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About Tabar--- –– Swashbuckler (Inspired Blade, Noble Fencer) 1, Occultist (Haunt Collector) 5 –– Male N Ratfolk • TYPE: Humanoid (Ratfolk) • SIZE: Small • Darkvision 60 ft –– BACKGROUND –– :
_________________________________________________________________ –– STATS –– Str 5, Dex 20 (18+2*), Con 16, Int 20 (18+2**), Wis 8, Cha 7 * enhancement bonus from Resonant Power of Transmutation Implement
_________________________________________________________________ –– SAVES –– Fortitude: +9 (Con +3, Swashbuckler +0, Occultist +4, Abjuration Resonant Power +2) +2 bonus on saving throws against disease, and whenever he exceeds the save DC to recover from a disease effect by 5 or more, he is treated as though he had succeeded at two consecutive saving throws
_________________________________________________________________ -- COMBAT -- • Ranged to hit: +10 (BAB +4, Dex +5, Size +1) • Melee to hit: +0 (BAB +4, Str -3, Size +1) • Rapier +12 (1d4+8; 18-20/×2) To hit: Size +1, BAB +4, Weapon Focus +1, Finesse +5, Enhancement +1 / Damage: +5 from Dex via ‚Fencing Grace‘, Enhancement +1, + 2 Haunt Collector Champion Seance Boon • CMD 15 (BAB +4, Dex +5, Str -3, Size -1) • CMB +0 (BAB +4, Str -3, Size -1) or CMB (Disarm, Trip, Sunder) with Rapier +10 (+12 to hit – 2 size) • AC 23, Touch 16, FF 18 (Armor +5, Buckler +2, Dex +5, Size +1) _________________________________________________________________ -- SKILLS -- Acrobatics +14 (Rank +6, Class +3, Dex +5)
Lvl 1 to 6: each 8 skill points: 4 Class + 4 Int TOTAL: 48 skill points Languages: - Racial (Common, Ratfolk) - Intelligence: Aklo, Undercommon, Draconic, Orc - Linguistics: Tien _________________________________________________________________ –– PANACHE ––
* See Inspired Panache from Inspired Blade archetype
–– MENTAL FOCUS & IMPLEMENTS –– • Mental Focus: 12 points = Occultist level 5 + Int 5 + Extra Mental Focus feat +2
_________________________________________________________________ –– SPELLS KNOWN ––
–– SPELLS PER DAY –– • 1st level: 5 = 4 + 2 Int
_________________________________________________________________ -- TEMPORARY GEAR -- - -- GEAR -- Minor bag of holding
_________________________________________________________________ –– XP / PRESTIGE POINTS / FAME –– TOTAL OVERVIEW: * Currently: 15 XP / 1 PP / 28 Fame * Spent: 27 PP _________________________________________________________________ –– RETRAINING –– • On 2nd Level: Retrained 3 Hit Points each costing 3 days / 3 PP / 60 gp (= 3 days * 2 Lvl * 10gp) -> Total cost for retraining 3 Hit Points: 9 PP and 180 gp.
_________________________________________________________________ –– GOLD –– TOTAL OVERVIEW: * Currently: 121gp _________________________________________________________________ –– HIT POINTS –– Lvl 1 - 13 Hit Points: 10 Swashbuckler + 3 Con
TOTAL - 67 Hit Points _________________________________________________________________ -- FEATS -- • Free: ARMOR PROFICIENCY (LIGHT, MEDIUM, SHIELDS except tower shields) • Free: SIMPLE & MARTIAL WEAPON PROFICIENCY • Free: WEAPON FOCUS (Rapier) • 1st level: FENCING GRACE: When wielding a rapier one-handed, you can add your Dexterity modifier instead of your Strength modifier to that weapon’s damage. The rapier must be one appropriate for your size. You do not gain this benefit while fighting with two weapons or using flurry of blows, or anytime another hand is otherwise occupied. In addition, if you have the panache class feature, you gain a +2 bonus to your CMD against attempts to disarm you of your rapier while you have at least 1 panache point. • 3rd level: EXTRA MENTAL FOCUS: Prerequisites: Mental focus class feature. Benefit: You gain 2 additional points of mental focus. • 5th level: ADDITIONAL TRAITS: Benefit: You gain two character traits of your choice (see Chapter 8). These traits must be chosen from different lists, and cannot be chosen from lists from which you have already selected a character trait. You must meet any additional qualifications for the character traits you choose. _________________________________________________________________ -- TRAITS -- • LESSONS OF CHALDIRA (Religion: Chaldira Zuzaristan): Your studies of Chaldira Zuzaristan's exploits have given you a knack for avoiding trouble. Once per day, when you fail a saving throw, you can reroll the saving throw. You must take per day, when you fail a saving throw, you can reroll the saving throw. You must take the second result even if it is worse. (PFCo: FoP 20) • STUDENT OF PHILOSOPHY (Social): You can use your Intelligence modifier in place of your Charisma modifier on Diplomacy checks to persuade others and on Bluff checks to convince others that a lie is true. (This trait does not affect Diplomacy checks to gather information or Bluff checks to feint in combat). (PFCo: QuCa) • FATE’S FAVORED (Faith): The fates watch over you. Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1. • PRAGMATIC ACTIVATOR (Magic): While some figure out how to use magical devices with stubborn resolve, your approach is more pragmatic. You may use your Intelligence modifier when making Use Magic Device checks instead of your Charisma modifier. Additional Traits feat allows you to choose two additional trades. _________________________________________________________________ -- CLASS ABILITIES -- * CLASS ABILITIES - Swashbuckler (Inspired Blade, Noble Fencer) 1 * • SWASHBUCKLER WEAPON AND ARMOR PROFICIENCY: Swashbucklers are proficient with simple and martial weapons, as well as light armor and bucklers. (ACG).
• INSPIRED FINESSE: At 1st level, a Swashbuckler (inspired blade archetype) 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. (ACG). • INSPIRED PANACHE: More than just a lightly armored warrior, a swashbuckler is a daring combatant. She fights with panache: a fluctuating measure of a swashbuckler’s ability to perform amazing actions in combat. Your panache total is 5 points. Inspired Panache (Ex): At the start of each day, a swashbuckler (Inspired Magus archetype) gains a number of panache points equal to her Charisma modifier (minimum 1) and Intelligence modifier (minimum 1). Her panache goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1) and Intelligence 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 specific ways (see below). 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. (ACG). • DEEDS: 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). - Social Panache (Ex): At 1st level, a noble fencer can spend 1 panache point when he attempts a Bluff, Diplomacy, Intimidate, or Sense Motive check to roll 1d6 and add the result to the check. He can do this after he rolls the check but before the result is revealed. If the result of the d6 roll is a natural 6, he rolls another 1d6 and adds it to the check. He can continue to do this as long as he rolls natural 6s, up to a number of times equal to his Charisma modifier (minimum 1). Just before a verbal duel, a noble fencer can spend up to 4 panache points. For each point he spends, he selects a tactic for which he has chosen Bluff, Diplomacy, Intimidate, or Sense Motive as an associated skill and gains an edge he can only use with that tactic. This deed replaces the dodging panache deed. - 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). * CLASS ABILITIES - OCCULTIST (Haunt Collector) 5 * • OCCULTIST WEAPON AND ARMOR PROFICIENCY: An occultist is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).
• IMPLEMENTS (SU): At 1st level, an occultist learns to use two implement schools. At 2nd level and every 4 occultist levels thereafter, the occultist learns to use one additional implement school, to a maximum of seven schools at 18th level. Each implement school adds one spell per spell level of that school of magic to the occultist's spell list. No spells from any other school are considered to be on the occultist's spell list until he selects the associated implement school. He can't use spell trigger or spell completion magic items from unknown schools without succeeding at the appropriate Use Magic Device check. An occultist can select an implement school more than once in order to learn additional spells from the associated school. Each implement school is represented by a small list of objects. Every day, the occultist selects one item from that school's list to be his implement for the day for each implement school he knows. The occultist needs only one such item to cast spells of the corresponding school, unless he selected that implement school multiple times, in which case he needs one item for each set of spells gained from that school. Implements don't need to be magic items, and nonmagical implements don't take up a magic item slot even if they're worn. Whenever an occultist casts a spell, he must have the corresponding implement in his possession and present the implement to the target or toward the area of effect. This act is part of casting the spell and doesn't require any additional action. If the occultist lacks the corresponding implement, he can attempt to cast the spell, but must succeed at a concentration check (DC = 20 + the spell's level) to do so. Spells cast by an occultist without the appropriate implement are always treated as if they were cast at the minimum caster level for the spell in question (caster level 1st for a 1st-level spell, caster level 4th for a 2nd-level spell, and so on). • LEVEL 1 IMPLEMENT: TRANSMUTATION
• LEVEL 1 IMPLEMENT: ABJURATION
- 1st Level Focus power: Aegis (Su): As a standard action, you can expend 1 point of mental focus and touch a suit of armor or a shield to grant it an enhancement bonus. The bonus is equal to 1 + 1 for every 6 occultist levels you possess (to a maximum bonus of +4 at 18th level). Enhancement bonuses gained via this ability stack with those of the armor or shield, to a maximum total enhancement bonus of +5. You can also imbue the armor or shield with any one armor or shield special ability that has an equivalent enhancement bonus less than or equal to your maximum bonus granted by this ability by reducing the granted enhancement bonus by the appropriate amount. The item must have an enhancement bonus of at least +1 (from the item itself or from aegis) to gain an armor or shield special ability. In either case, these bonuses last for 1 minute.
• LEVEL 2 IMPLEMENT: ILLUSION
- Base Focus Power - Minor Figment (Sp): As a standard action, you can expend 1 point of mental focus to create a minor figment. This can function as either ghost sound or minor image. In either case, the effect lasts for a number of rounds equal to your occultist level. If you are 7th level or higher, the figment lasts for a number of minutes equal to your occultist level, and you can cause the figment to change once during its duration when a specified condition occurs. • OBJECT READING (Su): At 2nd level, an occultist learns how to read information from items he examines. Examining an item in this way requires him to spend 1 minute handling the item. If the item is a magic item, the occultist learns its properties and command word as if he had successfully examined the item using detect magic and succeeded at a Spellcraft check. This ability does not reveal whether the item is cursed unless the occultist’s class level is equal to or greater than the caster level of the item. If the item has any historical significance, the occultist learns one piece of information about its past (as determined by the GM). Finally, if the item was last used no longer than 1 day ago per the occultist’s class level, the occultist learns one piece of information about the last creature to use the item. This information might be a glimpse of the creature’s appearance, a brief vision of what it saw while using the item, or perhaps its emotional state when it last used the item. The GM determines what information is gained in this way. This functions like the psychometry occult skill unlock (see page 196), but doesn’t require a skill check and can be used at will. • SHIFT FOCUS (Su): At 4th level, an occultist gains the ability to shift his mental focus from one implement to another, though some of the focus is lost along the way. Shifting mental focus removes a number of points of mental focus from one implement and adds the same number – 1 to another implement; this takes 1 minute of quiet contemplation while touching both implements. The occultist can shift his mental focus only from one implement to another implement; he can’t shift generic focus into an implement. Unlike expending focus normally, this shift can reduce the effect of a resonant power in the implement from which the mental focus was taken. It does not, however, add to the resonant power of the implement to which the focus is added. • HAUNTIST (Su): At 5th level, a haunt collector with at least one haunted implement gains the medium’s haunt channeler class feature, with an effective medium level equal to his occultist level – 2. This ability replaces aura sight.
_________________________________________________________________ -- RATFOLK RACIAL TRAITS -- • Str: -2, Dex: +2, Int: +2 • TYPE: Humanoid (Ratfolk) • SIZE: Small (Ratfolk are Small and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth checks) • SPEED: 20 feet • SENSES: Darkvision 60 feet • TINKERER: Ratfolk gain a +2 racial bonus on Craft (alchemy), Perception, and Use Magic Device checks. • CLEANLINESS: 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. This racial trait replaces rodent empathy. • CHEEK POUCHES: Some ratfolk have developed stretchy cheek pouches that they can use to hold and carry small loads up to 1 cubic foot in volume and 10 pounds in weight, such as light weapons, potions, scrolls, and similar objects. Such a ratfolk can transfer a held object to his cheek pouches or extract an object from his cheek pouches as a swift action. As a move action that provokes an attack of opportunity, the ratfolk can instead massage all of the items held in the cheek pouches onto the ground in the square it occupies. As long as the ratfolk has at least one object in its cheek pouches, its speech is difficult to understand, and it has a 20% spell failure chance when casting spells with verbal components. This racial trait replaces swarming. • Automatic Languages: Common, Ratfolk |