Erasmo can spend 1 panache point when he makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. He can do this after he makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, he rolls another 1d6 and adds it to the check. Erasmo can continue to do this as long as he rolls natural 6s, up to a number of times equal to his Dexterity modifier.
Dodging Panache (Ex) When an opponent attempts a melee attack against Erasmo, he can as an immediate action spend 1 panache point to move 5 feet; doing so grants him a dodge bonus to AC equal to his Charisma modifier against the triggering attack. This movement doesn’t negate the attack, which is still resolved as if he had not moved from 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. Erasmo can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load.
Excellent Aid (Ex) Erasmo has an amazing talent for getting the most out of those who assist him. Increase the bonus he gets from aid another by +1. This increase does not apply to when he uses aid another to help others, only when others aid him.
Exploitive Maneuver (Ex) Erasmo can use an enemy’s actions in combat for his own gain, as if the opponent were using aid another to assist him, giving him a bonus on his next skill check, attack roll, or to AC against the next attack. The enemy must be able to reach Erasmo, and he must activate this ability as an immediate action and succeed at a combat maneuver check against the enemy’s CMD; at the GM’s discretion, Erasmo can substitute another ability score modifier for his Strength modifier when making his combat maneuver check (such as using Dexterity for an agility-related action or Charisma for a social-related action). If Erasmo succeeds at this combat maneuver check, he adds the aid another bonus to his action on his next turn and subtracts that bonus from the enemy’s roll for that action. Note that if the combat maneuver check is successful, the outcome of the enemy’s roll is irrelevant to this ability.
Helpful (trait - race) Whenever Erasmo successfully performs an aid another action, he grants his ally a +4 bonus instead of the normal +2.
Indomitable Faith (trait - faith) Erasmo gains a +1 trait bonus on Will saves.
Kip-Up (Ex) While Erasmo has at least 1 panache point, he can kip-up from prone as a move action without provoking an attack of opportunity. He can kip-up as a swift action instead by spending 1 panache point.
Panache (Ex) At the start of each day, Erasmo gains a number of panache points equal to his Charisma modifier. His panache goes up or down throughout the day, but usually cannot go higher than this, though feats and magic items can affect this maximum. Erasmo spends panache to accomplish deeds, and regains panache in the following ways. Critical Hit with a Light or One-Handed Piercing Melee Weapon: Each time Erasmo confirms a critical hit with a light or one-handed piercing melee weapon, he regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or a creature that has fewer Hit Dice than half his character level doesn’t restore panache. Killing Blow with a Light or One-Handed Piercing Melee Weapon: When Erasmo reduces a creature to 0 or fewer hit points with a light or one-handed piercing melee weapon attack while in combat, he 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 his character level to 0 or fewer hit points doesn’t restore any panache.
Quick Steal (Ex) As a swift action Erasmo can spend 1 panache point when he hits a foe larger than his size with a light or one-handed piercing melee weapon to attempt a steal combat maneuver check against the creature he hit. Using this deed does not provoke an attack of opportunity.
Nimble (Ex) Erasmo 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 her to lose this dodge bonus.
Precise Strike (Ex) While he has at least 1 panache point, Erasmo gains the ability to strike precisely with a light or one-handed piercing melee weapon, adding his swashbuckler level to the damage dealt. To use this deed, Erasmo cannot attack with a weapon in his off hand or use a shield other than a buckler. He can even use this ability with thrown light or one-handed piercing melee weapons, so long as the target is within 30 feet of him. 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, Erasmo can spend 1 panache point to double his precise strike's damage bonus on the next attack. This benefit must be used before the end of his turn, or it is lost.
Swashbuckler Initiative (Ex) While Erasmo has at least 1 panache point, he gains a +2 bonus on initiative checks. In addition, if his hands are free and unrestrained, and he has any single light or one-handed piercing melee weapon that isn’t hidden, he can draw that weapon as part of the initiative check.
Swashbuckler Weapon Training (Ex) Erasmo gains a +1 bonus on attack and damage rolls with one-handed or light piercing melee weapons. While wielding such a weapon, he gains the benefit of the Improved Critical feat.
Trap Finder (trait - campaign) Erasmo gains a +1 trait bonus on Disable Device checks, and that skill is always a class skill for him. In addition, he can use Disable Device to disarm magic traps, like a rogue.
Trap Spotter (Ex) Whenever Erasmo comes within 10 feet of a trap, he can attempt an immediate Perception check to notice the trap. This check should be made in secret by the GM.
Underfoot Assault (Ex) If a foe whose size is larger than Erasmo’s is adjacent to him and misses him with a melee attack, he can as an immediate action spend 1 panache point to move 5 feet into an area of the attacker’s space. This movement does not count against his movement the next round, and it doesn’t provoke attacks of opportunity. While Erasmo is within a foe’s space, he is considered to occupy his square within that foe’s space. While Erasmo is within his foe’s space, the foe takes a –4 penalty on all attack rolls and combat maneuver checks not made against Erasmo, and all of his allies that are adjacent to both the foe and Erasmo are considered to be flanking the foe. Erasmo is considered to be flanking the foe whose space he is within if he is adjacent to an ally who is also adjacent to the foe. Erasmo can move within his foe’s space and leave the foe’s space unhindered and without provoking attacks of opportunity, but if the foe attempts to move to a position where Erasmo is no longer in its space, the movement provokes an attack of opportunity from him.
Underfoot Dodger (Racial) Erasmo does not treat crowd squares as difficult terrain and they gain a +5 bonus on Acrobatics checks to move through the spaces of larger foes.