Catfolk

Kaerlic's page

17 posts. Alias of Dragonflyer1243.


Full Name

Kaerlic Skysong

Race

Catfolk

Classes/Levels

Swashbuckler 7 || [HP 67/67 | AC 20, 15T, 15F | 5F 10R 3W| Init +4/6(Panache Point) | Percept +7]

Gender

Male

Size

Medium

Age

20

Alignment

CN

Languages

Common, Catfolk

Occupation

Nomad and Caravan Guide

Strength 11
Dexterity 18
Constitution 13
Intelligence 9
Wisdom 8
Charisma 16

About Kaerlic

Male Catfolk Swashbuckler 7
CN Medium Humanoid (Catfolk)
Initiative +4/6(If panache point); Senses Perception +7; Low Light Vision.
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DEFENSE
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AC 20, touch 15, flat-footed 15 (+4 Armor, +4 Dex, +1 Dodge, +1 Natural Armor)
HP: 67 (7d10+7+7)
Fort: +5, Ref: +10, Will: +3
Charmed Life: 4 times/day
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OFFENSE
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Speed 30 ft.
Trident +13/+8 (1d8+7, 19-20/X2, P)
Power Attack: Trident +11/+6 (1d8+11, 19-20/X2, P)
Precise Strike: +7 precision damage if Kaerlic has at least 1 panache point-Not already calculated
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STATISTICS
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Str 11, Dex 18, Con 13, Int 9, Wis 8, Cha 16
Base Atk +7; CMB +7; CMD 12 (+4 Dex, +7 BA, +1 Dodge)
Traits Resilient, Indomitable Faith
Feats: Power Attack, Combat Reflexes, Quick Draw, Weapon Focus(Trident)
Skills:
ACP 0
Acrobatics: + 12 (5 rank, 4 dex, 3 TCS)
Bluff: +8 (2 rank, 3 dex, 3 TCS)
Intimidate: +9 (3 rank 3 cha, 3 TCS)
Perception: +8 (4 rank, -1 wis, 3 TCS, 2 race)
Sleight of Hand: +9 (2 rank, 4 dex, 3 TCS)
Stealth: +12 (3 rank, 4 dex, 3 TCS, 2 race)
Survival: +5 (1 rank, -1 wis, 3 TCS, 2 race)
Favored Class Bonus: +7 HP
Languages Common, Catfolk
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RACIAL ABILITIES
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Low-Light Vision: Catfolk can see twice as far as humans in dim light.
Cat's Luck (Ex): Once per day when a catfolk makes a Reflex saving throw, he can roll the saving throw twice and take the better result. He must decide to use this ability before the saving throw is attempted.

Natural Hunter: Catfolk receive a +2 racial bonus on Perception, Stealth, and Survival checks.
Sprinter: Catfolk gain a 10-foot racial bonus to their speed when using the charge, run, or withdraw actions.
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CLASS ABILITIES
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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 Weapon: Each time the swashbuckler confirms a critical hit with a light or one-handed piercing weapon while in combat, she regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or on 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 Weapon: When the swashbuckler reduces a creature to 0 or fewer hit points with a light or one-handed piercing 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 monetary bonus or effect, but some provide longer-lasting effects. Some deeds remain in effect as long as the swashbuckler has at least 1 panache point. A swashbuckler can any 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.
Derring-do (Ex): At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, Swim check to roll d6 and add the result to the check. She must choose to do this before she rolls. If the d6 roll is a natural “6,” she rolls another d6 and add 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 Panache (Ex): At 1st level, when an opponent attempts a melee attack against the swashbuckler, she can spend 1 panache point to move 5 feet as an immediate action; doing so grants the swashbuckler a bonus to AC equal to her Charisma bonus against the triggering attack. This movement doesn’t negate the attack, which is still resolved as if the swashbuckler was in 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. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no more than a light load.
Opportune Parry and Riposte (Ex): At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and can 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. If her attack roll is greater than the roll of the attacking creature, the attack automatically misses. For each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on her attack roll. The swashbuckler must declare the use of this ability after the creature’s attack is announced, but before that attack roll is made. Immediately after a swashbuckler performs a successful parry, as long as she has 1 panache point she can make an attack as an immediate action against the creature whose attack she blocked, provided that creature is within her reach.
Kip-Up (Ex): At 3rd level, as long as the swashbuckler has at least 1 panache point, she can kip-up from prone as a move action without provoking an attack of opportunity. If she spends 1 panache point when she kips up, she can do this as a swift action instead.
Menacing Swordplay (Ex): At 3rd level, while she at least 1 panache, 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 (Pathfinder RPG Core Rulebook 99) as a swift action instead of a standard action.
Precise Strike (Ex): At 3rd level, as long as 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 her damage roll. 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 melee light or one-handed piercing thrown melee weapons, as long as the target is within 30 feet of her. Any creature that is immune to sneak attacks is immune to a precise strike, and any item or ability that protects a creature from critical hits also protects a creature from a precise strike. The extra damage of precise strike is precision damage, and isn’t multiplied with 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 must be used before the end of her turn, or it is lost. This deed’s cost cannot be reduced 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. In addition, if she has the Quick Draw feat, her hands are free and unrestrained, and her weapon isn’t hidden, she can draw a single light or one-handed piercing weapon as part of the initiative check.
Swashbuckler’s Grace (Ex): At 7th level, as long as the swashbuckler has at least 1 panache point, she takes no penalty for moving at full speed when using Acrobatics to attempt to move through a threatened area or an enemy’s space.
Superior Feint (Ex): At 7th level, a swashbuckler with at least 1 panache point can spend a standard action to purposely miss a creature that she could normally hit with a light or one-handed weapon melee attack. When she does, that creature is denied its Dexterity bonus to AC until the start of her next turn.
Targeted Strike (Ex): At 7th level, as a full-round action the swashbuckler can spend 1 panache point to make a single light or one-handed piercing weapon melee attack that cripple’s part of a foe’s body. The swashbuckler chooses a part of the body to target. If the attack succeeds, the target takes the following effects, depending on the part of the body targeted. If a creature doesn’t have one of the listed body locations, that part cannot be targeted. Creatures that are immune to sneak attacks are immune to these effects. Items or abilities that protect a creature from a critical hit also protect a creature from a targeted strike.
• Arms: On a hit, the target takes no damage from the attack but drops one carried item of the swashbuckler’s choice, even if the item is wielded with two hands. Items held in a locked gauntlet aren’t dropped on a hit.
• Head: On a hit, the target is damaged normally and is confused for 1 round. This is a mind-affecting effect.
• Legs: On a hit, the target is damaged normally and knocked prone. Creatures with four or more legs or that are immune to trip attacks are immune to this effect.
• Torso or Wings: On a hit, the target is damaged normally and is staggered for 1 round.
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 Expertise. 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 bonus to the result of the save. She must choose to do this before the roll is made, and may only apply one use of charmed life on a given save. At 6th level and every four levels thereafter, the number of times she can do this per day increases by one (to a maximum of 7 at 18th level).
Bonus Feats: At 4th level and at every four levels thereafter, a swashbuckler gains a bonus feat in addition to those gained from normal advancement (meaning that the swashbuckler gains a feat at every level). These bonus feats must be selected from those listed as combat feats. Upon reaching 4th level and every four levels thereafter, a swashbuckler can choose to learn a new bonus feat in place of a bonus feat she has already learned. In effect, the swashbuckler 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 swashbuckler can only change one feat at any given level and must choose whether or not to swap the feat at the time she gains a new bonus feat for the level. Swashbuckler levels are considered fighter levels for the purpose of meeting combat feat prerequisites.
Nimble (Ex): At 3rd level, a swashbuckler gains 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 the Swashbuckler to lose this dodge bonus. This bonus increases by 1 for every four levels beyond 2nd level (to a maximum of +5 at 20th level).
Swashbuckler Weapon Training (Ex): At 5th level, a swashbuckler gains a +1 bonus on attack and damage rolls with one-handed or light piercing melee weapons. While wielding such a weapon, she gains the benefit of the Improved Critical feat. These attack and damage bonuses increase by 1 for every four levels
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GEAR/POSSESSIONS
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Carrying Capacity
Light 0-38 lb. Medium 39-76 lb. Heavy 77-115 lb.
Current Load Carried 22
Money 230 GP 0 SP 0 CP
Mithral Shirt
1 Cold Iron Trident
1 Silver Trident(-1 to damage)
+1 Amulet of Natural Armor
+1 Cloak of Resistance
Daredevil Softpaws Boots

Background

Spoiler:
Kaerlic was once the son of a rich merchant, set to inherit his vast fortune upon his death. His father made his living by running caravans through the Qadiran desert, and despite his immense wealth he still enjoyed personally supervising the journey. When Kaerlic grew older, he began to accompany his father on these travels, but one day, tragedy struck. The caravan was attacked by bandits, who turned out to be in league with some of the animal handlers employed by Kaerlic's father. Kaerlic used the dueling skills that he learned from his father to survive and he has spent the last few years living in the desert, assisting lost travelers.