Halfling Wizard

Kaspin's page

No posts. Alias of Hotaru of the Society.


Race

Halfling Swashbuckler 1 HP 11/11 PP 5/5

Stats:
AC/Touch/Flat/CMD 19/15/15/13 | Fort/Ref/Will +02/+07/+02 | Init +04

Classes/Levels

Skills:
+7: Acrobatics, Diplomacy, Perception, Stealth, Sleight of Hand; +6: K(Local,Nobility); +5: Sense Motive; +2: Swim

About Kaspin

Alignment: Neutral, Good
Race: Halfling
Race Powers:
• Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
• Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.
• Fleet of Foot: Some halflings are quicker than their kin but less cautious. Halflings with this racial trait move at normal speed and have a base speed of 30 feet.
• Shadowhunter: Some halflings deal 50% weapon damage to incorporeal creatures when using non-magical weapons (including natural and unarmed attacks), as if using magic weapons. They also gain a +2 bonus on saving throws to remove negative levels, and recover physical ability damage from attacks by undead creatures at a rate of 2 points per ability score per day (rather than the normal 1 point per ability score per day). .
• Keen Senses: Halflings receive a +2 racial bonus on Perception checks.

Size: Small
Initiative: +4 ( 4 Dex )
Senses: Perception +7

Classes:
• Swashbuckler
• Cavalier
Favored Class: Cavalier
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Class 1: Swashbuckler ( Inspired Blade, Noble Fencer )
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• Inspired Panache: Each day, an inspired blade gains a number of panache points equal to her Charisma modifier (minimum 1) and Intelligence modifier (minimum 1), instead of just her Charisma modifier. Inspired Panache may only be refilled through feats of daring and critical hits.
• Inspired Finesse: An inspired blade gains the benefits of Weapon Finesse with the rapier (this ability counts as having the Weapon Finesse feat for the purpose of meeting feat prerequisites) and gains Weapon Focus (rapier) as a bonus feat.
• Deeds: Swashbucklers spend panache points to accomplish deeds.

Derring-Do (Ex): 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).

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 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.

Social Panache (Ex): At 1st level, a noble fencer can spend 1 panache point when he attempts a Bluff, Diplomacy, Intimidate, or Sense Motive check to roll 1d6 and add the result to the check. He can do this after he rolls the check but before the result is revealed. If the result of the d6 roll is a natural 6, he rolls another 1d6 and adds it to the check. He can continue to do this as long as he rolls natural 6s, up to a number of times equal to his Charisma modifier (minimum 1).
Just before a verbal duel, a noble fencer can spend up to 4 panache points. For each point he spends, he selects a tactic for which he has chosen Bluff, Diplomacy, Intimidate, or Sense Motive as an associated skill and gains an edge he can only use with that tactic.

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Class 2: Cavalier ( ? )
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Statistics:
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Str: 09 ( -1 ), Dex: 18 ( +4 ), Con: 12 ( +1 ), Int: 14 ( +2 ), Wis: 12 ( +1 ), Cha: 16 ( +3 )

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Defense:
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Armor Class: 19 (10 Base, 4 Dex, 1 Shield, 3 Armor, 1 Size )
• Touch: 15 ( 10 Base, 4 Dex, 1 Size)
• Flat Footed: 15 ( 10 Base, 3 Armor, 1 Shield, 1 Size )

CMD*: 13 (10 Base, 4 Dex, -1 Str, 1 Bab ) Flat: 09
*+2 CMD v. Disarm

Hit Points: 11 ( HD 10, Con +1 )

Saves*:
• Fort: +02 ( 0 Base + 1 Con + 1 Race )
• Refl: +07 ( 0 Base + 4 Dex + 1 Race )
• Will: +02 ( 0 Base + 1 Wis + 1 Race )

*+2 on Saves v. Fear

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Offense:
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BAB: +1 ( Full )

Move Speed: 30 ft

CMB: -1 (5 with weapon) ( 1 Base -1 Size -1 Str )

Attack Routines:
• Rapier - +7 to hit, 1d4+4 Damage, 18-20 Critical

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Feats:( 1 Level, 0 Race, 2 Class )
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Weapon Focus: +1 to hit with Rapiers.
Weapon Finesse: Use Rapiers with Dexterity rather than Strength.
Fencing Grace: Deal damage with rapiers with Dexterity rather than Strength. Add 2 to your CMB v. Disarm Attempts.

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Skills: ( 6 Class, 2 Int, 2 BG, 0 Favored Class )
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Trained and Notable:
Acrobatics: 7 = 4 Dex + 1 Rank + 3 CS -1 ACP
Diplomacy: 7 = 3 Cha + 1 Rank + 3 CS
Knowledge (Local): 6 = 2 Int + 1 Rank + 3 CS
Knowledge (Nobility): 6 = 2 Int + 1 Rank + 3 CS
Perception: 7 = 1 Wis + 1 Rank + 3 CS + 2 Race
Sense Motive: 5 = 1 Wis + 1 Rank + 3 CS
Sleight of Hand: 7 = 4 Dex + 1 Rank + 3 CS -1 ACP
Stealth: 7 = 4 Dex + 0 Rank + 4 Size -1 ACP
Swim: 2 = -1 Str + 1 Rank + 3 CS -1 ACP

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Traits:
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Threatening Defender: Lower the penalty for using Combat Expertise by 1.
Reckless Luck: Gain a +2 bonus to AC when you charge during the surprise or first round of combat.
• Driven By Guilt - Add 1 to saves against evil creature's spells and spell-like abilities. Once per day, increase your damage by an amount equal to your hit dice, and your to-hit by an amount equal to your charisma modifier.
Shadow-Scarred: Lower your saves by 1 when in dim light or darkness.

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Languages:
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• Taldane
• Halfling
• Varisian
• Kelish
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Equipment: ( Light Load )
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• Rapier
• Studded Leather
• Masterwork Buckler
• Masterwork Backpack
• Waterskin
• Belt Pouch
• Dilettante's Outfit
• Halfling Trail Rations ( 4 )

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Appearance:
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Height: 3'1"
Weight: 30 lbs

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Book Keeping:
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Platinum: 000
Gold: 027
Silver: 006
Copper: 000

Intro Response:
Kaspin was uncertain which was worse - the dreary emptiness of the city that was once so full of life, the terrifying fullness of the putrescent cloud that almost boiled after him, or the dark shadows that seemed to fill every yawning nook, stone like teeth waiting to close at any moment.

Everything was wrong, of that, Kaspin was certain. Not just the city, which... somehow felt like home. Not only the sky, the architecture, the streets. No, something else was deeply wrong. Maybe Kaspin was wrong in some way. Down... down was madness. Down would lead to darkness, and the sandstorm that traveled in his wake would turn any safety he found below into his burial chamber. Only up could lead to safety, only up to freedom. Or at least better odds.