Spell Sovereign

Hasdir's page

13 posts. Alias of Kemsha.


Full Name

Hasdir Ilith

Race

Qualinesti Elf

Gender

Male

Alignment

Chaotic Good

Strength 13
Dexterity 18
Constitution 12
Intelligence 18
Wisdom 12
Charisma 10

About Hasdir

Hasdir
Male Qualinesti Empiricist (2) / Inspired Blade (1)
CG Medium humanoid (elf)
Init +4; Senses Perception +10
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Defense
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AC 20, touch 14, flat-footed 16
hp 23 (10+1, 5+1, 5+1)
Fort +2, Ref +9, Will +4
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Offense
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Speed 30 ft.
Melee: rapier +7 (1d6+6 19-20/x2) --- w/ power attack
dagger +6 (1d4+1 19-20/x2)
Ranged thrown dagger +6 (1d4+1 19-20/x2)
Space 5 ft.; Reach 5 ft.

Statistics:

Str 13, Dex 18, Con 12, Int 18, Wis 12, Cha 10
Base Atk +2; CMB +3; CMD 17
Feats Fencing Grace; Power Attack; Weapon Finesse; Weapon Focus(Rapier)
Traits Student of Philosophy; Forlorn
Skills Acrobatics +8; Bluff +10 (+6 feinting) ; Diplomacy +10; Disable Device +11; Disguise +4; Escape Artist +8; Knowledge (dungeoneering) +7; Knowledge (local) +7; Perception +10 (+11 finding traps); Sense Motive +10; Sleight of Hand +8; Stealth +10; Use Magic Device +9
Languages Common, elven, giant, sylvan, draconic, abyssal

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Special Abilities:

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Panache 5. She gains panache only from scoring a critical hit with a rapier.
Ceaseless Observation Use INT on some skills
Derring-Do 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).
Dodging PanacheWhen 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 (minimum 0) against the triggering attack. This movement doesn't negate the attack, which is still resolved as if the swashbuckler had not moved from her previous square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed.
Inspiration Points 5
Inspiration As a free action, he can expend one use of inspiration from his pool to add 1d6 (his inspiration die) to the result of that check, including any on which he takes 10 or takes 20. This choice is made after the check is rolled and before the result is revealed. An investigator can use inspiration once only per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft checks without expending a use of inspiration, provided he's trained in the skill.
Inspiration can also be used on attack rolls and saving throws, at the cost of two uses of inspiration each time from the investigator's pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.
Opportune Parry and Riposte 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.
Trapfinding An investigator can use Disable Device to disarm magical traps.

Formula Book:

Lvl 1: Blend; Comprehend Languages; Disguise Self; Identify; Long Arm; Reduce Person; Shield

Inventory:

Money
290 gp

Equipment
Mithral chain shirt +1
Masterwork buckler
Masterwork rapier

Miscelaneous
backpack 2 gp 2 lbs*
bedroll 1 sp 5 lbs*
1-pint flask 3 cp 1.5 lbs
3 days’ trail rations 1.5 gp 3 lbs*
crowbar 2 gp 5 lbs
5 pitons 5 sp 2.5 lbs
grappling hook 1 gp 4 lbs
50-foot silk rope 10 gp 5 lbs
3x chalk 3 cp
10-foot pole 2 sp 8 lbs
caltrops 1 gp 2 lbs
acid 10 gp 1 lb
alchemist’s fire 20 gp 1 lb
light horse 75 gp (or pony 30 gp)
bit and bridle 2 gp 1 lb
riding saddle 10 gp 25 lbs
saddlebags 4 gp 8 lbs
7 days’ feed 3.5 sp 70 lbs

Background:

Work in progress