Navarro Nedraid L2 (Adventurer's Code)
Male human (Taldan) bard (archaeologist) 1/swashbuckler (inspired blade) 1 (Pathfinder RPG Advanced Class Guide 56, 125, Pathfinder RPG Ultimate Combat 32)
CG Medium humanoid (human)
Init +3;
Senses Perception +4
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Defense
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AC 18, touch 14, flat-footed 14 (+4 armor, +3 Dex, +1 dodge)
hp 19 (2 HD; 1d8+1d10+3)
Fort +1, Ref +7, Will +2
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Offense
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Speed 30 ft.
Melee cold iron dagger +2 (1d4+1/19-20) or
. . light blade scabbard +2 (1d6+1) or
. . dagger +2 (1d4+1/19-20) or
. . dagger +2 (1d4+1/19-20) or
. . mwk silver rapier +6 (1d6/18-20) or
. . sap +2 (1d6+1 nonlethal) or
. . silver dagger +2 (1d4/19-20) or
. . unarmed strike +2 (1d3+1 nonlethal)
Ranged heavy crossbow +4 (1d10/19-20)
Special Attacks
archaeologist's luck 6 rounds/day (+1),
deeds (derring-do, dodging panache, opportune parry and riposte),
panache (4)
Bard (Archaeologist) Spells Known (CL 1st; concentration +3)
. . 1st (2/day)—hideous laughter (DC 13), vanish[APG] (DC 13)
. . 0 (at will)—dancing lights, prestidigitation, scrivener's chant, unwitting ally[APG] (DC 12)
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Statistics
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Str 12, Dex 16, Con 12, Int 14, Wis 11, Cha 14
Base Atk +1; CMB +2; CMD 16
Feats
Dodge,
Mobility,
Weapon Focus (rapier)
Traits
gregarious,
mwangi scholar
Skills
Acrobatics +6,
Bluff +7,
Climb +3,
Diplomacy +6,
Escape Artist +6,
Knowledge (arcana) +3,
Knowledge (geography) +3,
Knowledge (history) +8,
Knowledge (local) +3,
Perception +4,
Sense Motive +4,
Stealth +6,
Survival +1,
Swim +3
Languages Azlanti, Common, Osiriani, Ancient, Polyglot
SQ
bardic knowledge +1,
inspired panache
Combat Gear
acid (2),
alchemist's fire (2),
smoke pellet (4),
tanglefoot bag (2),
thunderstone (2);
Other Gear
chain shirt,
cold iron dagger,
crossbow bolts (10),
dagger, dagger,
heavy crossbow,
light blade scabbard,
mwk silver rapier,
sap,
silver dagger,
smoke arrows,
adventurer's sash,
grappling bolt
backpack, bedroll, belt pouch, flint and steel, hat, hemp rope (50 ft.), ink, black, inkpen, journal, mess kit, mirror, pot, reinforced scarf, reversible cloak, soap, thieves' tools, tindertwig (10), torch (10), trail rations (5), Violin, waterskin,
wrist sheath,
264 gp, 6 sp
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Tracked Resources
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Acid - 0/2
Alchemist's fire - 0/2
Archaeologist's Luck +1 (6 rounds/day) (Ex) - 0/6
cold iron dagger - 0/1
Crossbow bolts - 0/10
Dagger - 0/1
Dagger - 0/1
Gregarious (1/day) - 0/1
Panache Pool (4/day) - 0/4
silver dagger - 0/1
Smoke arrows - 0/1
Smoke pellet - 0/4
Tanglefoot bag - 0/2
Thunderstone - 0/2
Tindertwig - 0/10
Torch - 0/10
Trail rations - 0/5
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Special Abilities
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Archaeologist's Luck +1 (6 rounds/day) (Ex) Gain Luck bonus to attack, damage, saves, and all skills.
Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Deed: Derring-Do (Ex) : 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. A natural 6 adds another 1d6.
Deed: Dodging Panache (Ex) : When melee attacked, the swashbuckler can (immediate action) spend 1 panache to move 5 feet; granting a dodge bonus to AC equal to her Cha bonus against that attack. The move doesn't negate the attack. This is not a 5-foot step; it provokes AoO from others.
Deed: Opportune Parry and Riposte (Ex) : When melee attacked, he can spend 1 panache and an attack of opportunity to attempt to parry. The swashbuckler makes an attack roll as if she were making an AoO. If the result is greater than the attacker's, the creature misses. A successful parry and if she has at least 1 panache point, the swashbuckler can (immediate action) make an attack against that creature.
Gregarious (1/day) Reroll a Diplomacy check to improve a creture's attitude, before the results are revealed.
Inspired Panache (Ex) Gain no panache from killing blow, only from rapier crits.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Mwangi Scholar +1 Knowledge (History) regarding the Mwangi Jungle.
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
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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.
Inspired Panache (Ex)
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.
Unlike other swashbucklers, an inspired blade gains no panache from a killing blow. She gains panache only from scoring a critical hit with a rapier.
This ability alters the panache class feature.
Inspired Finesse (Ex)
At 1st level, 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.
This ability replaces swashbuckler finesse.