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About Forrest GlavoName: Forrest Glavo
DEFENSE
OFFENSE
Masterwork Cold Iron Rapier +10 (1d4+3 P, 18-20) [Demons & Fey] Silver Rapier +9 (1d4+3 P, 18-20) Ranged Longbow +9 (1d6 P, 100ft, x3) STATISTICS:
Str 10 (+0), Dex 18 (+4), Con 12 (+1), Int 10 (+0), Wis 7 (-2), Cha 18 (+4) BAB +2, CMB +6, CMD 14 Feats, Traits, Racial:
Swashbuckler Abilities Panache: 4/Day Regain Panache via a critical hit or killing blow. Derring-Do (Ex): 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. Dodging Panache (Ex): When an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modifier against the triggering attack. This movement doesn’t negate the attack, which is still resolved as if the swashbuckler 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. Opportune Parry and Riposte (Ex): 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. 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.
Charmed Life: Three times per day as an immediate action before attempting a saving throw, she can add her Charisma modifier to the result of the save. She must choose to do this before the roll is made. Nimble: I gain 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. 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. Feats
Traits
Racial Abilities
Skills:
(4 skill points/level +0/level)
Mod Ranks Attribute Name of Skill
Combat Gear
Other Gear:
Donkey, Fighter's Kit, Masterwork Tap Shoes, Cure Light Wounds Wand (48/50), Cloak of Resistance Money
Boons:
Orator: Once per adventure, add 1+(1) to my check to convince an NPC to cooperate. Double this if the check is convincing them to participate in an uprising. Elixir of Treasure Seeking: Drinking this elixir gives you the ability to find treasure in unlikely places, granting you a +2 competence bonus on Appraise and Perception checks for duration of an entire adventure. In addition, if you earn less than the maximum gold piece reward during an adventure, your sharpened senses lead you to a small cache of gold and gems that increases your gold earned by 150 gp (up to the maximum reward given in the adventure). When you use this boon, cross it of your Chronicle sheet. Impressive Find: Once you earn 12 or more Fame, your superiors award you one additional Prestige Point (but not Fame) in recognition of your excellence. Infiltrator: Before rolling a Stealth check, choose one other ally who is also rolling Stealth for the same circumstance. After rolling the check, you and this ally both use the higher of your two results, including all bonuses and modifiers. When you use this boon, cross it off your Chronicle sheet. Bond Breaker Once per adventure, I can perform one of two liberating acts. 1. Cast Shatter, DC=12+(2). or 2. Deal 1d10 extra damage against a creature or object with hardness. Inner Struggle: When you fail a saving throw against a mind-affecting compulsion effect, you can cross this boon off your Chronicle sheet in order to delay the effect and be stunned until the end of your next turn instead as you retreat into your own personal mindscape to fight off this hostile magic. At the end of your turn, you can attempt a new saving throw against the effect to end it. If you succeed, the effect ends. If you fail the save, the original effect overpowers your mental defenses and resumes. New Recruit (J. Dacilane): Your team of Pathfinders sponsored J. to join the Pathfinder Society. In exchange, she is eager to assist you on one of your future missions. You can direct J. to cast a spell from the spiritualist list (Pathfinder RPG Occult Adventures 76) as a standard action. The spell’s level can be up to one third of your character level (minimum 0). J.’s caster level is equal to your character level – 3 (minimum 2), and her Wisdom score is 17. J. is a noncombatant, and she is considered to be in your square for the purpose of determining the origin of her spell. When you use this boon, cross it off your Chronicle Sheet. Loyal Liberator:You may activate this boon to gain your choice of a +2 bonus on weapon attack and damage rolls or a +1 bonus on all spell DCs against known slavers and slave owners for the remainder of the scenario. When you use this boon, cross it off your Chronicle Sheet. Ragdya’s Blessing: You may cross this boon off your Chronicle sheet to gain a climb speed of 20 feet for 1d4 rounds. For 1 round after this boon expires, if you would fall due to failing a Climb check, you fall slowly as if affected by feather fall (CL 1st) so long as you remain adjacent to a wall or other solid surface. Promotional Reroll (Goblin IPA): You can reroll a single d20 roll you make during the course of the scenario. Add +1 for my Star.
Description:
Forrest is a lean Halfling with fiery red hair and mutton chops. A rapier is at his side, he enters the room with a graceful swagger. He is followed by a fat donkey carrying his bags. Surprisingly, you see a pair of tap shoes hanging from one of the saddlebags. Under his shirt is a large black slave identification tattoo spread across his chest. It identifies him as property of a Cheliax noble. History:
Forrest grew up in slavery to a Chelish noble, in training to be a butler. He would train in swordsmanship with the noble's son, Nathan, at night. When the noble was killed in a raid on their caravan Forrest escaped to start a new life. Since then he has sought to attain the power that repressed him throughout his youth. Forrest, unsatisfied with working at the local mortuary, recently joined the Pathfinder Society as a way of gaining more influence and wealth. |