Cayden Cailean

Fandral's page

374 posts. Organized Play character for Z...D....


| HP 100/100 Temp 24/24| AC 27(41 vs AOO); T 198; FF 18 | Fort +13; Ref +17; Will +8 | Init: +9 | Perc: +10, SM: +6


| Speed 30ft | Grit/Panache 6/6 | Charmed Life: 4/4 | Active conditions:


Male CN Kelish Human Swashbuckler 7/ Gunslinger 5

About Fandral

Fandral "The Dashing" Devinwood
Male human (Keleshite) gunslinger 5/swashbuckler 7 (Pathfinder RPG Advanced Class Guide 56, Pathfinder RPG Ultimate Combat 9)
CN Medium humanoid (human)
Init +9; Senses Perception +10
AC 27, touch 19, flat-footed 18 (+6 armor, +5 Dex, +4 dodge, +2 shield)
hp 100 (12d10+24)
Fort +13, Ref +17, Will +8
Defensive Abilities charmed life 4/day, fortification 50%, nimble +1, nimble +2
Speed 30 ft.
Melee +1 heartseeker adamantine cutlass +20/+15/+10 (1d6+7/15-20+7 Precision)
Ranged +1 lucky pistol +18 (1d8+6/×4)
Special Attacks deeds (deadeye, gunslinger initiative, gunslinger's dodge, pistol-whip, quick clear, utility shot), deeds (derring-do, dodging panache, kip-up, menacing swordplay, opportune parry and riposte, precise strike, superior feint, swashbuckler initiative, swashbuckler's grace, targeted strike), grit (6), gun training +5 (pistol), panache (6), swashbuckler weapon training +1
Str 14, Dex 20, Con 14, Int 14, Wis 10, Cha 15
Base Atk +12; CMB +14; CMD 33
Feats Combat Reflexes, Dodge, Extra Panache[ACG], Gunsmithing[UC], Iron Will, Mobility, Quick Draw, Slashing Grace[ACG], Spring Attack, Weapon Focus (cutlass)
Traits anatomist, smuggler
Skills Acrobatics +20, Bluff +10, Climb +6, Craft (alchemy) +6, Diplomacy +10, Escape Artist +10, Handle Animal +6, Intimidate +10, Knowledge (local) +7, Linguistics +14, Perception +10, Profession (merchant) +15, Profession (sailor) +21, Sense Motive +6, Sleight of Hand +10 (+13 to hide an object), Survival +0 (+2 to avoid becoming lost), Swim +10; Racial Modifiers +2 Profession (sailor), +2 Swim
Languages Aquan, Auran, Common, Draconic, Dwarven, Hallit, Ignan, Kelish, Orc, Osiriani, Polyglot, Sylvan, Terran, Thassilonian, Tien, Undercommon, Varisian, Vudrani
SQ gunsmith, heart of the sea[ARG], swashbuckler finesse
Combat Gear boots of speed, potion of endure elements (2), scroll of breath of life, wand of cure light wounds, air crystal (2), alkali flask[APG] (5), antiplague[APG] (2), antitoxin (2); Other Gear +2 corsair mithral chain shirt, +1 moderate fortification buckler, +1 heartseeker adamantine cutlass, +1 lucky pistol[UC], paper cartridge[UC] (20), belt of incredible dexterity +2, besmara's tricorne, cloak of resistance +3, headband of vast intelligence +4, skillslot, wayfinder[ISWG], bedroll, belt pouch, grappling hook, masterwork backpack[APG], pirate clothes, fancy, silk rope (50 ft.), skillchip mark iii, tattoo[UE], tattoo[UE], tattoo[UE], waterskin, 11,260 gp, 5 sp
Tracked Resources
Alchemical cartridge (paper) - 16/20
Alkali flask - 1/5
Antiplague - 0/2
Antitoxin - 0/2
Besmara's tricorne (1/day) - 0/1
Boots of speed (10 rounds/day) - 0/10
Charmed Life +2 (4/day) (Ex) - 0/4
Grit/Panache Pool (6/day) - 0/6
Light (At will) - 0/0
Potion of endure elements - 0/2
Wand of cure light wounds - 4/50
Special Abilities
Charmed Life +2 (4/day) (Ex) Choose to add Charisma bonus to save before roll is made.
Combat Reflexes (6 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Deeds Use Grit to perform special abilities with your firearms.
Fortification 50% You have a chance to negate critical hits on attacks.
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Gun Training On a misfire with chosen firearm type, misfire value only increase by 2 (instead of 4).
Gunsmith Gain free starting firearm that only you can use properly.
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Heart of the Sea +4 concentration to cast spells underwater, and you can hold your breath twice as long.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Nimble +1 (Ex) +1 AC while wearing light or no armor.
Nimble +2 (Ex) +2 dodge bonus to AC.
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Slashing Grace (Cutlass) Treat chosen weapon as 1-handed piercing weapon and can add Dex instead of Str to dam.
Spring Attack You can move - attack - move when attacking with a melee weapon.
Swashbuckler Finesse Use Dex for att with light/1-hand pierce wep. Use Cha instead of Int for combat feat pre-reqs.
Swashbuckler Weapon Training +1 (Ex) +1 attack and damage with swashbuckler weapons.

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Bot Me:

If no one has activated haste, he will activate his boots of speed. Then goes full ham on them. He is very cocky in his abilities. If the enemy is in flight, he will usually attempt to shoot it with his pistol instead, readying for it to get within 20 feet.

He loves to parry. He always Riposte on the first successful parry. And parries until he has one panache left. Each parry cost him an AOO use and a point of panache. And the Riposte is an immediate action.
[dice=parry #1]d20+19[/dice]
[dice=riposte, if parried]d20+19[/dice]
[dice=riposte damage]d6+7+6[/dice]
[dice=parry #2]d20+19[/dice]
[dice=parry #3]d20+19[/dice]
[dice=parry #4]d20+19[/dice]
[dice=parry #5]d20+19[/dice]


Vanities & Prestige Awards:

Expert Entrepreneur: Fame 10 PP 5; Through your many connections with the merchants and traders of Katheer, you learn how to better earn money with your own entrepreneurial endeavors. Whenever you make a Day Job check you may reroll any result of 10 or less. You must take the second result, even if it is lower. This ability may not be combined with any other ability granting a reroll.
Ship: PP 10; You own a maritime vessel that you use for trade, transport, or military purposes. This ship comes complete with a crew and earns enough money through normal operation to be self-sustaining, but isn’t necessarily profitable on its own. Whenever you require passage at sea, you may choose to take your vessel instead of an unfamiliar ship hired by the Society to deploy you and your party. You gain a +2 circumstance bonus on Profession (sailor) checks and it becomes a class skill for you. You may use Profession (sailor) checks to make Day Job rolls.

Journal Faction Cards: Exchange:

Season 6: 7 goals
Entrepreneur (2+ goals): Once per game sessions, you may either purchase an item found on one of you chronicle sheets at a 5% discount, or gain a +5 circumstance bonus on your day job check. This discount stacks with similar abilities for a maximum discount of 15%.
Associate (4+ goals): Instead of paying 5 additional prestige points to purchase items and services in settlements with fewer than 5000 residents, you only pay this extra cost in settlements with fewer than 2000 residents. In addition, treat you fame as 2 higher for the purpose of calculating your purchase limit.
Chairperson(7+ goals): The discount and bonus on Day Job checks the the Entrepreneur boon provides increase to 10% and +10 respectively. A DC 50 Day Job now earns you 300 gp. When another PC attempts a Day Job check, she gains a +3 circumstance bonus on the check and can earn 200 gp on a result of 45 or higher.

Season 7: 4 goals
Investor (2+ goals): Once per game session, you may purchase an item found on one of your chronicle sheets at a 5% discount (maximum 15% discount). When you attempt a day job check, you may record the gp earned in an investment box (to the left) rather than receive the gold. You can line through all investment boxes immediately to receive gp equal to twice the sum recorded in the boxes.
Showmaster (4+ goals): Once per adventure, you can use your Profession (Merchant) bonus in place of your bonus for a Disable Device, Knowledge (engineering), or Use Magic Device check as if you were trained in the skill.