”I grew up in Leng Hao, a village full of Kitsune and Halflings in the Forest of Spirits east of Hongal. But please do not believe that this was easy as my siblings and parents looked like the barbaric human invaders from Avistan! Well, at least we all spoke Tien. My human Chelaxian father Andar died when I was very young and my Ifrit mother Soreya who originally is from the plane of fire was alone for years. My mother is a kind woman and pious follower of Sarenrae.
Although losing my father years back was very hard for her she was able to find a new love. Well, you would be surprised that this new love was a Halfling who had also lost his wife and was raising his halfling children alone ... Xiao raised us together with our mother as if he was our own father. It was strange but when we were just getting comfortable with Xiao and our halfling siblings, Xiao rescued and adopted the children of an old friend of his that had mysteriously died. You have to know that my own siblings and my new step-siblings are a diverse lot! We are a real patchwork family. You can imagine my surprise when I learned that these funny kids that Xiao brought into our home and whom I now love as much as my real siblings are all Kitsunes although they look so human! And it was again Xiao that saved three ifrit siblings from slavery on the plane of fire and also adopted them into our family.
The result was that my Ifrit and halfling brothers and sisters grew up with beloved and wonderful Kitsune and Ifrit step-brothers and step-sisters and that we learned to love a halfling man who treated us like his own children like a father ... that is why we all carry Xiao’s name … Katsu!
Xiao always tried to show us what our true potential is. He knew that I have a good heart but that it is hard for me to show all the emotions that I feel inside. And he also helped me understand that I find inner peace in being helpful ... to aid others was one of the lessons I learned from him!
But I have to admit that my mother's faith was always the driving force in my life so that I left Tian and traveled the inner sea. My mother's love for Sarenrae guided me to find my own path to a pious life in the name of the Dawnflower and I visited many temples in Garund which taught me the code that I follow as a Paladin of Sarenrae.
But it was my halfling step-father Xiao - who was a Pathfinder in his younger years - that was the role model that eventually led me to join the Scarab Sages and the Pathfinders ... to learn from the past and help to make this world a safer place!“
* Level 4 & 8 increase / +4 enhancement
** +4 Enhancement
*** Faction Card Goal - SEASON 8: 4+ goals: Soul Warden: Treat your Constitution score as 4 points higher for the purposes of determining when hit point damage kills you.
• AC while fighting defensively vs. ranged attacks: 33 Touch 32 FF 20
(as standard AC plus Fighting Defensively +4 (+2, + 1 ‘Crane Style’, + 1 Acrobatics 3 ranks) [only -2 on attack rolls due to Crane Style while fighting defensively’])
• AC while fighting defensively vs. melee attacks: 37, Touch 36, FF 20
(as standard AC plus Fighting Defensively +8 (+2, + 1 ‘Crane Style’, +4 ‘Crane Wing’, + 1 Acrobatics 3 ranks) [only -2 on attack rolls due to Crane Style while fighting defensively’]
• AC while fighting defensively vs. melee attacks of one designated opponent: 43, Touch 42, FF 20
(as standard AC plus Fighting Defensively +13 (+2, + 1 ‘Crane Style’, +4 ‘Crane Wing’, + 1 Acrobatics 3 ranks, +6 Cha dodge bonus ‘Osyluth Guile’) [only -2 on attack rolls due to Crane Style while fighting defensively’]
-- SAVES --
Fortitude: +23 (Con +2, Swashbuckler +1, Paladin +3, U Monk +3, Bloodrager +2, Divine Grace Cha +6, Cloak of Resistance +4, Lucky Horseshoe +2 luck bonus with ‘Fate’s Favored’ trait)
Reflex: +25 (Dex +7, Swashbuckler +4, Paladin +0, U Monk +3, Bloodrager +0, Divine Grace Cha +6, Cloak of Resistance +4, Lucky Horseshoe +2 luck bonus with ‘Fate’s Favored’ trait)
Will: +17 (Wis -2, Swashbuckler +1, Paladin +3, U Monk +1, Bloodrager +0, Familiar +2, Divine Grace Cha +6, Cloak of Resistance +4, Lucky Horseshoe +2 luck bonus with ‘Fate’s Favored’ trait)
*Faction Card Goal - SEASON 9: 2 goals LESSONS OF HISTORY: Once per adventure when you attempt and fail an attack roll, skill check, or saving throw and then attempt that same check again, you can add an insight bonus to this second roll equal to 2 + half the number of goals you have completed (rounded down).
-- SKILLS --
Acrobatics +15 (Rank +4, Class +3, Dex +7)
Bluff +20 (Rank +8, Class +3, Cha +6, Circlet of Persuasion +3)
Diplomacy +15 (Rank +3, Class +3, Cha +6, Circlet of Persuasion +3)
Escape Artist +11 (Rank +1, Class +3, Dex +7)
Handle Animal +13 (Rank +1, Class +3, Cha +6, Circlet of Persuasion +3)
Intimidate +23 (Rank +11, Class +3, Cha +6, Circlet of Persuasion +3)
Kn (History) +10* (Rank 0*, *Faction Card Goal - SEASON 8: 7 goals Planar Sage: You are trained in Knowledge (history and planes) and treat your bonus on these checks as though it were 3 plus the number of goals you have completed. If your own skill bonus is higher, you instead gain a +2 bonus on that check. )
Kn (Local) +4 (Rank +1, Class +3, Int +0)
Kn (Nature) +4 (Rank +1, Class +3, Int +0)
Kn (Nobility) +4 (Rank +1, Class +3, Int +0)
Kn (Religion) +4 (Rank +1, Class +3, Int +0)
Kn (Planes) +10* (Rank 0*, *Faction Card Goal - SEASON 8: 7 goals Planar Sage: You are trained in Knowledge (history and planes) and treat your bonus on these checks as though it were 3 plus the number of goals you have completed. If your own skill bonus is higher, you instead gain a +2 bonus on that check. ) *Beacon Below feat allows reroll 1/adventure
Kn (Religion) +4 (Rank +1, Class +3, Int +0)
Stealth +10 (Rank +1, Class +3, Dex +7)
Swim +2 (Rank +1, Class +3, Str -2)
UMD +18 (Rank +6, Class +3, Cha +6, Circlet of Persuasion +3)
-- GEAR --
Lucky Horseshoe
Monk's Robe
+1 Adamantine cestus (bound to hand), 2 lbs.
Circlet of Persuasion
MW Kama
Belt of Incredible Dexterity +4, 2 lbs.
Scimitar, 2 lbs. (in bag of holding)
Headband of Alluring Charisma +4
Cloak of resistance +3, 1 lb.
Swordmaster’s Flair (Blue Scarf), 0 lb
MW Cold Iron Lungchuan tamo
MW Silver Lungchuan tamo
Cracked Pale Green Prism (Ioun Stone) to hit
Plume of Panache, 0 lb
Amulet of natural armor +1
Ring of deflection +1
Minor bag of holding, 3 lbs.
MW Light Crossbow (16 bolts), 4 lbs. (in bag of holding)
Wand of CLW (41 charges)
4 x Gravelly tonic (+5 alchem. bonus Intimidate, 1 hour)
Wand of Mage Armor in spring-loaded wrist sheath (41 charges)
Implanted in right arm: Free item from scenario #4-12 is a ‘Ocher Rhomboid Ion Stone’(this is an evil item that radiates an evil aura. Item gives a bonus feat. This item is cursed and can’t be removed by its owner or anyone else without a remove curse or similar spell)
3 x Acid flask, 1 lbs. (in bag of holding)
2 x Alchemist fire, 1 lbs. (in bag of holding)
2 x Potion of Fly
6 x Tea of Transference
Scrolls: 0th level spells (Detect Poison, Create Water, Read Magic), 1st level spells (Detect Charm, Detect Undead, Diagnose Disease, Detect Demon, Keep Watch, Protection from Evil)
Smoked Goggles
Universal Solvent
Backpack, Masterwork, 4 lbs.
Weapon cord, 0 lbs.
Cold Iron bolts (20), 1 lbs. (in bag of holding)
Silver bolts (20), 1 lbs. (in bag of holding)
Cold Iron Scimitar (in bag of holding)
Silver Scimitar (in bag of holding)
Air bladder, 0 lbs.
Oil of grease, o lbs.
Snorkel masterwork, 0 lbs.
Animal glue, 0 lbs.
Earplugs, 0 lbs.
Bell string, 0 lbs.
3 x Alchemical grease
boots of speed
Whistle signal, 0 lbs.
Smelling Salts, 0 lbs.
3 x Vermin repellent, 0 lbs.
Holy Symbol of Sarenrae
Potion of 'Touch of Sea', 0 lbs.
Bladeguard, 0 lbs.
Potion of Invigorate, 0 lbs.
Antiplague, 0 lbs
Antipoison, 0 lbs
Dull grey Ion stone with Heightened Continual Flame as a 5th-level spell cast on it by Ranalus (108731-1 / Aldizog)
–– RETRAINING ––
• On 2nd Level: Retrained 4 Hit Points; each HP costs 3 days / 3 PP / 60 gp (=3 days * 2nd Lvl * 10gp) -> Total cost for retraining 4 Hit Points: 12 PP and 240 gp.
• On 4th Level: Retrained 3 Hit Points; each costing 3 days / 3 PP / 120 gp (=3 days * 4thLvl * 10gp) -> Total cost for retraining 3 Hit Points: 9 PP and 360 gp.
• On 5th Level: Retrained feat; this costs 5 days / 5 PP / 250 gp ( = 5 days * 5th Lvl * 10gp)
• On 6th Level: Retrained feat; this costs 5 days / 5 PP / 300 gp ( = 5days * 6th Lvl * 10gp)
• On 7th Level: Retrained 2 Hit Points; each costing 3 days / 3 PP / 210 gp (=3 days * 7th Lvl * 10gp) -> Total cost for retraining 2 Hit Points: 6 PP and 420 gp.
Setare used the boon 'New days, new choices' to retrain her two starting traits at no cost: Retrained 'Blade of Mercy' to 'FATE’s FAVORED (Faith)'.
"2nd Level: Retrained 4 Hit Points each costing 3 days / 3 PP / 60 gp (=3 days *
2nd Lvl * 10gp) -> Total cost for retraining 4 Hit Points: 12 PP and 240 gp.
Spent: - 2435 gp (Retraining 4 Hit Points 240 gp / Masterwork Scimitar 315 gp /
Alchemical Items 80 gp / Potion of Invigorate 50 gp / Minor bag of holding 1000
gp / Wand of CLW 750 gp)"
"- 4,235 gp (Mithral shirt +1 [2100 gp], Plume of Panache [1000 gp], Upgrade
Masterwork to Scimitar +1 [1000 gp], Scimitar, Silver [105 gp], Scimitar, Cold Iron [30 gp]"
2,500 gp (Swordmasters flair - Blue scarf [2500 gp]
"4th Level: Retrained 3 Hit Points each costing 3 days / 3 PP / 120 gp (=3 days *
4thLvl * 10gp) -> Total cost for retraining 3 Hit Points: 9 PP and 360 gp. ///// Smoked Goggles / Universal Solvent / Backpack, Masterwork, 4 lbs. / Weapon cord, 0 lbs. / Cold Iron bolts (20), 1 lbs. (in bag of holding) / Silver bolts (20), 1 lbs. (in bag of holding) / Air bladder, 0 lbs. / 2 x Oil of grease, o lbs. / Snorkel masterwork, 0 lbs. / Animal glue, 0 lbs. / Earplugs, 0 lbs. / Bell string, 0 lbs. / Whistle signal, 0 lbs. / Smelling Salts, 0 lbs. / 3 x Vermin repellent, 0 lbs.
Holy Symbol of Sarenrae / Potion of 'Touch of Sea', 0 lbs. / Bladeguard, 0 lbs. / Potion of Invigorate, 0 lbs. / Antiplague, 0 lbs / Antipoison, 0 lbs"
4000 gp for Belt of Incredible Dexterity +2 / 4000 gp Headband of Alluring Charisma +2 /
750 gp for Wand of Mage Armor // • On 5th Level: Retrained feat; this costs 5 days / 5 PP / 250 gp ( = 5 days * 5th Lvl * 10gp)
• On 6th Level: Retrained feat; this costs 5 days / 5 PP / 300 gp ( = 5days * 6th Lvl * 10gp)
"Spent 500 GP on atonement as ‘Ocher Rhomboid Ion Stone’ shifted Setare’s alignment to Lawful Neutral, and she atoned to be reverted to Lawful Good alignment) /// -11000 for +1 Admantine Keen cestus , 9000 gp for Cloak of resistance +3, 7 gp MW Cold Iron Lungchuan tamo // 1000 gp for Plume of Panache / 1000 gp for Amulet of natural armor +1 /
25 gp MW Silver Lungchuan tamo /////////////// SELLING: Mithral shirt +1 [2100/2 gp], Scimitar +1 [1165/2 gp], "
1500 gp 2 x Potion of Fly / 2000 gp for Ring of deflection +1
4000 gp for Cracked Pale Green Prism (Ioun Stone) to hit
9th: Upgrade cha +6, dex +7, circlet persuasion, boots of speed for 12000 g
–– HIT POINTS –– Lvl 1 - 13 Hit Points: 10 Swashbuckler + 2 Con +1 Fav. Class Lvl 2 - 12 Hit Points: 6 Paladin + 2 Con + 4 Retraining Lvl 3 - 8 Hit Points: 6 Paladin + 2 Con Lvl 4 - 9 Hit Points: 6 Swashbuckler + 2 Con +1 Fav. Class + 3 Retraining Lvl 5 - 9 Hit Points: 6 Swashbuckler + 2 Con +1 Fav. Class Lvl 6 - 8 Hit Points: 6 Unchained Monk + 2 Con Lvl 7 - 8 Hit Points: 6 Unchained Monk + 2 Con + 2 Retraining Lvl 8 - 9 Hit Points: 6 Swashbuckler + 2 Con +1 Fav. Class Lvl 9 - 8 Hit Points: 6 Unchained Monk + 2 Con Lvl 10 - 9 Hit Points: 6 Swashbuckler + 2 Con +1 Fav. Class Lvl 11 - 8 Hit Points: 6 Bloodrager + 2 Con
TOTAL – 106 Hit Points
_________________________________________________________________
-- FEATS --
• Lvl 1: PIRANHA STRIKE (Combat) – Prerequisites: Weapon Finesse, base attack bonus +1. Benefit: When wielding a light weapon, you can choose to take a -1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is halved (-50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and for every 4 points thereafter, the penalty increases by -1 and the bonus on damage rolls increases by +2. You must choose to use this feat before the attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. This feat cannot be used in conjunction with the Power Attack feat.
(retrained from Fey Foundling to Combat Reflexes to fulfill Bodyguard feat prerequisite and then to Piranha Strike after receiving Combat Reflexes as bonus feat at first class level of Unchained Monk at character level 6)
• Lvl 1 (free feat – Paladin Divine Hunter archetype 1 ): PRECISE SHOT
• Lvl 3: ENFORCER (Combat) – Prerequisites: Intimidate 1 rank. Benefit: Whenever you deal nonlethal damage with a melee weapon, you can make an Intimidate check to demoralize your target as a free action. If you are successful, the target is shaken for a number of rounds equal to the damage dealt. If your attack was a critical hit, your target is frightened for 1 round with a successful Intimidate check, as well as being shaken for a number of rounds equal to the damage dealt.
• Lvl 5: BODYGUARD (Combat) - Prerequisites: Combat Reflexes. Benefit: When an adjacent ally is attacked, you may use an attack of opportunity to attempt the aid another action to improve your ally’s AC. You may not use the aid another action to improve your ally’s attack roll with this attack. Normal: Aid another is a standard action
• Lvl 6 (bonus feat – Unchained Monk 1): COMBAT REFLEXES (Combat) - Benefit: You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed. Normal: A character without this feat can make only one attack of opportunity per round and can't make attacks of opportunity while flat-footed.
• Lvl 7 (bonus feat – Unchained Monk 2): DODGE (Combat) - Prerequisites: Dex 13. Benefit: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
• Lvl 7: CRANE STYLE (Combat, Style) - Prerequisites: Dodge, Improved Unarmed Strike, base attack bonus +2 or monk level 1st. Benefit: You take only a –2 penalty on attack rolls for fighting defensively. While using this style and fighting defensively or using the total defense action, you gain an additional +1 dodge bonus to your Armor Class.
• Lvl 8 (bonus feat from scenario #4-12 via ‘Ocher Rhomboid Ion Stone’): OSYLUTH GUILE (Combat) -Prerequisites: Bluff 8 ranks, Dodge. Benefit: While you are fighting defensively or using the total defense action, select one opponent. Add your Charisma bonus to your AC as a dodge bonus against that opponent’s melee attacks until your next turn. You cannot use this feat if you cannot see the selected opponent.
• Lvl 8 (bonus combat feat – Swashbuckler 4): CRANE WING (Combat) - Prerequisites: Crane Style, Dodge, Improved Unarmed Strike, base attack bonus +5 or monk level 5th. Benefit: When fighting defensively with at least one hand free, you gain a +4 dodge bonus to AC against melee attacks. If a melee attack misses you by 4 or less, you lose this dodge bonus until the beginning of your next turn. If you are using the total defense action instead, you can def lect one melee attack that would normally hit you. An attack so deflected deals no damage and has no other effect (instead treat it as a miss). You do not expend an action when using this feat, but you must be aware of the attack and not flat-footed.
• Lvl 9: BARROOM BRAWLER (Combat) Benefit: Once per day as a move action, you can gain the benefit of a combat feat that you do not possess for 1 minute. You must otherwise meet the feat’s requirements.
• Lvl 11: BOON COMPANION: Prerequisites: Animal companion class feature or familiar class feature. Benefit: The abilities of your animal companion or familiar are calculated as though your class were 4 levels higher, to a maximum effective druid level equal to your character level. If you have more than one animal companion or familiar, choose one to receive this benefit. If you dismiss or lose an animal companion or familiar that has received this benefit, you can apply this feat to the replacement creature. Special: You can select this feat more than once. The effects do not stack. Each time you take the feat, it applies to a different animal companion or familiar.
• Lvl 11 (free feat – Bloodrager Blood Conduit archetype 1): IMPROVED TRIP (Combat) Prerequisite: Do not need to be fulfilled. Benefit: You do not provoke an attack of opportunity when performing a trip combat maneuver. In addition, you receive a +2 bonus on checks made to trip a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to trip you. Normal: You provoke an attack of opportunity when performing a trip combat maneuver.
_________________________________________________________________
-- BOONS --
• Pathfinder Society Scenario #7-99: Through Maelstrom Rift: Electricity resistance 3, Acid resistance 3, Fire resistance 2, Cold resistance 3
-- TRAITS --
• FATE’s FAVORED (Faith): Benefit: Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
• ADOPTED (Social): Helpful (Race: Halfling): You see nothing wrong with letting others achieve greatness so long as the job gets done. Whenever you successfully perform an aid another action, you grant your ally a +4 bonus instead of the normal +2.
* CLASS ABILITIES - Swashbuckler (Whirling Dervish, Wildstrider) 5 *
• CLASS SKILLS: Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (local) (Int), Knowledge (nature) (Int), Knowledge (nobility) (Int) , Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex) , Stealth (Dex), Survival (Wis) , Swim (Str). The ‚wildstrider‘ archetype gains Knowledge (nature), Stealth, and Survival as class skills, but does not gain Knowledge (nobility), Sense Motive, and Sleight of Hand as class skills.
• SWASHBUCKLER WEAPON AND ARMOR PROFICIENCY: Swashbucklers are proficient with simple and martial weapons, as well as light armor and bucklers. (ACG).
• DERVISH FINESSE (Ex): A whirling dervish can treat a scimitar as a one-handed piercing melee weapon for the purposes of the swashbuckler’s finesse and all feats and class abilities that refer to such a weapon. She must not be carrying a weapon or shield in her off hand to gain this benefit. This ability alters swashbuckler finesse.
• PANACHE (Ex): At the start of each day, a swashbuckler gains a number of panache points equal to her Charisma modifier (minimum 1). Her panache goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1), though feats and magic items can affect this maximum. A swashbuckler spends panache to accomplish deeds (see below), and regains panache in the following ways. Critical Hit with a Light or One-Handed Piercing Melee Weapon: Each time the swashbuckler confirms a critical hit with a light or one-handed piercing melee weapon, she regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or a creature that has fewer Hit Dice than half the swashbuckler’s character level doesn’t restore panache.
• DAWNFLOWER’s MERCY (Ex): While violence is sometimes necessary to cleanse evil, Sarenrae’s desire for redemption prevents her dervishes from reveling in a foe’s defeat. A whirling dervish does not gain any panache for dropping a foe below 0 hit points unless that foe is an evil outsider or undead, or if the damage she dealt was nonlethal. Additionally, she gains 1 panache point if she causes an evildoer with a number of Hit Dice equal to at least 1/2 her character level to surrender to her. She can gain this benefit no more than once per round, even if multiple enemies surrender. This ability alters panache.
• DEEDS (Ex): Swashbucklers spend panache points to accomplish deeds. Most deeds grant swashbucklers 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 a number of times equal to her Dexterity modifier (minimum 1).
- Subterfuge (Ex): A wildstrider adds Stealth to the list of skills to which the derring-do deed applies. This deed replaces dodging panache and alters derring-do and swashbuckler’s edge.
- 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. This deed’s cost cannot be reduced by any ability or effect that reduces the number of panache points a deed costs. (ACG).
- Menacing Swordplay (Ex) (Advanced Class Guide pg. 57): 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 (Pathfinder RPG Core Rulebook 99) as a swift action instead of a standard action.
- Precise Strike (Ex) (Advanced Class Guide pg. 57): 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) (Advanced Class Guide pg. 58): 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.
- Adroit Step (Ex): At 3rd level, a wildstrider can use a swift action to treat a 5-foot square of difficult terrain as if it were normal terrain. If she also spends a panache point, she can treat all difficult terrain as though it were normal terrain until the end of her turn. This deed replaces kip-up.
• Charmed Life (Ex): At 2nd level, the swashbuckler gains a knack for getting out of trouble. Three times per day as an immediate action before attempting a saving throw, she can add her Charisma modifier to the result of the save. She must choose to do this before the roll is made. At 6th level and every 4 levels thereafter, the number of times she can do this per day increases by one (to a maximum of 7 times per day at 18th level).
• Nimble (Ex): At 3rd level, a swashbuckler gains a +1 dodge bonus to AC while wearing light or no armor. Anything that causes the swashbuckler to lose her Dexterity bonus to AC also causes her to lose this dodge bonus. This bonus increases by 1 for every 4 levels beyond 3rd (to a maximum of +5 at 19th level).
• Dervish Dance (Ex): At 4th level, a whirling dervish can use her Dexterity modifier instead of her Strength modifier on melee damage rolls when using her swashbuckler finesse. She counts as having the Dervish Dance feat for purposes of meeting feat prerequisites.
• Bonus Feats: At 4th level and every 4 levels thereafter, a swashbuckler gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat feats. Swashbuckler levels are considered fighter levels for the purpose of meeting combat feat prerequisites. In addition, upon reaching 4th level and every 4 levels thereafter, a swashbuckler can choose to learn a new bonus feat in place of a bonus feat she has already learned. In effect, the swashbuckler loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A swashbuckler can only change one feat at any given level, and must choose whether or not to swap the feat at the time she gains a new bonus feat for the level.
• Swashbuckler Weapon Training (Ex): At 5th level, a swashbuckler gains a +1 bonus on attack and damage rolls with one-handed or light piercing melee weapons. While wielding such a weapon, she gains the benefit of the Improved Critical feat.
* CLASS ABILITIES - Paladin (Divine Hunter) 2 *
• CLASS SKILLS: Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nobility) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Spellcraft (Int).
• PALADIN WEAPON AND ARMOR PROFICIENCY: Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).
• PRECISE SHOT: A divine hunter gains Precise Shot as a bonus feat at 1st level, even if she doesn’t meet the prerequisites. This ability replaces her Heavy Armor Proficiency.
• AURA OF GOOD: The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.
• DETECT EVIL (Sp): At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.
• SMITE EVIL (Su): Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Charisma bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess. In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect. The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.
• DIVINE GRACE (Su): At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.
• LAY ON HANDS (Su): Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability. Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage.
* CLASS ABILITIES - Unchained Monk (Scaled Fist, Softstrike Monk) 3 *
• CLASS SKILLS: Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Knowledge (history) (Int), Knowledge (religion) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), and Swim (Str).
• MONK WEAPON AND ARMOR PROFICIENCY: Monks are proficient with the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, short sword, shortspear, shuriken, siangham, sling, spear, and any weapon with the monk special weapon quality. A softstrike monk is proficient with the aklys, bolas, club, light flail, light mace, nunchaku, quarterstaff, sap, sling, and any weapon with the monk special quality that can deal bludgeoning damage. He is considered proficient only with monk weapons that can deal multiple types of damage when dealing bludgeoning damage. This replaces the monk’s weapon proficiency. Monks are not proficient with any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses his AC bonus, as well as his fast movement and flurry of blows abilities.
• UNARMED STRIKE (Ex): At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk’s attacks can be with fists, elbows, knees, and feet. This means that a monk can make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk can apply his full Strength bonus on damage rolls for all his unarmed strikes. A monk’s unarmed strikes deal lethal damage, although he can choose to deal nonlethal damage with no penalty on his attack roll. He can make this choice while grappling as well. A monk’s unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
• FEATHER TOUCH (Ex): A softstrike monk does not take the normal –4 penalty on attack rolls for using a lethal weapon to deal nonlethal damage. In addition, he can use his stunning fist ability while making a nonlethal attack with a weapon.
• NONLETHAL STRIKES (Ex): A softstrike monk focuses on blows that do not inflict deadly harm. When a softstrike monk deals nonlethal damage with his unarmed strikes, his monk level is treated as 4 levels higher for the purposes of determining the damage he deals (to a maximum of 4d8 at 20th level for a Medium monk). When dealing lethal damage with his unarmed strikes, his monk level is treated as if it were 4 levels lower (minimum 1st level) for the purpose of determining damage. This alters unarmed strike.
• TENET OF LIFE (Su): Though a softstrike monk accepts that death may happen in combat, he cannot abide killing in cold blood. If he slays an unconscious or helpless living foe, or merely stands by and allows such a killing to occur, he becomes shaken for 1 hour. In addition, the act disrupts the softstrike monk’s ki; if he has a ki pool, he loses a number of ki points equal to half his level, as if they had been spent.
• DRACONIC MIGHT: Any of the scaled fist’s class abilities that make calculations based on her Wisdom (including bonus feats with DCs or uses per day, such as Stunning Fist, but not Wisdom-based skills or Will saving throws) are instead based on her Charisma.
• AC BONUS (Ex): When unarmored and unencumbered, the monk adds his WisdomCharisma bonus (if any) to his AC and CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level. These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
• BONUS FEAT: At 1st level, 2nd level, and every 4 levels thereafter, a monk can select a bonus feat. These feats must be taken from the following list: Catch Off-Guard, Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Scorpion Style, and Throw Anything.
• FLURRY OF BLOWS (Ex): At 1st level, a monk can make a flurry of blows as a full-attack action. When making a flurry of blows, the monk can make one additional attack at his highest base attack bonus. This additional attack stacks with the bonus attacks from haste and other similar effects. When using this ability, the monk can make these attacks with any combination of his unarmed strikes and weapons that have the monk special weapon quality. He takes no penalty for using multiple weapons when making a flurry of blows, but he does not gain any additional attacks beyond what’s already granted by the flurry for doing so. (He can still gain additional attacks from a high base attack bonus, from this ability, and from haste and similar effects). At 11th level, a monk can make an additional attack at his highest base attack bonus whenever he makes a flurry of blows. This stacks with the first attack from this ability and additional attacks from haste and similar effects.
• STUNNING FIST (Ex): At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect. At 4th level, the monk can choose to make the target fatigued. At 8th level, he can make the target sickened for 1 minute. At 12th level, he can make the target staggered for 1d6+1 rounds. At 16th level, he can permanently blind or deafen the target. At 20th level, he can paralyze the target for 1d6+1 rounds. The monk must choose which condition will apply before the attack roll is made. These effects do not stack with themselves (a creature fatigued by Stunning Fist cannot become exhausted if hit by Stunning Fist again), but additional hits do increase the duration.
• EVASION (Ex): At 2nd level, a monk can avoid damage from many area-effect attacks. If a monk succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.
• FAST MOVEMENT (Ex): At 3rd level, a monk gains an enhancement bonus to his land speed, as shown on Table 1–2. A monk in armor or carrying a medium or heavy load loses this extra speed.
• KI POOL (Su): At 3rd level, a monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a monk’s ki pool is equal to 1/2 his monk level + his WisdomCharisma modifier. As long as he has at least 1 point in his ki pool, he can make a ki strike. At 3rd level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction. At 7th level, his unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction. At 10th level, his unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction. At 16th level, his unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness. By spending 1 point from his ki pool as a swift action, a monk can make one additional unarmed strike at his highest attack bonus when making a flurry of blows attack. This bonus attack stacks with all bonus attacks gained from flurry of blows, as well as those from haste and similar effects. A monk gains additional powers that consume points from his ki pool as he gains levels. The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.
• DRACONIC FURY (Su): At 3rd level, the scaled fist has gains the elemental fury ki power. This ability replaces the ki power normally gained at 4th level. Elemental Fury (Su) [ACID]: A monk who selects this ki power must select one type of energy: acid, cold, electricity, or fire. Once this choice is made, it cannot be changed. The monk can expend 1 point from his ki pool as a swift action to imbue his natural attacks with this energy, causing them to deal 1d6 points of damage of the chosen type for a number of rounds equal to 1/2 his monk level. A monk must be at least 6th level before selecting this ki power.
• BLOODLINE FAMILIAR: Those with an inherent connection to magic often attract creatures who feel a similar instinctive pull toward magical forces. At 1st level, a sorcerer, bloodrager, or any other character with one of the following bloodlines can choose to gain a bloodline familiar. The character gains a familiar (as a wizard’s familiar), treating her class level as her wizard level for the purposes of this ability. This familiar has an additional ability listed below based on the master’s bloodline. This replaces the 1st-level bloodline power granted by the character’s bloodline; in addition, the character gains bonus spells from her bloodline one level later than she normally would. For example, a sorcerer with the aberrant bloodline who takes a bloodline familiar would not gain the acidic ray bloodline power, and she would gain her first bonus spell at 4th level, her second bonus spell at 6th level, and so on. GMs may use the following bloodline familiar abilities as written, or employ them as guidelines for devising bloodline familiar abilities for bloodlines not listed below.
• Draconic Familiar —Dragon’s Flight (Ex): The familiar can sprout draconic wings, granting it a fly speed of 30 feet with average maneuverability for a number of minutes per day equal to 1/2 your caster level (minimum 1). These minutes need not be consecutive, but they must be spent in 1-minute increments.
-- IFRIT RACIAL TRAITS --
• Wis: -2, Dex: +2, Cha: +2
• TYPE: Outsider (Native), Humanoid (human)
• SIZE: Medium
• DARKVISION
• WILD HEART: Ifrits with this trait are as swift and dangerous as a blazing wildfire. They gain a +4 racial bonus on initiative checks. This racial trait replaces energy resistance.
• EEFRITI MAGIC: Some ifrits inherit an efreeti ancestor’s ability to magically change a creature’s size. They can cast either enlarge person or reduce person (the ifrit chooses when using this ability) once per day as a spell-like ability (caster level equals the ifrit’s level). The ifrit can use this ability to affect other ifrits as though they were humanoid creatures. This racial trait replaces the spell-like ability racial trait.
• MOSTLY HUMAN: A few ifrits, oreads, sulis, sylphs, and undines have appearances much closer to those of their human ancestors; in fact, they may not even realize their true race. Such geniekin appear to be human, save perhaps minor features like unusual eye color, and they count as humanoid (human) as well as outsider (native) for all purposes (such as humanoid-affecting spells such as charm person or enlarge person). These geniekin do not automatically gain their associated elemental language (but may select it as a bonus language if their Intelligence is high enough). This ability alters the geniekin’s type, subtype, and languages.
• FIRE IN THE BLOOD: Ifrits with this racial trait mimic the healing abilities of the mephits, gaining fast healing 2 for 1 round anytime they take fire damage (whether or not this fire damage gets through their fire resistance). The ifrits can heal up to 2 hit points per level per day with this ability, after which it ceases to function. This racial trait replaces fire affinity.
'Daagh', the HEDGEHOG Familiar 5* (Protector Archetype), N Diminutive animal
Init +3; Senses low-light vision
* Bloodrager 1 plus Boon Companion allows that all abilities of familiar are calculated as though your class were 4 levels higher which equals 5.
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Protector Archetype: Protector familiars are so devoted that they would give their lives for their masters. A tumor familiar can’t be a protector.
- Loyal Bodyguard (Ex): A protector gains Bodyguard and Combat Reflexes as bonus feats. If the familiar is sharing its master’s square, it can use Bodyguard to aid another to improve its master’s AC even if it doesn’t threaten the attacking foe, though it still needs line of effect to its master and the attacker. This replaces alertness and improved evasion.
- Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
- Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
- Shield Master (Su): At 5th level, whenever a protector or its master takes hit point damage, as long as the protector and its master are touching, its master can split the damage evenly between them as if under the effects of shield other. This replaces deliver touch spells and speak with animals of its kind.
- Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.
--Further Familiar Stats --:
- Able Defender (Ex): At 11th level, a protector gains In Harm’s Way as a bonus feat. In addition, the familiar’s hit points are now equal to its master’s total hit points (not including temporary hit points), regardless of its actual Hit Dice. This replaces spell resistance.
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Defense
AC 18, touch 17, flat-footed 15 (+3 Dex, +1 natural, +4 size)
hp ½ Setare
Fort Setare base -2
Ref +5
Will Setare base +1
Offense
Speed 20 ft.
Space 1 ft., Reach 0 ft.
Statistics
Str 1, Dex 16, Con 6, Int 2, Wis 12, Cha 7
BAB +1
CMB +0
CMD 5 (9 vs. trip)
Feats Athletic
Skills Climb +5, Stealth +19, Swim +5
Ecology
Environment tropical or temperate forests
Organization solitary or pair
Special Abilities
Spiny Defense (Ex) As a move action, a hedgehog can roll itself up into a spiny ball. While rolled up, it gains a +1 enhancement bonus to its existing natural armor, and any creature attempting to grapple the hedgehog takes 1d3 damage on making a grapple check. While rolled up, a hedgehog cannot take any action other than leaving this state. The hedgehog can leave this state as a move action.
Description
Hedgehogs are spiny, insectivorous mammals. When threatened, a hedgehog rolls up into a spiny ball as a defense mechanism.
The paladins of the Dawnflower are fierce warriors, like their goddess. They provide hope to the weak and support to the righteous. Their tenets include the following adages.
• I will protect my allies with my life. They are my light and my strength, as I am their light and their strength. We rise together.
• I will seek out and destroy the spawn of the Rough Beast. If I cannot defeat them, I will give my life trying. If my life would be wasted in the attempt, I will find allies. If any fall because of my inaction, their deaths lie upon my soul, and I will atone for each.
• I am fair to others. I expect nothing for myself but that which I need to survive.
• The best battle is a battle I win. If I die, I can no longer fight.
• I will fight fairly when the fight is fair, and I will strike quickly and without mercy when it is not.
• I will redeem the ignorant with my words and my actions. If they will not turn toward the light, I will redeem them by the sword.
• I will not abide evil, and will combat it with steel when words are not enough. I do not flinch from my faith, and do not fear embarrassment. My soul cannot be bought for all the stars in the sky.
• I will show the less fortunate the light of the Dawnflower. I will live my life as her mortal blade, shining with the light of truth.
Each day is another step toward perfection. I will not turn back into the dark.
PLANAR SAGE (2+ goals): You are versed in the ancient cultures and the bound elementals that helped built their wonders. You are trained in Knowledge (history and planes) and treat your bonus on these checks as though it were 3 plus the number of goals you have completed. If your own skill bonus is higher, you instead gain a +2 bonus on that check.
SOUL WARDEN (4+ goals): You studied ancient secrets that help anchor your soul to your body. Treat your Constitution score as 4 points higher for the purposes of determining when hit point damage kills you.
ELEMENTAL WARD (7+ goals): You are skilled at defending yourself and your allies against creatures with the air, earth, fire, or water subtypes. You and all allies within 10 feet gain a sacred bonus to AC and on all saving throws against such foes equal to 1 plus 1 for every 4 goals you have completed (rounded down).
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[X] [X] Explore an ancient site during the course of an adventure. To qualify, the original occupants must have abandoned the site at least 1,000 years ago, and it must cover at least 2,500 square feet (a 50-ft.-by-50-ft. area). (# 6-01: Trial by machine, Pathfinder Online: Thornkeep - Sanctum of a Lost Age)
[ X ] [ X ] Recruit a named NPC scholar, archaeologist, extraplanar authority, or similar figure to join the Scarab Sages. Recruitment requires a Diplomacy or Knowledge (local) check (DC = 15 + your character level). (#9-18: Scourge of the Farheavens, #4–07: Severing Ties)
[ X] Recover a gem worth at least 400 gp plus 100 gp per level you possess during an adventure. A gem-like wondrous item such as an elemental gem or a pearl of power fulfills this goal, but its market price must be at least twice this value. (Season 8: 5-08 Confirmation = Pearl of Power)
[X ] [ ] Successfully conclude — such as with violence, negotiation, or coercion—an encounter with an elemental creature. If slain, the elemental must have a Challenge Rating at least equal to your character level. (Season 8: 2-12 Below the Silver Tarn)
[X] [ X ] Participate in an adventure that includes at least two encounters that do not take place on the Material Plane. (The Midnight Mirror Module: Shadow Plane, #7–99: Through Maelstrom Rift )
[ ] Become possessed by a creature using magic jar, the malevolence ability, or a similar effect. Alternatively, permanently destroy a haunt. ()
[ ] Possess a number of ranks in one of the following skills equal to your character level (minimum 4): Appraise, Knowledge (any), or Linguistics. ()
[X] [X] [X] / [X] [X] Serve as the GM for an adventure that grants 1 or more XP, and apply the Chronicle sheet to this character.
Checking 3 boxes counts as one goal for earning faction rewards; checking all 5 counts as two goals. (#45 Delirium’s Tangle, #51 City of Strangers 1, #52 Citiy of Strangers 2, #4-12 Refuge of Time, #6-10 Wounded Wisp)
LESSONS OF HISTORY (2+ goals): You are adept at avoiding the mistakes of the past. Once per adventure when you attempt and fail an attack roll, skill check, or saving throw and then attempt that same check again, you can add an insight bonus to this second roll equal to 2 + half the number of goals you have completed (rounded down).
SOUL WARDEN (4+ goals): You studied ancient secrets that help anchor your soul to your body. Treat your Constitution score as 4 points higher for the purposes of determining when hit point damage kills you.
SAGE JEWEL CANDIDATE (7+ goals): The benefits of soul warden extend to all allies within 30 feet. After spending Prestige Points in order to be restored to life, you gain a number of temporary Prestige Points equal to half the number expended. You can spend these temporary points only to retrain your character (Pathfinder RPG Ultimate Campaign 188) before the end of your next adventure, after which time unused points are lost.
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[ ] [ ] Explore an ancient site during the course of an adventure. To qualify, the original occupants must have abandoned the site at least 1,000 years ago, and it must cover at least 2,500 square feet (a 50-ft.-by-50-ft. area). ()
[ ] [ ] Recruit a named NPC scholar, archaeologist, extraplanar authority, or similar figure to join the Scarab Sages. Recruitment requires a Diplomacy or Knowledge (local) check (DC = 15 + your character level). ()
[x] Recover a gem worth at least 400 gp plus 100 gp per level you possess during an adventure. A gem-like wondrous item such as an elemental gem or a pearl of power fulfills this goal, but its market price must be at least twice this value. (Season 8: 6-10 Confirmation = Pearl of Power; Season 9: Module 'Crypt of the Everflame' = Elemental Gem)
[ X ] [ ] Participate in an adventure in which your opponents include divs, followers of divs, or evil necromancers. (Thronkeep, Sanctum of a Lost Age: Evil necromancer )
[X] [X] Successfully complete a scenario in Season 3 of Pathfinder Adventure Card Guild: Season of Plundered Tombs.
[ ] Become possessed by a creature using magic jar, the malevolence ability, or a similar effect. Alternatively, permanently destroy a haunt. ()
[ ] Possess a number of ranks in one of the following skills equal to your character level (minimum 4): Appraise, Knowledge (any), or Linguistics. ()
[ X ] [X ] [ ] / [ ] [ ] Serve as the GM for an adventure that grants 1 or more XP, and apply the Chronicle sheet to this character. Checking 3 boxes counts as one goal for earning faction rewards; checking all 5 counts as two goals. (#8-21 Champion’s Chalice 2; 3-10 Immortal Connundrum)
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Ability interaction:
Hello everyone!
Ability interactions of note for Setare:
- As a ‘Whirling Dervish’ Swashbuckler she always tries to parry/ riposte and has dex to damage with one-handed piercing weapons and Scimitars. She uses a cestus .
- As an Unchained Monk she flurries with a cestus as this a monk weapon.
- As an Unchained Monk Scaled Fist her Charisma is used and not her Wisdom for class abilities.
- As an Unchained Monk Softstrike Monk archetype she can deal nonlethal damage without penalties and uses this with the Enforcer feat to intimidate as a free action. She can also deliver a ‘stunning fist’ with a weapon when dealing nonlethal damage.
- She has the Bodyguard feat and uses 3-4 AoO to give +4 AC to allies with the Adopted Halfling Helpful trait. (see background in case you’re interested in the Katsu of Halfling/Ifrit/Kitsune family)
- She usually fights defensively and has the Crane Style, Crane Wing, Osyluth Guile feats for +4 dodge bonus in general, +8 dodge bonus vs. melee attacks and + 13 dodge bonus vs. a single melee opponent.
- When she smites she also receives additional benefits including a her Charisma as a deflection bonus to AC. This stacks with the general charisma to AC from Scaled Fist Monk and her charisma as a dodge bonus to AC from the feat Osyluth Guile.