| Strength |
1 |
| Dexterity |
4 |
| Constitution |
1 |
| Intelligence |
0 |
| Wisdom |
0 |
| Charisma |
3 |
About Revel tbd
[ spoiler=Quick stats]
HP xx/xx
AC xx
Fort +xx, Ref +xx, Will +xx
Hero points: 1
Focus Points: 1/1
Spells: 1st [][][]; 2nd [][][]; 3rd [][][]; 4th [][][]; 5th [][][]; 6th [][][]; 7th [][][]; 8th [][][]; 9th [][][]
Effects:
[/spoiler]
[dice=+1 rapier (deadly d8, disarm, finesse)]1d20+9[/dice]
[dice=Piercing]1d6+1[/dice] +2 precision or +2d6 precision with a finisher
Revel
Birthplace: Absalom, of course
Gender & Pronouns: Male, he/him
Ancestry: skeleton (sturdy)
Background: entertainer
Class swashbuckler; Level: 2
Medium, Skeleton, Undead
Deity: Yelayne and Marishi
Languages: Common, Necril
1 Str +1f
4 Dex +1a +1b +1c +1f
1 Con +1a
0 Int -1a +1f
0 Wis
3 Cha +1a +1b +1f
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SENSES
Perception: [dice=Perception (expert)]1d20+6[/dice]
Special Senses: low-light vision
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DEFENSES
Hit Points: 31 (10 Class, 1 Con, 10 ancestry), negative healing
AC: 19 (+1 armor, +4 Dex, +4 trained); 21 with buckler raised
Armor leather armor (+1 AC, +4 Dex cap, Bulk 1), buckler
Armor proficiencies trained in light, unarmored
SAVING THROWS
Fortitude: [dice=Fortitude (trained)]1d20+ 5 [/dice]
Reflex: [dice=Reflex (expert)]1d20+ 10 [/dice]
Will: [dice=Will (expert)]1d20+ 6[/dice]
Notes: immunity to death effects, +1 circumstance vs. disease and poison
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OFFENSE
Class DC: 18 (trained)
Speed: 25 ft. (30 with panache)
Weapon proficiencies trained in simple, martial, unarmed
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SKILLS
Acrobatics (T, Dex)
[dice=Acrobatics (trained)]1d20+ 8 [/dice]
+1 circumstance to Demoralize in Combat
Arcana (U, Int)
[dice=Arcana (untrained)]1d20+ 0 [/dice]
Athletics (xx, Str)
[dice=Athletics (untrained)]1d20+ 1 [/dice]
Crafting (xx, Int)
[dice=Crafting (untrained)]1d20+ 0 [/dice]
Deception (T, Cha)
[dice=Deception (trained)]1d20+ 7[/dice]
Diplomacy (T, Cha)
[dice=Diplomacy (trained)]1d20+ 7 [/dice]
Intimidation (T, Cha)
[dice=Intimidation (trained)]1d20+ 7 [/dice]
+1 circumstance to Demoralize in Combat
Lore (theater) (T, Int)
[dice=Lore (theater) (trained)]1d20+ 0 [/dice]
Lore (Pathfinder Society) (T, Int)
[dice=Lore (Pathfinder Society) (trained)]1d20+ 0 [/dice]
Medicine (T, Wis)
[dice=Medicine (trained)]1d20+ 4[/dice]
Nature (xx, Wis)
[dice=Nature (untrained)]1d20+ 0 [/dice]
Occultism (xx, Int)
[dice=Occultism (untrained)]1d20+ 0 [/dice]
Performance (T, Cha)
[dice=Performance (trained)]1d20+7 [/dice]
Religion (xx, Wis)
[dice=Religion (untrained)]1d20+ 0 [/dice]
Society (T, Int)
[dice=Society (trained)]1d20+4 [/dice]
Stealth (xx, Dex)
[dice=Stealth (untrained)]1d20+4[/dice]
Survival (xx, Wis)
[dice=Survival (untrained)]1d20+0[/dice]
Thievery (U, Dex)
[dice=Thievery (untrained)]1d20+4[/dice]
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FEATS:
Ancestry Feats and Abilities
* 1st: Collapse [reaction] 1/10 minutes; Trigger An enemy's Strike against you is a critical hit.
You collapse into a pile of bones, mitigating the worst of the damage you would have taken, and the triggering attack deals only the amount it would deal on a hit (typically full damage instead of double damage). Any other effects caused by a critical hit still occur. While collapsed, you're flat-footed and can't act except to Stand, which re-forms you into a skeleton in a standing position.
Class Feats and Abilities
* Swashbackler Style (braggart) You boast, taunt, and psychologically needle your foes. You are trained in Intimidation. When you Demoralize, the action gains the bravado trait.
* Precise Strike: When you make a Strike with an agile or finesse melee weapon or agile or finesse unarmed attack, you deal 2 additional precision damage. If the Strike is part of a finisher, the additional damage is 2d6 precision damage instead.
* Stylish Combatant: You gain a +1 circumstance bonus to skill checks with the bravado trait while in a combat encounter. While you have panache, you gain a +5-foot status bonus to your Speeds.
* Confident Finisher [one-action] (finisher) Make a Strike with the following failure effect: You deal half your precise strike damage to the target. This damage type is that of the weapon or unarmed attack you used for the Strike.
* 1st: Elegant Buckler: When you Raise a Shield to gain a circumstance bonus to AC from a buckler, increase the bonus from +1 to +2.
While you have a buckler raised, if a creature critically misses you with a Strike, you gain panache until the end of your next turn.
General Feats
* 1st (from heritage): Diehard: Die at dying 5 instead of 4
* 3rd: xx
Skill Feats
* Background: Fascinating Performance
* 2nd: Stitch Flesh: You can use Treat Wounds to restore Hit Points to undead creatures, not just living ones.
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EQUIPMENT
Gear: healer’s tools, leather armor, thieves’ tools, buckler, 3 daggers, +1 rapier, fine clothing, wig
Pathfinder Training Gear: xx
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CAMPAIGN NOTES