Lord Raheem Pandisar

Robert Trelassion aka Shift's page

73 posts. Organized Play character for Gavmania.


Full Name

Robert Trelassion III

Race

Mutant (Elf) HP23/23 AC24 (T24, FF18) Per+4 F/R/W +4/+6/+2

Classes/Levels

Swashbuckler 1/Arcanist 2//Magus (Kensai) 3 Fame: 1

Gender

Male (Panache 5/5, Arcane Pool 6/6, Arcane reservoir 4/4)

Size

5' 8"

Age

21

Alignment

Neutral Good

Location

New York

Languages

English, French, Japanese, Latin, Russian, Spanish

Strength 10
Dexterity 18
Constitution 12
Intelligence 18
Wisdom 8
Charisma 12

About Robert Trelassion aka Shift

Background:
When Robert Trelassion II married Maria Pilkington-Smythe it seemed a marriage made in heaven: both from good stock, both inheriting a large amount and both in love with each other; but it was soon clear that there was one problem: Maria was barren.

For a rich family, that was disappointing but thankfully there was always the possibility of adoption. So it was that a baby boy, Richard Trelassion III, was adopted and given a home by the loving couple. What nobody knew was that Richard Trelassion III was a Mutant, a fact he has successfully kept from his parents.

Richard's father was a Diplomat, often sent on long stays overseas, so Richard was sent to a Boarding School near Warwick. There he proved to be a somewhat nerdy pupil, except when it came to Fencing. At Fencing, he seemed a natural - quick reflexes, accurate strikes and he quickly became the school champion. It was during this time that he discovered his mutant powers, which he used to sneak away and practice.

Since leaving school, Richard has moved to New York where he has been studying Engineering at Columbia University. It was at this point that he became aware of the Meta training facility and decided to use his powers to do some good, taking up the name SHIFT


Miscellaneous:
Male Mutant (Elf) Swashbuckler 1 / Arcanist (inspired Blade) 2 // Magus (kensai) 3
Init +4; Senses Low-Light Vision, Perception +6,
Languages English, French, Japanese, Latin, Russian, Spanish

Combat:
AC 17, touch 16, flat-footed 11 (Armour +1, Dex +4, Int+3)
hp 23 (2HD)
Fort +4, Ref +7, Will +3, +2 vs. enchantment spells and effects
Speed 30 ft. (6 squares)

Melee masterwork rapier +8 (1d6+4/18-20)
Melee masterwork rapier using spellstrike +6 (1d6+4/18-20)

Face 5 ft. Reach 5 ft.
Base Atk +2; CMB +2; CMD 18
Special Actions Arcane Accuracy, Spell Combat, Spellstrike,

Spells(Powers):

Magus Spells known (CL 2nd):

1st - frostbite , shocking grasp
0th - flare (DC 14) , light , prestidigitation, spark (DC 14)

Arcanist Spells known(CL 1st):

1st - mage armor (DC 15) , shield (DC )
0th - Acid Splash, Dancing Lights, Message, Resistance,

Magus Spells Cast:
1st - 0/2

Arcanist Spells Cast:
1st - 0/5


Special Qualities:
Arcane Accuracy,
Arcane Pool (6/day),
Arcane Reservoir,
Arcanist Spells Prepared,
Bonus Magus Arcana (2x),
Canny Defense,
Cantrips,
Deeds,
Derring-Do,
Dodging Panache,
Opportune Parry and Riposte,
Dimensional Slide,
Diminished Spellcasting,
Elven Immunities,
Elven Magic,
Fencing Grace,
Inspired Finesse,
Inspired Panache,
Keen Senses,
Kensai Chosen Weapon (Rapier),
Kensai Weapon Proficiency (Rapier),
Low-Light Vision,
Magus Arcana,
Starting Boon,
Trust Fund,
Weapon and Armor Proficiency,
Weapon Familiarity,
Weapon Focus,

Feats& Abilities:
Feats: Combat Reflexes, Fencing Grace, Weapon Focus (Rapier), Weapon Finesse (Inspired Finesse)

Arcanist Exploits Dimensional Slide (20')

Magus Arcana Arcane Accuracy

Skills:
Acrobatics +10,
Appraise +4,
Bluff +1,
Craft (Untrained) +4,
Diplomacy +1,
Disguise +1,
Escape Artist +4,
Fly +4,
Heal -1,
Intimidate +1,
Knowledge (Engineering) +10,
Knowledge (Geography) +8,
Knowledge (History) +8,
Knowledge (metas) +8
Knowledge (Nature) +8,
Perception +7,
Perform (Untrained) +1,
Ride +4,
Sense Motive -1,
Techcraft +10,
Techcraft (Identify tech item) +12,
Stealth +5,
Survival -1,
Swim +4,
Use Tech Device +6,

Possessions:

Resource Points: 8

uniform (superhero's)
Masterwork Rapier
Lightweight Armored suit(Haramaki)
Medkit x1 (Potion: CLW)
Tangle Grenade (Tanglefoot Bag)
Sonic grenadesx3 (Thunderstone)
Disposable Radiation detectorx2 (Scroll:Detect Radiation)
Flash Grenadesx2 (Flashpowder)
Sleep Grenadesx4 (scroll:Sleep) (used:1)
Chaff dispenser (Glitterdust)
Sound damper (Silence) (used)


Abilities:
Arcane Pool (Su) You have a reservoir of mystical arcane energy that you draw upon to fuel your powers and enhance your weapon. This arcane pool has 5 points. The pool refreshes once per day when you prepare your spells. You can expend 1 point from your arcane pool as a swift action to grant any weapon you are holding a +1 enhancement bonus for 1 minute. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.
Arcane Reservoir (Su) You have an innate pool of magical energy that you can draw upon to fuel your arcanist exploits and enhance your spells. The arcane reservoir can hold a maximum of 4 points of magical energy. Each day, when preparing spells, your arcane reservoir fills with raw magical energy, gaining a number of points equal to 3. Any points you had from the previous day are lost. You can also regain these points through the consume spells class feature and some arcanist exploits. The arcane reservoir can never hold more points than the maximum amount noted above; points gained in excess of this total are lost. Points from the arcane reservoir are used to fuel many of your arcanist powers. In addition, you can expend 1 point from your arcane reservoir as a free action whenever you cast an arcanist spell. If you do, you can choose to increase the caster level by 1 or increase the spell's DC by 1. You can expend no more than 1 point from your reservoir on a given spell in this way.
Arcanist Exploits By bending and sometimes even breaking the rules of magic, you learn to exploit gaps and exceptions in the laws of magic. Some of these exploits allow you to break down various forms of magic, adding their essence to your arcane reservoir. At 1st level and every 2 levels thereafter, you learn a new Arcanist Exploit. An arcanist exploit cannot be selected more than once. Once an arcanist exploit has been selected, it cannot be changed. Most arcanist exploits require you to expend points from your arcane reservoir to function. Unless otherwise noted, the saving throw DC for an arcanist exploit is equal to 11
Bonus Magus Arcana (3x) Magus: The magus gains 1/6 of a new magus arcana.
Canny Defense (Ex) At 1st level, when a kensai is wielding his chosen weapon, he gains the canny defense ability. This is identical to the duelist prestige class ability of the same name (Core Rulebook 382), save that his chosen weapon may be of any type. [AC Bonus +2 / Actual AC Bonus +2]
Cantrips You can prepare 4 cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they do not consume spell slots. As with her other spells, these spells are not expended when cast.
Cantrips You can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again.
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 4 times.
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. This deed's cost cannot be reduced by any ability or effect that reduces the number of panache points a deed costs.
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.
Consume Spells (Su) You can expend an available arcanist spell slot as a move action, making it unavailable for the rest of the day, just as if you had used it to cast a spell. She can use this ability a number of times per day equal to her Charisma modifier (minimum 1). Doing this adds a number of points to your arcane reservoir equal to the level of the spell slot consumed. You cannot consume cantrips (0 level spells) in this way. Points gained in excess of the reservoir's maximum are lost.
Dimensional Slide (Su) You can expend one point from your arcane reservoir to create a dimensional crack that you can step through to reach another location. This ability is used as part of a move action or withdraw action, allowing you to move up to 20 feet to any location you can see. This counts as 5 feet of movement. You can only use this ability once per round. You do not provoke attacks of opportunity when moving in this way, caused by this ability, but any other movement you attempt as part of your move action provokes as normal.
Diminished Spellcasting A kensai may cast one fewer spell of each level than normal. If this reduces the number to 0, he may cast spells of that level only if his Intelligence allows bonus spells of that level.
Elven Immunities (Ex) Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Elven Magic (Ex) Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
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.
Inspired Panache (Ex) Each day, an inspired blade gains a number of panache points equal to her Charisma modifier (minimum 1) plus her 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.Swashbuckler Class Feature.
Keen Senses (Ex) Elves receive a +2 bonus on Perception skill checks.
Kensai Chosen Weapon (Rapier) This is the Kensai's Chosen Weapon.
Kensai Weapon Proficiency (Rapier) Kensai additional weapon proficiency selection.
Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
Magus Arcana The following magus arcana complement the kensai archetype - concentrate*, critical strike*, deadly follow-up, precise prowess, prescient attack, prescient defense, spell shield*.
Spell Combat (Ex) You can cast spells and wield your weapons at the same time. This functions much like two-weapon fighting, but the offhand weapon is a spell that is being cast. To use this ability, you must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, you can make all of your attacks with your melee weapon at a -2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If you cast this spell defensively, you can decide to take an additional penalty on your attack rolls, up to your Intelligence bonus, and add the same amount as a circumstance bonus on your concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. You can choose to cast the spell first or make the weapon attacks first, but if you have more than one attack, you cannot cast the spell between weapon attacks.
Spellstrike (Ex) Whenever you cast a spell with a range of "touch" from the magus spell list, you can deliver the spell through any weapon you are wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If you make this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon's critical range (20, 19-20, or 18-20 and modified by the keen weapon property or similar effects), but the spell effect only deals x2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.
Weapon and Armor Proficiency Arcanists are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with an arcanist's gestures, which can cause her spells with somatic components to fail
Weapon and Armor Proficiency A kensai is proficient in simple weapons and in a single martial or exotic melee weapon of his choice. A kensai is not proficient with armor or shields and suffers normal arcane spell failure chance when casting magus spells while armored.
Weapon and Armor Proficiency Swashbucklers are proficient with simple and martial weapons, as well as light armor and bucklers.
Weapon Familiarity (Ex) Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word "elven" in its name as a martial weapon.
Weapon Focus (Ex) At 1st level, a kensai gains Weapon Focus with his chosen weapon as a bonus feat.
Weapon Focus (Rapier)