Master Basaalee Minvandu

FlyingBlade's page

No posts. Alias of -Karma-.


About FlyingBlade

12
15 (7) =>18
12
12
12
14 (5)

Skills: Survival, Perception, Disable, Stealth, Acrobatics, ?

1: FBSwB - finesse (bonus), Weapon focus (starknife), PBS |Panache, Deeds
2: FSM - Flurry | Quick Draw (bonus), Precise shot (bonus)
3: FBSwB - Charmed life | Startoss style
4: FBSwB - Deeds
5: FBSwB - Startoss comet, Weapon Specialization (bonus)
6: FBSwB - Swashbuckler weapon training +1

BAB +5
damage bonus STR + Precise strike + Startoss + Specialization + weapon training = 1+5+4+2+1=13
Starknife +11 (1d4 +13)
Starknife flurry +10/+10 (1d4 +13)

Traits River Rat, Dangerously Curious, Trap Finder ???

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test
Human (Varisian) swashbuckler (flying blade) 4/ranger (trapper) 1/Monk (far strike monk) 1
LN Medium humanoid (human)
Init +4; Senses Perception +15
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Defense
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AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 64 (6 HD; 1d8+5d10+6)
Fort +, Ref +, Will +
Defensive Abilities
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Offense
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Speed 40 ft. (30 ft. in armor)
Melee
. . MW dagger +11 (1d4+4+4/19-20)
Ranged
. . Dagger +10 (1d4 +8 +4 /19-20)
. . Dagger PBS +11 (1d4 +9 +4 /19-20)
. . Dagger Flurry +9/+9 (1d4 +8 +4 /19-20)
. . Dagger Flurry + PBS +10/+10 (1d4 +9 +4 /19-20)
Special Attacks
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Statistics
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Str 12, Dex 18, Con 12, Int 12, Wis 12, Cha 14
Base Atk +5; CMB +6; CMD 20
Feats Point-Blank Shot, Precise Shot, Quick Draw, Weapon Focus (dagger), Startoss style, Startoss comet, Unarmed Strike, Weapon Specialization (dagger)
Traits dangerously curious, giant slayer, river rat (marsh or river)
Skills
Acrobatics (6)
Bluff (3) (+1 vs. giant subtype creatures),
Diplomacy (1)
Disable Device (6)
Perception (6) (+16 vs. giant subtype creatures),
Sense Motive +1 (+2 vs. giant subtype creatures),
Sleight of Hand (2)
Stealth (5)
Survival (5)
Use Magic Device (6)
Languages Common, Varisian
SQ
Combat Gear wand of mage armor (50 charges); Other Gear cold iron dagger, dagger, dagger, dagger, dagger, dagger, dagger, dagger, dagger, judith, cloak of resistance +1, eyes of the eagle, gloves of reconnaissance[UE], ioun torch ioun stone[APG], backpack, bandolier[UE], bandolier[UE], bedroll, belt pouch, flint and steel, masterwork thieves' tools, mess kit[UE], soap, trail rations (5), waterskin, wrist sheath, spring loaded (2), 1,233 gp
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Special Abilities
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Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Unarmed Strike

Favored Enemy (Ex): At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.

Track (Ex): A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.

Wild Empathy (Ex): A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

Trapfinding: A trapper adds 1/2 her ranger level on Perception skill checks made to locate traps and on Disable Device skill checks (minimum +1). A trapper can use Disable Device to disarm magic traps.

Flurry of Blows (Ex): A far strike monk can make a flurry of blows as a full-attack action as long as he’s attacking with thrown weapons. He can’t make a flurry of blows with his unarmed attacks or any other weapons. A far strike monk’s flurry of blows otherwise functions as the standard monk class feature.

AC Bonus (Ex): When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.

panache, swashbuckler finesse
Charmed life 3/day
nimble +1

Deeds:
Derring-Do (Ex): At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).

Opportune Parry and Riposte (Ex) (Advanced Class Guide pg. 57 (Amazon)): At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If her result is greater than the attacking creature’s result, the creature’s attack automatically misses. The swashbuckler must declare the use of this ability after the creature’s attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach. This deed's cost cannot be reduced by any ability or effect that reduces the number of panache points a deed costs.

Subtle Throw (Ex): At 1st level, a flying blade can spend 1 panache point as part of a ranged attack with a dagger or starknife to make it without provoking attacks of opportunity. At 6th level, as a swift action she can spend 1 panache point to make all of her ranged attacks with daggers or starknives without provoking attacks of opportunity until the start of her next turn. This deed replaces dodging panache.

Disrupting Counter (Ex): At 3rd level, when an opponent makes a melee attack against her, she can spend 1 panache point to make an attack of opportunity against the attacking foe. This attack of opportunity can be made with either a dagger or a starknife. If the attack hits, the opponent takes a –4 penalty on all attack rolls until the end of its turn. This deed replaces kip-up.

Precise Strike (Ex) (Advanced Class Guide pg. 57 (Amazon)): 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 onehanded 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) (Advanced Class Guide pg. 58 (Amazon)): 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.

Precise Throw (Ex): At 3rd level, as long as she has at least 1 panache point, a flying blade can use her precise strike with a thrown dagger or starknife as long as the target is within 60 feet of her, and she increases the range increment of these weapons by 5 feet. She can spend 1 panache point when she throws a dagger or a starknife to ignore all range increment penalties with that ranged attack. This deed replaces menacing swordplay.