"Reepicheep"'s page

No posts. Organized Play character for Redgar.


Race

| Init: +6 | Perc: +2, SM: +0 | HP 25/25 | AC 21 T 16 FF 16 | F: +2, R: +6, W: -1 (+2 vs. Disease)| CMB +1, CMD 15, 17 vs. Disarm

Classes/Levels

| Speed 20ft | Panache 4/4 | Charmed Life 3/3 | Active conditions: None.

Gender

Male Small LG Mousefolk (Ratfolk) Swashbuckler 3

About "Reepicheep"

PFS # 61159-7
Experience 7.5
Faction Silver Crusade
Wealth 4270 GP, 11.5 PP 13.5 Fame
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Name Reepicheep
Swashbuckler (Inspired Blade) 3
LG Small humanoid (Ratfolk)
Init +6; Senses Perc +2, SM +0,

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Defense
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AC 21, touch 16, flat-footed 16 (+4 Armour, +1 Shield, +4 Dex, +1 Dodge, +1 small)
HP 25
Fort +2, Ref +6, Will -1

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Offense
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Speed 20 ft.
Melee
MW Rapier +9 (18-20), 1d4+7 piercing (+4 Fencing Grace, +3 Precise Strike).
Ranged
Space 5 ft.; Reach 5 ft.
Special Attacks
Spell-Like Abilities

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Statistics
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Str 8 (-1), Dex 18 (+4), Con 13 (+1), Int 13 (+1), Wis 7 (-2), Cha 16 (+3)
Base Atk +3, +1 small; CMB +1; CMD 15, +2 vs. Disarm
Feats
(sw1) Weapon Finesse (Rapier)
(sw1) Weapon Focus (Rapier)
1: Fencing Grace (Dex to Dmg with Rapier, +2 vs. Disarm)
3: Musketeer's Sidestep (when using Dodging Panache, +2 dodge AC and no AOO)
Traits
(Racial): Bauble Fascination (+1 UMD, Class Skill)
(Faith): Inspired ([ . ] /day, roll twice on a skill check and take better).
Languages Common, Giant, Draconic
SQ
Darkvision: 60’
Cleanliness: (+2 vs. Disease; succeed >=5, two successes).

Spoiler:
Ratfolk strive to keep themselves and each other immaculately clean, to make it difficult for disease to spread. A ratfolk with this racial trait gains a +2 bonus on saving throws against disease, and whenever she exceeds the save DC to recover from a disease effect by 5 or more, she is treated as though she had succeeded at two consecutive saving throws.

Market Dweller: Some ratfolk, especially those of Deepmarket, are practiced at taking advantage of foes. They gain a +2 racial bonus on Bluff, Sense Motive, and Sleight of Hand checks. (Included in Skills).

Skills
Acrobatics +10(d), Bluff +10, Climb +3(d), Dipl. +9, Escape Artist +8(d), Intimidate -1, Know:Local +5, Perception +2, Perform(Singing) +7, Sense Motive +4, Sleight of Hand +10, Stealth +9, Swim +3(d), UMD +8.
Special Skill Notes: -2 ACP, Derring Do, +4 size to Stealth (included).

Combat Gear
MW Chainmail (+4 AC, -1 ACP, Max Dex +5)
Buckler (+1 AC, -1 ACP)

Other Gear

Gear!:

Potions and Oils and Wands
Potion Sponge: Touch of the Sea
Oil of Magic Weapon
Oil of Bless Weapon?
Wand, CLW x49
Wand, Heightened Awareness x50

Alchemical Items
Alchemist’s Fire x6
Alkali Flask, x6
Desiccating Lubricant x3 (1d4 non l, x2 vs. ooze or [water], -2 to some CMB/CMD, 1 min duration)
Liquid Ice x6
??**Holy Water x3
??**Impact Foam
??**Smokestick
Anti-Plague x3
Anti-Toxen x3
Stillgut x3
??Meditation (Iced) Tea
Bladeguard x3
??Smog Pellet

Other Gear

Pathfinder’s Kit
backpack, a bedroll, a belt pouch, a clay mugUE, a dagger, two fishhooks, a flint and steel, a sewing needle, a signal whistle, 50 feet of string, 50 feet of thread, a week’s worth of trail rations, a waterskin, and a whetstone. Leaving the bedroll and rations at camp or on a mount reduces the weight by 12 pounds for Medium creatures.

Dungeoneer’s Kit (Deluxe - Everburning Torch)
Two candles, chalk, a hammer and four pitons, 50 feet of silk rope, two sacks, three sunrods, four tindertwigs,

Scrivener’s Kit 2 gp + 3 gp worth of paper

**??Smoked Goggles

Camel

Weapons, Armor, Msc.
Traveller’s Anytool
Wayfinder


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Special Abilities
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My Boons:

Here is where you can list your character’s boons if you like, to save you from hunting them down later.

Bot Me!:

Here is where you include pertinent details needed to bot your character. Include dice expressions for your main attacks as well as tactics and any overriding philosophies that might guide your actions.

Cup’s a helpful soul. She’ll run her unseen servant and dancing lights to help the party explore, or run skill checks to help with anything that looks odd or out of place.

If combat breaks out, she’ll inspire courage in the first round and try to identify monsters.
In the second round, she’ll whip bad guys if she can to give a +4 aid another to one of the melee folks. She may also go around hitting people with CLW wands if they get hurt.

[dice=Whip, Inspire, Aid Another]1d20+7+2[/dice]
+4 to hit in addition to the inspire bonus

[dice=CLW]1d8+1[/dice]
If there’s diplomacy needed, she’ll serve tea and auto-aid someone else’s diplomacy for +4.