Cayden Cailean

Orlando Nedraid's page

582 posts. Alias of Camris.


Full Name

Orlando Nedraid

Race

Human Bard1/Swash(Insp Blade)9/Myth Trick 3

Classes/Levels

AC27(31) (T21F17) CMD33 | HP97/97 | Saves F7R21W9 | Perc +7 | Init:+12 | Panache: 4/4 | MythPower: 8/9 | Bard Perf: 7/7 | Status: OK

Gender

Male

Size

Med

Age

20

Special Abilities

As Bard/Swashbuckler (Inspired Blade)/Trickster

Alignment

CG

Deity

Cayden Cailean

Location

Kenabres

Languages

Common, Taldan, Elven, Azlanti

Occupation

Playwright and Actor

Strength 15
Dexterity 24
Constitution 15
Intelligence 13
Wisdom 12
Charisma 16

About Orlando Nedraid

Orlando Nedraid L10M3 (Incursion)-Swashbuckler
Male human (Taldan) bard 1/swashbuckler (inspired blade) 9/Trickster 3 (Pathfinder RPG Advanced Class Guide 56, 125)
CG Medium humanoid (human)
Init +12; Senses Perception +7

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Defense
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AC 27, touch 21, flat-footed 17 (+6 armor, +1 deflection, +6 Dex, +4 dodge)
hp 97 (10 HD; 1d8+9d10+35)
Fort +7, Ref +21, Will +9; +2 sacred bonus vs. insanity or confusion effects, +2 sacred bonus vs. emotion-based effects (including fear effects)
Defensive Abilities charmed life 4/day, hard to kill, nimble +2

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Offense
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Speed 30 ft. (60ft for now)
Melee +1 cold iron rapier +20/+15 (1d6+13/15-20+9 Precision) or
. . +1 defending adamantine dagger +17/+12 (1d4+8/19-20+9 Precision) or
. . +1 frost rapier +20/+15 (1d6+13/15-20+9 Precision plus 1d6 cold) or
. . dagger +16/+11 (1d4+7/19-20+9 Precision) or
. . silver dagger +16/+11 (1d4+6/19-20+9 Precision) or
. . unarmed strike +16/+11 (1d3+7 nonlethal)
Ranged +1 returning throwing axe +17 (1d6+8) or
. . heavy crossbow +16 (1d10/19-20) or
. . sling +16 (1d4+2)
Special Attacks
bardic performance 7 rounds/day (countersong, distraction, fascinate [DC 13], inspire courage +1),
deeds (derring-do, dodging panache, kip-up, menacing swordplay, opportune parry and riposte, precise strike, superior feint, swashbuckler initiative, swashbuckler's grace, targeted strike),
mythic power (9/day, surge +1d6),
panache (4)

Bard Spells Known (CL 1st; concentration +4)
. . 1st (2/day)—expeditious retreat, vanish[APG] (DC 14)
. . 0 (at will)—dancing lights, haunted fey aspect[UC], prestidigitation, unwitting ally[APG] (DC 13)

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Statistics
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Str 15, Dex 24, Con 15, Int 13, Wis 12, Cha 16
Base Atk +9; CMB +11; CMD 33

Feats
Combat Expertise,
Dodge[M],
Dueling Cape Deed[ACG],
Equipment Trick (cloak),
Improved Feint,
Mobility,
Spring Attack,
Weapon Finesse[M],
Weapon Focus (rapier),
Weapon Specialization (rapier)

Traits
chance encounter,
dueling cloak adept

Skills
Acrobatics +27,
Bluff +16 (+20 vs. evil creatures when disguised, +18 to feint if wearing a cloak and using an Aldori dueling sword),
Climb +9,
Disable Device +10,
Disguise +7,
Escape Artist +19,
Knowledge (arcana) +2,
Knowledge (dungeoneering) +2,
Knowledge (history) +9,
Knowledge (nobility) +8,
Perception +7,
Perform (act) +7,
Profession (Actor) +6,
Ride +11,
Sense Motive +13,
Sleight of Hand +13 (+15 to oppose the Perception check of someone observing or frisking you regarding items in the sheath),
Stealth +14,
Swim +6,
Use Magic Device +8
Languages Common, Elven

SQ
amazing initiative,
bardic knowledge +1,
deadly dodge[MA],
display of dexterity[MA],

inspired panache,
recuperation,
surprise strike[MA],
wall run[MA]

Combat Gear
cold iron crossbow bolts (50),
potion of barkskin +2,
potion of cure light wounds (2),
potion of invisibility (2),
potion of spider climb,
wand of expeditious retreat (50 charges),
wand of shield (50 charges),
holy weapon balm (10),
acid,
alchemist's fire,
antiplague[APG] (2),
antitoxin (2),
holy water (2),
smoke pellet[APG],
smokestick (5),
tanglefoot bag,
thunderstone (2);
Other Gear
+2 mithral chain shirt,
+1 cold iron rapier,
+1 defending adamantine dagger,
+1 frost rapier,
+1 returning throwing axe,
dagger,
heavy crossbow,
silver dagger,
sling,
belt of incredible dexterity +2,
boots of elvenkind,
cape of free will +2/+3[MA],
righteous medal of clarity,
righteous medal of command,
ring of protection +1,
terendelev's scales (disguise),
wardstone shard,
adventurer's sash, backpack, bedroll, belt pouch, flint and steel, Flute, hat[UE], hemp rope (50 ft.), ink, inkpen, journal[UE], masterwork thieves' tools, mess kit[UE], mirror, pot, reinforced scarf[UE], reversible cloak[UE], soap, tindertwig (10), torch (10), trail rations (5), waterskin, wrist sheath[UE],
2,905 gp, 7 cp

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Tracked Resources
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+1 defending adamantine dagger - 0/1
+1 returning throwing axe - 0/1
Acid - 0/1
Alchemist's fire - 0/1
Amazing Initiative (1/round) (Ex) - 0/1
Antiplague - 0/2
Antitoxin - 0/2
Bardic Performance (standard action, 7 rounds/day) - 0/7
Chance Encounter (1/day) - 0/1
Charmed Life +3 (4/day) (Ex) - 0/4
Cold iron crossbow bolts - 30/50
Dagger - 0/1
Holy water - 0/2
Holy weapon balm - 0/10
Mythic Power (9/day, Surge +1d6) - 1/9
Panache Pool (4/day) - 0/4
Potion of barkskin +2 - 0/1
Potion of cure light wounds - 0/2
Potion of invisibility - 0/2
Potion of spider climb - 0/1
Silver dagger - 0/1
Smoke pellet - 0/1
Smokestick - 0/5
Tanglefoot bag - 0/1
Thunderstone - 0/2
Tindertwig - 0/10
Torch - 2/10
Trail rations - 0/5
Wand of expeditious retreat (50 charges) - 2/50
Wand of shield (50 charges) - 2/50

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Special Abilities
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Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Bardic Performance (standard action, 7 rounds/day) Your performances can create magical effects.
Chance Encounter (1/day) Re-reroll failed Acrobatics, Bluff, Disguise, Sleight of Hand or Stealth check, keep 2nd result.
Chance Encounter (Trickster)[Upgrade]: The PC gains a +2 trait bonus on Reflex saves.
By expending one use of mythic power, the PC can take 20 on an Acrobatics, Bluff, Disguise, Sleight of Hand, or Stealth check without an increase in the time required to make the check.
Charmed Life +3 (4/day) (Ex) Choose to add Charisma bonus to save before roll is made.
Combat Expertise +/-3 Bonus to AC in exchange for an equal penalty to attack.
Deadly Dodge (Ex) Spend 1 power for +4 dodge bonus to AC, missed attacks vs. you provoke AoO, or changed target.
Deeds
*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: Kip-Up (Ex) : While the swashbuckler has at least 1 panache, he can kip-up from prone as a move action without provoking an attack of opportunity. He can kip-up as a swift action instead by spending 1 panache point.
*Deed: Menacing Swordplay (Ex) : 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 use Intimidate to demoralize as a swift action instead.
*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.
*Deed: Precise Strike (Ex) : While she has at least 1 panache point, a swashbuckler adds her swashbuckler level to the damage. To use this deed, 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 weapons, if within 30 feet of her. Any creature that is immune to sneak attacks or critical hits is immune to this. This isn't multiplied on a critical hit. As a swift action, a swashbuckler can spend 1 panache to double her precise strike's damage bonus on the next attack.
*Deed: Superior Feint (Ex) : While 1 panache; can feint to deny dex bonus to AC until next round.
*Deed: Swashbuckler Initiative (Ex) : while the swashbuckler has at least 1 panache point, she gains a +2 bonus on initiative checks.
*Deed: Swashbuckler's Grace (Ex) : While 1 panache; can move full speed through threatened square without penalty.
*Deed: Targeted Strike (Ex) : Spend 1 panache as full round act to target a part of the body.
Display of Dexterity (Su) As a free action, use 1 power for +20 to a Dex skill or check.
Dodge [Mythic] Use 1 power to gain a +10 dodge bonus against one attack.

Dueling Cape Deed Use cape as buckler, if opp misses with melee atk spend 1 panache as imm act to entangle foe.
Equipment trick (cloak)
*Distracting Cloak may use bluff to break line of sight on opponent (like to hide).
*Parachute Cloak may use Acrobatics DC20 to ignore the first 20 feet of a fall, and land on feet.
*Suerte de Capote may use cloak as buckler to add +2 to Bluff.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Improved Feint You can make a Bluff check to feint in combat as a move action.
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.
Nimble +2 (Ex) +2 dodge bonus to AC.
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Spring Attack You can move - attack - move when attacking with a melee weapon.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Surprise Strike (Ex) As a swift action, use 1 power to attack foe in 30 ft. They are flat footed and you bypass all DR.
Wall Run (Ex) You can move across vertical surfaces as if they were floors.

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Special Abilities
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Chance Encounter (1/day) Re-reroll failed Acrobatics, Bluff, Disguise, Sleight of Hand or Stealth check, keep 2nd result.

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: Kip-Up (Ex) : While the swashbuckler has at least 1 panache, he can kip-up from prone as a move action without provoking an attack of opportunity. He can kip-up as a swift action instead by spending 1 panache point.

Deed: Menacing Swordplay (Ex) : 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 use Intimidate to demoralize as a swift action instead.

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.

Deed: Precise Strike (Ex) : While she has at least 1 panache point, a swashbuckler adds her swashbuckler level to the damage. To use this deed, 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 weapons, if within 30 feet of her. Any creature that is immune to sneak attacks or critical hits is immune to this. This isn't multiplied on a critical hit. As a swift action, a swashbuckler can spend 1 panache to double her precise strike's damage bonus on the next attack.

Deed: Superior Feint (Ex) : While 1 panache; can feint to deny dex bonus to AC until next round.

Deed: Swashbuckler Initiative (Ex) : while the swashbuckler has at least 1 panache point, she gains a +2 bonus on initiative checks.

Deed: Swashbuckler's Grace (Ex) : While 1 panache; can move full speed through threatened square without penalty.

Deed: Targeted Strike (Ex) : Spend 1 panache as full round act to target a part of the body.

Dueling Cloak Adept +2 to feint with aldori dueling sword and cloak, if successful +1 to AC for 1 rd.
Equipment trick (cloak)
Distracting Cloak may use bluff to break line of sight on opponent (like to hide).
Parachute Cloak may use Acrobatics DC20 to ignore the first 20 feet of a fall, and land on feet.
Suerte de Capote may use cloak as buckler to add +2 to Bluff.

Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.

Mythic Power (7/day, Surge +1d6) Use this power to perform your mythic abilities.

Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Surprise Strike (Ex) As a swift action, use 1 power to attack foe in 30 ft. They are flat footed and you bypass all DR.
Wall Run (Ex) You can move across vertical surfaces as if they were floors.

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.

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.

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.

Rapier Training (Ex)
At 5th level, an inspired blade gains a +1 bonus on attack rolls and a +2 bonus on damage rolls with rapiers. While wielding a rapier, she gains the benefit of the Improved Critical feat. These attack and damage bonuses increase by 1 for every 4 levels beyond 5th (to a maximum of +4 on attack rolls and +5 on damage rolls at 17th level).
This ability replaces swashbuckler weapon training.

Chance Encounter (Trickster)[Upgrade]: The PC gains a +2 trait bonus on Reflex saves.
By expending one use of mythic power, the PC can take 20 on an Acrobatics, Bluff, Disguise, Sleight of Hand, or Stealth check without an increase in the time required to make the check.

PERSONALITY:

Orlando imagines himself to be a much better actor and playwright than he actually is (and not afraid to share his opinion for anyone who will hold still). A young man with a very romantic notion of how the world works, irritated with excessive lawfulness,quick to make friends or enemies.
Exuberant when enjoying himself, particularly with fencing or drinking with friends.

BACKGROUND:

Son of a Khatru noble, he entered the university to get away from his family's demands for a military career (the oppressive regimentation repelled him).
He trained under a Master duelist there, but his flashy style of fencing also irritates the more traditional styles favored by the houses. He often turns a match into a scene from the Three Musketeers (From 1975, you know, the good one). Having burned his bridges there, he left the university to join the Theatre, gaining employment as an understudy. Ambitious and contemptuous of the more traditional plays, he filled his down time by writing, imagining himself to write the greatest play ever.
Finally dissatisfied with his prospects, he decided to travel to unconquered territories, like the crusade against the Worldwound. He is at Kenabres to make a name entertaining the troops there.

=====================

You always tended to get in over your head as a child, but your biggest youthful misadventure was the time you “accidentally” found yourself behind enemy lines in the Worldwound. You probably never would have made it back home to Kenabres if not for the help of a mysterious woman who helped you trick your way through a group of cultists. The woman never told you her name, but you remember her beauty and a deep sense of sadness she seemed to carry with her. Her skill with the bow was impressive as well, but the thing you remember most about her was the symbol of Desna she wore—she often held onto it without seeming to realize it, as if the connection to the goddess was something she clung to in a sense of need, as someone might clutch at a rope while dangling over a vast pit. She left your side a few moments before you were picked up by a patrol of crusaders, who finished the job of escorting you back to safety, and you've never seen her again. Ever since, you've just been lucky when it comes to trickery. Once per day, if you fail an Acrobatics, Bluff, Disguise, Sleight of Hand, or Stealth check, you may immediately -reroll that check as a free action. You must take the second result, even if it is worse.

============================================

Titles:
Knight of the fifth crusade. This title gives you the rank needed to lead troops into battle.

Medals:
Righteous Medal of Clarity: This circular blue medal depicts a pair of feminine gray eyes surrounded by a circular silver lightning bolt.
It is awarded to a hero who recovers vital information of great use against the Worldwound and delivers this intelligence to the crusaders.
This medal is associated with Intelligence and grants a +2 sacred bonus on saves against insanity or confusion effects.
Righteous Medal of Command: This circular medal depicts a leering demon head before two crossed swords.
It is awarded to a hero who redeems one of the enemy and convinces the redeemed character to join the crusade.
This medal is associated with Charisma and grants a +2 sacred bonus on saves against emotion-based effects (including fear effects).

============================================

WARDSTONE SHARD
As a standard action, a wardstone shard may be rubbed along a weapon or a suit of armor to transfer the shard’s magic to the weapon or armor for 1 day. Each fragment can only be used once and turns to dust afterwards.
>Weapon: A weapon enhanced by a wardstone shard gains the evil outsider bane quality, and is treated a good weapon for the purposes of overcoming a demon’s damage reduction.
The shard cannot be used to enhance ammunition in this manner, but can be used to enhance a weapon that fires ammunition; doing so causes the weapon to impart these qualities to the ammunition as it is fired.
>Armor: A suit of armor enhanced by a wardstone shard gains the spell resistance (13) armor special ability, but only against evil outsiders. Against demons, this spell resistance increases to 17. A nonmagical suit of armor also gains a +1 enhancement bonus as well.
PRICE:-

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