Jakaw Razorbeak

Galford Dao's page

244 posts. Organized Play character for nightdeath.


Full Name

Galford Dao Ravenwing

Race

| HP: 22/22 | AC: 16/13/13 | Fort: +3 | Ref: +5 | Will: +1 | Init: +3 | Perc: +8 | CMB: +4 | CMD: 17 | Wakazaki: +6; 1d6+1|L.bow: +6; 1d8| C.Life 3/day +2|

Classes/Levels

Skills:
Acro: +8| App: +2| Climb: +1| Bluff: +6| Dip:+6| DD: +3| Disguise:+2| EA: +2| Intim: +6| Heal +1| K.(Loc):+7| K.(Dun/Eng/Nob):+6| Linguis:+10| Perf (Sing):+6:|Ride:+2| SM: +5| Spell:+2| Stealth: +5| Survival: +5|

Gender

PFS# 76925-28 Male Tengu Swashbuckler (Guiding Blade) 2/ Fighter (Tactician) 1

Size

Medium

Age

15

Special Abilities

Tactics, Panache

Alignment

Chaotic Good

Deity

The Green

Languages

Common, Tengu, Jistkan, Tien, Dwarven, Sylvan, Draconic

Occupation

Escort

Strength 12
Dexterity 16
Constitution 11
Intelligence 14
Wisdom 12
Charisma 14

About Galford Dao

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20pt Buy
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PFS# 76925-28 Galford Dao

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Character Crunch:

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Male Tengu Swashbuckler (Guiding Blade) 2/ Fighter (Tactician) 1
Chaotic Good Medium Humanoid
Init +3; Senses Normal vision Perception +8

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Defense
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AC 16, touch 13, flat-footed 13 (+3 armor, +0 Shield, +3 Dex, +0 natural, +1 Dodge)
hp 22 (3d10) (+0 Con Bonus) (+0 Favored))
Fort +3, Ref +5, Will +1
Resist

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Offense
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Offenses
Speed 30 ft.
Ranged Longbow +6 (1d8 20/x3) (100Ft)
Melee Wakazaki +6(1d6+1 19-20/x2)
Melee Dagger +6 (1d4+1 19-20/x2)
Special Attacks
Spell-Like Abilities

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Statistics
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Str 12, Dex 16, Con 11, Int 14, Wis 12, Cha 14
Base Atk +3; CMB +4; CMD 17
Languages Common, Tengu, Jistkan, Tien, Dwarven, Sylvan, Draconic
SQ

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Feats
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Dodge (Level 1 Feat)
You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

Precise Strike (Bonus Teamwork Feat)
Whenever you and an ally who also has this feat are flanking the same the creature, you deal an additional 1d6 points of precision damage with each successful melee attack. This bonus damage stacks with other sources of precision damage, such as sneak attack. This bonus damage is not multiplied on a critical hit.

Mobility (Level 3 Feat)
You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.

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Traits
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Resilient (Combat)
Growing up in a violent neighborhood or in the unforgiving wilds often forced you to subsist on food and water from doubtful sources. You’ve built up your mettle as a result, and gain a +1 trait bonus on Fortitude saves.

Ancient Historian (Faction)
You are well acquainted with the lore of fallen empires. Choose either Knowledge (history) or Linguistics. That skill becomes a class skill for you, and you begin play able to speak and read one of the following languages: Ancient Osiriani, Azlanti, Cyclops, Jistkan, Tekritanin, or Thassilonian.

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Class Features
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Weapon and Armor Proficiency:
Swashbucklers are proficient with simple and martial weapons, as well as light armor and bucklers.

Panache (Ex):
More than just a lightly armored warrior, a swashbuckler is a daring combatant. She fights with panache: a fluctuating measure of a swashbuckler’s ability to perform amazing actions in combat. At the start of each day, a swashbuckler gains a number of panache points equal to her Charisma modifier (minimum 1). Her panache goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1), though feats and magic items can affect this maximum. A swashbuckler spends panache to accomplish deeds (see below), and regains panache in the following ways.

Critical Hit with a Light or One-Handed Piercing Melee Weapon: Each time the swashbuckler confirms a critical hit with a light or one-handed piercing melee weapon, she regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or a creature that has fewer Hit Dice than half the swashbuckler’s character level doesn’t restore panache.

Killing Blow with a Light or One-Handed Piercing Melee Weapon: When the swashbuckler reduces a creature to 0 or fewer hit points with a light or one-handed piercing melee weapon attack while in combat, she 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 the swashbuckler’s character level to 0 or fewer hit points doesn’t restore any panache.

Deeds: Swashbucklers spend panache points to accomplish deeds. Most deeds grant the swashbuckler a momentary bonus or effect, but some provide longerlasting effects. Somedeeds remain in effect while the swashbuckler has at least 1 panache point, but do not require expending panache to be maintained. A swashbuckler can only perform deeds of her level or lower.

Unless otherwise noted, a deed can be performed multiple successive times, as long as the swashbuckler has or spends the required number of panache points to perform the deed.

Swashbuckler Finesse (Ex):
At 1st level, a swashbuckler gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and she can use her Charisma score in place of Intelligence as a prerequisite for combat feats. This ability counts as having the Weapon Finesse feat for purposes of meeting feat prerequisites.

Charmed Life (Ex):
At 2nd level, the swashbuckler gains a knack for getting out of trouble. 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. At 6th level and every 4 levels thereafter, the number of times she can do this per day increases by one (to a maximum of 7 times per day at 18th level).

Charmed Guardian (Ex): At 2nd level, the fortunate nature of a guiding blade’s charmed life extends to protect her allies as well. She can use her charmed life ability on a saving throw attempted by any ally within 30 feet, including herself.

This ability alters charmed life.

Weapon and Armor Proficiency:
A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).

A tactician is not proficient with heavy armor or tower shields.

Bonus Feats:
At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called “fighter bonus feats.”

Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.

A tactician may choose Skill Focus or any teamwork feat, in addition to combat feats, as bonus feats.

Strategic Training (Ex): [i]
A tactician gains 4 skill points + a number of skill points equal to his Intelligence modifier at each level, instead of the normal 2 skill points + Intelligence modifier at each level. Furthermore, Diplomacy (Cha), Knowledge (geography) (Int), Knowledge (nobility) (Int), Linguistics (Int), and Sense Motive (Wis) are all class skills for the tactician. This ability replaces the bonus fighter combat feat gained at 1st level.

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Skills
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Acrobatics +8 (+3 Rank, +3 trained, +3 Ability, -1 Armor)
Appraise +2 (+0 Rank, +0 trained, +2 Ability)
Bluff +6 (+1 Rank, +3 trained, +2 Ability)
Climb +0 (+0 Rank, +0 trained, +1 Ability, -1 Armor)
Craft +2 (+0 Rank, +0 trained, +2 Ability)
Diplomacy +6 (+1 Rank, +3 trained, +2 Ability)
Disable Device +3 (+1 Rank, +0 trained, +3 Ability, -1 Armor)
Disguise +2 (+0 Rank, +0 trained, +2 Ability)
Escape Artist +2 (+0 Rank, +0 trained, +0 Ability, -1 Armor)
Fly +2 (+0 Rank, +0 trained, +3 Ability, -1 Armor)
Handle Animal +2 (+0 Rank, +0 trained, +2 Ability)
Heal +1 (+0 Rank, +0 trained, +1 Ability)
Intimidate +6 (+1 Rank, +3 trained, +2 Ability)
Knowledge (Dungeonnering) +6 (+1 Rank, +3 trained, +2 Ability)
Knowledge (Engineering) +6 (+1 Rank, +3 trained, +2 Ability)
Knowledge (Nobility) +6 (+1 Rank, +3 trained, +2 Ability)
Knowledge (Local) +7 (+2 Rank, +3 trained, +2 Ability)
Linguistics +10 (+1 Rank, +3 trained, +2 Ability, +4 Racial)
Perception +8 (+2 Rank, +3 trained, +1 Ability, +2 Racial)
Perform (Sing) +6 (+1 Rank, +3 trained, +2 Ability)
Profession +1 (+0 Rank, +0 trained, +1 Ability)
Ride +2 (+0 Rank, +0 trained, +3 Ability, -1 Armor)
Sense Motive +5 (+1 Rank, +3 trained, +1 Ability)
Spellcraft +2 (+0 Rank, +0 trained, +2 Ability)
Stealth +5 (+1 Rank, +0 trained, +3 Ability, -1 Armor, +2 Racial)
Survival +5 (+1 Rank, +3 trained, +1 Ability)
Swim +0 (+0 Rank, +0 trained, +1 Ability, -1 Armor)
Use Magic Device +2 (+2 Rank, +0 trained, +2 Ability)

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Magic
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[i]Bonus Spells (1st: 1, 2nd: 1, 3rd:0)

Caster Level: 1
Spells Known () Level 0 DC xx

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Special Abilities
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Equipment
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Equipment list]
Melee Weapons Wakazaki, Dagger
Ranged Weapons Longbow, 40 Arrows
Armor Studded Leather
Other Gear Fighter's kit : This kit includes a backpack, a bedroll, a belt pouch, a flint and steel, an iron

pot, a mess kit, rope, soap, torches (10), trail rations (5 days), and a waterskin.
waterskin
Smelling salts
Alchemist Fire x2
Acid Flask x2
Explorer's Clothes
Magic Item
Wand of Cure Light Wounds (50/50)
Wand of Infernal Healing (47/50)
Wealth 20gp

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Racial Traits
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Tengu:

+2 Dexterity, +2 Wisdom, –2 Constitution: Tengus are fast and observant, but relatively fragile and delicate.
Tengu: Tengus are humanoids with the tengu subtype.
Medium: Tengus are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Tengus have a base speed of 30 feet.
Senses: Tengus have low-light vision.
Sneaky: Tengus gain a +2 racial bonus on Perception and Stealth checks.
Gifted Linguist: Tengus gain a +4 racial bonus on Linguistics checks, and learn 2 languages each time they gain a rank in Linguistics rather than 1 language.
Swordtrained: Tengus are trained from birth in swordplay, and as a result are automatically proficient with swordlike weapons (including bastard swords, daggers, elven curve blades, falchions, greatswords, kukris, longswords, punching daggers, rapiers, scimitars, short swords, and two-bladed swords).
Natural Weapon: A tengu has a bite attack that deals 1d3 points of damage.
Languages: Tengus begin play speaking Common and Tengu. Tengus with high Intelligence scores can choose any languages they want (except for secret languages, such as Druidic).

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Background Story
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Galford Dao Ravenwing :

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Appearance
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Galford Dao Ravenwing :

A tengu with midnight black feathers, his clothing cut to allow him a full ranged of movement in the Tien style with hints of varisian influence. A bandanna over hie head to be used as an inpromptu guard against the glare of the sun, sandstorm or even rain. at his side belted is a Wakazaki, its hilt resembling a flower.