Swashbuckler

Rril Suolwind's page

324 posts. Organized Play character for Lysle.


Race

| SP 8/24 HP 28/28 | RP 5/5 | EAC 16; KAC 17 | Fort +1; Ref +8; Will +4 | Init: +10| Perc: +9 SM: +9

Classes/Levels

| Speed 40ft | Active conditions: none

Skills:
Acrobat +12, Bluff +12, Computers +10, Culture +9, Diplom +8, Disguise +12, Medicine +8, Pilot +13, Sleight of Hand +13, Stealth +13, Survival +2

Gender

Male CN human (outlaw) operative 4

About Rril Suolwind

Part owner of the vessel he refers to as Sydevenik's Dream.

SFS #90900-716
Experience 3 XP +??
Slotted Faction Acquisitives
Wealth 45 Credits +??
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Rril Suolwind
Operative 4
CN Medium Human Outlaw
Init +10; Senses Perc +9, Sense Motive +9

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Defense

EAC 16, KAC17
SP 24 HP 28 RP 5
Fort +1, Ref +8, Will +4

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Offense
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Speed 40 ft.
Melee sword cane, tactical +7 (1d4+2 P)(Crit 1d3 bleed)
Ranged semi-auto pistol, tactical +7 (1d6+2 P)
Space 5 ft.; Reach 5 ft.
Special Attacks

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Statistics
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Str 10, Dex 18, Con 10, Int 13, Wis 10, Cha 14

BAB +2

Skills Acrobatics +12, Bluff +12, Computers +10, Culture +10, Diplomacy +8, Disguise +12, Medicine +8, Perception +9, Piloting +13, Sense Motive +9, Sleight of Hand +13, Stealth +13, Survival +2

Starship-Combat Version of Skills Piloting +13, Computers +10, Gunnery +8

Feats Deadly Aim, Improved Initiative, Quick draw, Weapon Specialization
Languages Common, Azlanti, Drow, Vesk
Combat Gear sword cane, tactical, freebooter armor I (+2 EAC, +3 KAC)
Other Gear semi-auto pistol (tactical); formal clothing, disguise kit, hacking kit, basic med kit, medpatch, 45 credits.
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Special Abilities
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Operatives Edge – Rril has a +2 insight bonus to initiative checks and to skill checks.

Specialization (Spy) – Rril can attempt a Bluff check with a +4 bonus to make a trick attack. He gains Skill Focus in Bluff and Disguise.

Trick Attack – Rril can move up to his speed as full round action and then make an attack with a melee weapon with the operative special ability or any small arm. Just before he makes the attack, Rril may attempt a Bluff, Intimidate, or Stealth check (DC=20+target’s CR). If successful at the check, Rril deals an additional 1d8 damage to the target and the target is flat-footed.

Debilitating Trick (Ex) - When he hits an enemy with a trick attack, Rril can make the creature flat-footed or off-target until the beginning of his next turn. He might learn exploits that grant him additional options for his debilitating trick, but he can select only one option each time he hits with a trick attack.

Evasion – If Rril succeeds at a Reflex save that normally has a partial effect on a successful save, Rril instead suffers no effect. He gains this benefit only when unencumbered and wearing light armor or no armor, and he loses the benefit when helpless or otherwise unable to move.

Uncanny Mobility (Ex) – When Rril makes a trick attack, if he chooses the target of his attack before he moves, his movement doesn't provoke attacks of opportunity from that target. When he uses his standard action to move, he can choose one creature; he doesn't provoke attacks of opportunity from that creature for this movement.

Quick Movement (Ex) - As long as he is unencumbered and wearing light armor or no armor, Rril's land speed increased by 10 feet.

Without a Trace (Ex) - When Rril attempts a skill check opposed by a foe’s Perception check, he gains a +2 enhancement bonus to his skill check’s result. The DC to follow his tracks with the Survival skill increases by 4.

BOT ME!:

[dice=Bluff (Trick Attack)]1d20+12[/dice]
[dice=Melee (sword cane, tactical)]1d20+7[/dice]
[dice=Damage (sword cane)(P)]1d4+2[/dice]
[dice=Additional Damage is Trick Attack Successful)]1d8[/dice]

[dice=Bluff (Trick Attack)]1d20+12[/dice]
[dice=Ranged (semi-automatic pistol, tactical)]1d20+7[/dice]
[dice=Damage (semi-automatic pistol, tactical)(P)]1d6+2[/dice]
[dice=Additional Damage is Trick Attack Successful)]1d8[/dice]