Casamir Azmeren

Hector, The Flame of Liberty!'s page

295 posts. Organized Play character for Bristor.


Race

| HP 63/79 | AC 30 (31 hasted) T 19(20) FF 23 | CMB +9, CMD28/21 | F: +6, R: +13 (+14), W: +7 | Init: +12 | Perc: +11, SM: +3(+1d6)

Classes/Levels

| Speed 30ft | Inspiration: 7/7; Panache: 5/6; Charmed Life 3/3 | Spells: 1st 8/8 ; 2nd 6/6 | Active conditions:.

Gender

Male NG Ifrit Swashbuckler 5/Oracle (Psychic Searcher) 5

About Hector, The Flame of Liberty!

Some stuff to help with bot:

dice=Attack #1 w/Rapier +2 w/ haste]d20+18+1[/dice]
dice=#1 dmg w/ 5 precision if applies]d6+9+5[/dice]

dice=Attack #2 w/Rapier +2 w/ haste]d20+13+1[/dice]
dice=#2 dmg w/ 5 precision if applies]d6+9+5[/dice]

Spoiler=Opportune Parry and Riposte]
Spend 1 panache point and expend 1 AoO to:
dice=Parry w/ haste]d20+18+1[/dice] vs. Enemy attack roll
ooc]Remaining Panache: 4/5; AoOs: 5/6[/ooc] [/spoiler]

--------------------
Defense
--------------------
AC 30, touch 19, flat-footed 23 (+6 armor, +2 deflection, +6 Dex, +1 dodge, +2 natural, +3 shield)
hp 72 (9 HD; 4d8+5d10+18)
Fort +6, Ref +13, Will +7
Defensive Abilities: charmed life 3/day, nimble +1
--------------------
Offense
--------------------
Speed 30 ft.
Melee +2 rapier +18/+13 (1d6+9/15-20+5 Precision) or
silver morningstar +15/+10 (1d8+2/19-20+5 Precision)
Ranged shortbow +14/+9 (1d6/×3)

Special Attacks: deeds (derring-do, dodging panache, kip-up, menacing swordplay, opportune parry and riposte, precise strike, swashbuckler initiative), panache (5), swashbuckler weapon training +1

Spell-Like Abilities (CL 9th; concentration +14)
1/day—efreeti magic
Oracle (Psychic Searcher) Spells Known (CL 4th; concentration +9)
2nd (4/day)—align weapon, augury, cure moderate wounds, grace, silence (DC 17)
1st (8/day)—cure light wounds, identify, liberating command, protection from evil, unbreakable heart
0 (at will)—create water, detect magic, ghost sound (DC 15), guidance, mage hand, read magic, spark (DC 15), stabilize
Mystery: Lore
--------------------
Statistics
--------------------
Str 12, Dex 23, Con 14, Int 10, Wis 8, Cha 22
Base Atk +8; CMB +9; CMD 28

Feats: Combat Reflexes, Expanded Arcana: Grace, Extra Revelation: Focused Trance , Fencing Grace, Step Up, Weapon Focus (rapier)

Traits: indomitable faith, vagabond child (urban)

Skills Acrobatics +13, Bluff +11, Climb +5, Diplomacy +16, Disable Device +15, Intimidate +13, Knowledge (arcana) +9, Knowledge (dungeoneering) +9, Knowledge (geography) +9, Knowledge (history) +10, Knowledge (local) +12, Knowledge (nature) +10, Knowledge (nobility) +10, Knowledge (planes) +10, Knowledge (religion) +10, Perception +12, Sense Motive +3, Sleight of Hand +10, Stealth +6, Swim +5

Languages Common, Ignan

SQ: fire in the blood, inspiration, investigator talent (inspired alertness), oracle's curse (possessed), revelations (focused trance, lore keeper), swashbuckler finesse, wildfire heart

Combat Gear: oil of bless weapon, acid, alchemist's fire, holy water; +2 mithral chain shirt, +2 buckler, +2 rapier, arrows (20), shortbow, silver morningstar, amulet of natural armor +2, belt of incredible dexterity +4, cloak of resistance +2, handy haversack, headband of alluring charisma +4, ring of protection +2, backpack, chalk, masterwork thieves' tools, wand of CLW [16 charges], feather token (swan), potion of fly, potion of invisibility, potion of prot from fire, potion of prot from cold.

--------------------

Special Abilities:

--------------------
Charmed Life +5 (3/day) (Ex) Choose to add Charisma bonus to save before roll is made.

Combat Reflexes (7 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.

Darkvision (60 feet) You can see in the dark (black and white only).

Deeds

Efreeti Magic (1/day) (Sp) Cast enlarge person or reduce person 1/day.

Fencing Grace Use Dexterity on rapier damage rolls

Fire in the Blood Gain fast healing 2 for one round whenever you take fire damage.

Focused Trance (+4, 5/day, DC 17) (Ex) Trance state grants +4 vs. gaze or sonic effects, but only allows move actions. After 1d6 rounds, make an Int-based skill check at +20.

Inspiration (+1d6, 7/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.

Inspired Alertness (Ex) When flat-footed, use 1 inspiration to ignore that condition.

Lore Keeper (Ex) Knowledge Skills become CHA-based.

Nimble +1 (Ex) +1 dodge bonus to AC.

Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.

Possessed Curse: You take a –2 penalty on all concentration checks, and concentrating to maintain a spell duration provokes attacks of opportunity. Whenever a foe attempts to use an effect to possess or dominate you and the effect allows a saving throw to negate, you may roll twice and take the better of the two results.

Step Up When a foe makes a 5 ft step away from you, you can move 5 ft to follow them.

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.

Wildfire Heart +4 racial bonus on initiative