About Lúmë'órë'Never interrupt an enemy that is graciously making a fatal mistake.' 'Those of us about to die, would rather not' 'немного трусы' Level : 17
HP : 158
HP : 14 + 10 + 10 + 10 + 10 + 10 + 10 + 10 + 10 + 10 + 10 + 10 + 10 + 10
Stats: Spoiler:
Initiative +9/+11 (0 natural, +4 Class, +8 Dex)
Saves
Scores: STR 11 (+/-0)
Standard Racial Traits Ability Score Racial Traits: Aasimars are insightful, confident, and personable, the musetouched epitomize freedom and joy, and travel the world to liberate less fortunate individuals. They gain +2 Dexterity and +2 Charisma.
Defense Racial Traits Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5. Feat and Skill Racial Traits Skilled: Aasimar have a +2 racial bonus on Bluff and Perception checks. Magical Racial Traits Spell-Like Ability (Sp): Aasimars can use Glitterdust once per day as a spell-like ability (caster level equal to the Aasimar's class level). DC 17
Feats Fencing Grace Benefit(s): When wielding a rapier one-handed, you can add your Dexterity modifier instead of your Strength modifier to that weapon's damage. The rapier must be one appropriate for your size. In addition, if you have the panache class feature, you gain a +2 bonus to CMD against attempts to disarm you of your rapier while you have at least 1 panache point. Weapon Specialization You are skilled at dealing damage with one weapon. Choose one type of weapon (including unarmed strike or grapple) for which you have already selected the Weapon Focus feat. You deal extra damage when using this weapon. Benefit: You gain a +2 bonus on all damage rolls you make using the selected weapon. Combat Reflexes Benefit: You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed. Special: The Combat Reflexes feat does not allow a rogue to use her opportunist ability more than once per round. Traits Irrepressible Your hope for a brighter future blessed by the gods, combined with your powerful personality, allows you to force your way free of spells that cloud the mind. Benefit(s): You can use your Charisma modifier in place of your Wisdom modifier when attempting Will saving throws against charm and compulsion effects. Concentration Check + 12 (level 8 + CHA) Caster Check +8 (level 8)
Combat Spoiler:
BAB +8; CMB +9; CMD 24 +2 vs Disarm
Class Abilities Spoiler:
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 longer-lasting effects. Some deeds 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. 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). Dodging Panache (Ex): At 1st level, when 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 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 heavier 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 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. 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). Kip-Up (Ex): At 3rd level, while the swashbuckler has at least 1 panache point, she can kip-up from prone as a move action without provoking an attack of opportunity. She can kip-up as a swift action instead by spending 1 panache point. Menacing Swordplay (Ex): At 3rd level, while she has at least 1 panache point, 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 as a swift action instead of a standard action. Precise Strike (Ex): At 3rd level, while 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 the damage dealt. 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 light or one-handed piercing melee weapons, so long as the target is within 30 feet of her. Any creature that is immune to sneak attacks is immune to the additional damage granted by precise strike, and any item or ability that protects a creature from critical hits also protects a creature from the additional damage of a precise strike. This additional damage is precision damage, and isn't multiplied on 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 benefit must be used before the end of her turn, or it is lost. This deed's cost cannot be reduced by 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 she has any single light or one-handed piercing melee weapon that isn't hidden, she can draw that weapon as part of the initiative check. Swashbuckler's Grace (Ex): At 7th level, while the swashbuckler has at least 1 panache point, she takes no penalty for moving at full speed when she uses 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, as a standard action, purposefully miss a creature she could make a melee attack against with a wielded light or one-handed piercing weapon. When she does, the creature is denied its Dexterity bonus to AC until the start of the swashbuckler's next turn. Targeted Strike (Ex): At 7th level, as a full-round action the swashbuckler can spend 1 panache point to make an attack with a single light or one-handed piercing melee weapon that cripples part of a foe's body. The swashbuckler chooses a part of the body to target. If the attack succeeds, in addition to the attack's normal damage, the target suffers one of the following effects based on the part of the body targeted. If a creature doesn't have one of the listed body locations, that body part cannot be targeted. Creatures that are immune to sneak attacks are also immune to targeted strikes. Items or abilities that protect a creature from critical hits also protect a creature from targeted strikes. Arms: The target takes no damage from the attack, but it drops one carried item of the swashbuckler's choice, even if the item is wielded with two hands. Items held in a locked gauntlet cannot be chosen. Head: The target is confused for 1 round. This is a mind-affecting effect. Legs: The target is knocked prone. Creatures with four or more legs or that are immune to trip attacks are immune to this effect. Torso or Wings: The target is staggered for 1 round. 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 her to lose this dodge bonus. This bonus increases by 1 for every 4 levels beyond 3rd (to a maximum of +5 at 19th 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 4 levels beyond 5th level (to a maximum of +4 at 17th level). Skills: Spoiler:
Acrobatics +22/27
Equipment: Spoiler:
Weapons +1 Answering Human Bane Rapier
Armour +2 Chain Shirt +6 AC
Clothing Stylish and Beautiful Hat [2 GP]
Gear +4 Gloves of Dexterity, blue leather with white Ermine trim
Misc. Backpack
Additional Gold 25,575 GP + 22,396 GP + 2125 GP (- 15 GP ) 4 SP 7 CP Spoiler:
Harrow Points Intelligence 2 Harrow Points Rerolls any 1 Skill Check
--- Fangs of Kazavon Harrow Points The Trial of the Totems Four points Spend one Harrow point to: >Strength re-roll
Skeletons of Scarwall 4 Harrow Points Wisdom Rerolls: Spend a Harrow Point to reroll any one
Greater Turning: Spend a Harrow Point to infuse a
Divine Wrath: Spend a Harrow Point to increase the
+1 Ghost Touch for one combat Crown of Fangs 1 Harrow Point Beirawash combat, bonus Combat against Queen Ileosa, bonus Combat against Togomor, bonus Charisma Rerolls: A PC can spend a Harrow Point to
Psychic Wrath: A PC with levels in a class that grants bonus spells based on
Vencarlo and Seneschal are heading to the dwarven city of Janderhoff Jasan, family and Trinia are heading to Magnimar You Shall Not Have Serithtial!! Castothrane (skeleton with flaming skull, armor with dragon motif), Belshalla (the shadow dragon), Nihil (a devil), and Zev Ravenka (lich spiritual advisor). Serithtial Sir Echolt Crommerand of Tamrivena Count Andachi --- Hp +10 BAB +1 Nimble +2 CMB +1
Damage +1 Fort +1
Acrobatics +1
--- Hp +10 BAB +1 Nimble +2 CMB +1
Damage +1 Ref +1 All Dex skills +1
Treasure: The shelves contain several ancient magic items designed to sustain a Thrallkeeper until whatever crisis which might lurk outside could be quelled. Among a collection of exotic cups, bowls, and silverware worth 75 gp in all are a bottle of air, a decanter of endless water, and a sustaining spoon (with an abnormally spicy taste). The Thrallkeepers also kept two scrolls of clairvoyance, two scrolls of sending, and two scrolls of dimension door here, enabling any members who sought sanctuary to evaluate how safe it was outside the vault. This treasure scattered among the skeletons consists of a crystal locket depicting a two-headed dove worth 325 gp, a pair of sapphire cufflinks worth 435 gp, and a bejeweled holy symbol of Lissala worth 2,000 gp. Also scattered among the bones are three magic items: a bright orange cloak of resistance +3, a scabbard of keen edges, and a +1 magical beast bane dagger. +2 Full Plate, +1 Holy Cold Iron Longsword, +1 Tower Shield +4 chainmail, +2 keen spiked chain, cloak of
Among the many crumblings books and scrolls in this room are three intact pages of spell knowledge UE, each of which contains one the following arcane spells: shadow projection (APG), shadow evocation, and temporary resurrection (UM). silverware worth 2,500gp
wood box decorated with carvings of kytons and skeletons cavorting 4,000gp three flasks of Cayden’s Folly (600 gp) Scroll of Greater Teleport 70 PP Spellbooks 43 Spells +1 (large) flaming scimitar,
X5 of the following: +1 full plate, +1 heavy steel shield, +1 composite longbow (+2), cloak of resistance +1, 31pp X3 of the following: +1 leather armor, +1 sawtooth sabres, daggers (4), cloak of resistance +1, mask of the mantis, 27pp +1 glammered chain shirt, +1 returning dagger, (recovered) gem from fake crown worth 5,000 gp 53 gp, 23 pp, 3 cracked garnets worth 30 each (or 90 gp total) Scroll of Mind Fog (2), Scroll of Break Enchantment, Scroll of Greater Dispel Magic,
+1 chainmail, +1 flaming returning trident, cloak of resistance +1 (all times four) Zellara’s Song Spoiler:
Fate of Steel Serithtial Her cage for years sustained Four enthralled in lost Scarwall; Undead to keep her chained. A spirit first, red war his thirst Still stands at post of old;
The final dreams of death.
When blade’s stone cage has crumbled,
Spoiler:
Serithtial is a +4 holy Zon-Kuthon bane bastard sword used in several crusades from Cheliax against Nidal, and finally used by the hero Mandraivus in his assault on Scarwall. Although made of steel, Serithtial is treated as being made of both cold iron and silver for the purposes of overcoming damage reduction. Serithtial glows with the equivalent of continual flame, but her wielder can extinguish or ignite this glow as a move action. In addition, the weapon gains a further +2 enhancement bonus and deals an extra 2d6 points of damage against foes who serve or worship Zon-Kuthon. Worshipers of Zon-Kuthon fear the blade, as it is especially lethal against the followers of the Midnight Lord, and the intelligent weapon uses all her powers to aid her wielder in destroying them. Serithtial was forged a bastard sword, but possesses the ability to sense what type of blade her wielder is most proficient in and take on that form. As long as her user is dedicated to the destruction of Kazavon and those under his influence, Serithtial acts willingly, and does not attempt to exert control over him or her. Once this dedication wanes, however, the sword attempts to will her wielder to find her a more suitable carrier.[1]
Togomor |