Sky Master of Air

Terry PBP's page

414 posts. Alias of miteke.


Full Name

Terry

Race

| Perc +11, Acro +8, Bluff +6, Intim +8, Kn Arcana +6, Kn Dung +6, KnEng +6, Kn Rel +6, SoH +10, Scraft +7, Stealth +10, UMD +8

Classes/Levels

| Active Conditions: Mount, Barkskin, Shield, Mirror Image (4 images), Long Arm

Gender

Male L/N Human Magus/5 Swash(IB)/3 | HP: 56/56 | AC/FF/Tch: 27/21/16 23/18/15 | CMB: +5, CMD: 20 | F/R/W:+6/8/5 | Init: +15 6 | Speed 30 ft

Languages

Common, Osiriani, Undercommon, Varisian, Abyssal

Strength 10
Dexterity 18
Constitution 12
Intelligence 14
Wisdom 10
Charisma 14

About Terry PBP

Resource Tracking:

***********************************
***********************************
Loot Held:
Wand of CLW uses:
***********************************
***********************************


Involved in ? scenario

Terry's mother, Arachnid, is quite a character. First of all she is a witch, second of all she devoutly worships Mazmezz as does her whole family. Terry is quite certain she married his father for his money and offed him quickly after. So quickly it was a wonder Terry was born. She does, however, have a weak spot for her son and is a doting mother. Unfortunately her idea of doting is to take him into dark places to play with spiders and scorpions or to watch live sacrifices. Needless to say a bit of rebellion was in order when Terry grew to maturity. Did I mention that Terry is short for Tarrantuala? His dealings with his mother gave him a head start in his current occupation, tomb raiding. A little dangerous, but not as dangerous as visiting home.

Main Stats:

Terry L/N Male Human Legendary Swashbuckler (Rapscallion)

Str 11, +0 {10[race] +1[1 points spent]}
Dex 17, +3 {12[race] +5[7 points spent]}
Con 14, +2 {10[race] +4[5 points spent]}
Int 12, +0 {10[race] +2[2 points spent]}
Wis 10, +0 {10[race] +0[0 points spent]}
Cha 16, +3 {12[race] +4[5 points spent]}

HP 13 {+10[1d10] +2[con] +1[favored class-swashbuckler]}
Init +3 {+3[dex]}
Senses Normal
Perception +6
Speed 30 ft.
Base Attack +1
Languages Common, Osirian, Abyssal

Defense:

CMD +4 {10 +1[BAB] +0[str] +3[dex]}
AC normal 17, touch 13, flat-footed 15 {10 +3[dex] +4[chain shirt] +1[buckler]}
Fort +2 {+2[con] +0[class]}
Ref +5 {+3[dex] +2[class]}
Will +0 {+0[wis] +0[class]}
Special Saving Throw Bonuses:
  • None

  • Offense:

    CMB +1 {+1[BAB] +0[str]}

    Normal Attacks

  • +4/1d6 Weapon [crit 20/x2; S) {+1[BAB] +3[dex]/dice +0[str]}

    Ranged

  • +4/1d8 Chakram [rng: 30 ft;crit 20/x2; P] {+1[BAB] +3[dex]/d1d8 +0[str]}

    Specials


  • [
    Skills:

    Skill Ranks 7 {(4+1[int]+2[background]) * 1[class level]}

    Acrobatics +4 {+1[ranks] +3[dex] +3[class] -3[ACP]}
    Appraise +1 {+0[ranks] +1[int]}
    Bluff +7 {+1[ranks] +3[cha] +3[class]}
    Climb +1 {+1[ranks] +0[str] +3[class] -3[ACP]}
    Craft +1 {+0[ranks] +1[int]}
    Diplomacy +3 {+0[ranks] +3[cha] +3[class]}
    Disable Device +5 {+1[ranks] +3[dex] +4[class/trap finder] -3[ACP]}
    Disguise +3 {+0[ranks] +3[cha]}
    Escape Artist +0 {+0[ranks] +3[dex] +3[class] -3[ACP]}
    Fly +0 {+0[ranks] +3[dex] -3[ACP]}
    Handle Animal N/A {+0[ranks] +3[cha]}
    Heal +0 {+0[ranks] +0[wis]}
    Intimidate +3 {+0[ranks] +3[cha] +3[class]}
    Knowledge
    - arcana N/A {+0[ranks] +1[int]}
    - dungeoneering N/A {+0[ranks] +1[int]}
    - engineering N/A {+0[ranks] +1[int]}
    - geography N/A {+0[ranks] +1[int]}
    - history N/A {+0[ranks] +1[int]}
    - local N/A {+0[ranks] +1[int] +3[class]}
    - nature N/A {+0[ranks] +1[int]}
    - nobility N/A {+0[ranks] +1[int] +3[class]}
    - planes N/A {+0[ranks] +1[int]}
    - religion N/A {+0[ranks] +1[int]}
    Linguistics N/A {+0[ranks] +1[int] - lng}
    Perception +4 {+1[ranks] +0[wis] +3[class]}
    Perform (Acting) +7 {+1[ranks] +3[cha] +3[class]}
    Profession
    - XX N/A {+0[ranks] +0[wis] +3[class]}
    Ride +0 {+0[ranks] +3[dex] +3[class] -3[ACP]}
    Sense Motive +0 {+0[ranks] +0[wis] +3[class]}
    Sleight of Hand +4 {+1[ranks] +3[dex] +3[class] -3[ACP]}
    Spellcraft N/A {+0[ranks] +1[int}
    Stealth +0 {+0[ranks] +3[dex] -3[ACP]}
    Survival +0 {+0[ranks] +0[wis]}
    Swim -3 {+0[ranks] +0[str] +3[class] -3[ACP]}
    Use Magic Device N/A {+0[ranks] +2[cha}

    Notes:

  • Gear:

    20 Rapier 1d6 Weight 2 lbs.;Critical 18-20/x2; Type P;
    100 Chain Shirt Weight 25 lbs., Armor Bonus +4; Max Dex Bonus +4; Armor Check Penalty -2
    5 Charkam Weight 1 lb.; 1d8; Critical x2; Range 30 ft.; Type S;
    45 gp

    38 lbs light encumbrance

    Racial Traits, Traits, and Feats:

    Human RaceSpecials
  • +2 to One Ability Score: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
  • Medium: Humans are Medium creatures and receive no bonuses or penalties due to their size.
  • Normal Speed: Humans have a base speed of 30 feet.
  • Bonus Feat: Humans select one extra feat at 1st level.
  • Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
  • Languages: Humans begin play speaking Common. Humans with high Intelligence
    scores can choose any languages they want (except secret languages, such as
    Druidic).
  • Dual Talent: Some humans are uniquely skilled at maximizing their natural gifts. These humans pick two ability scores and gain a +2 racial bonus in each of those scores. This racial trait replaces the +2 bonus to any one ability score, the bonus feat, and the skilled traits.

    Starting Traits

  • Trap Finder (campaign) Forgotten dungeons and ancient tombs have always held an appeal for you, and you’ve never been able to resist the urge to delve into these lost sites in search of knowledge, treasure, or both. You may not have received any formal training in the roguish arts, but you’ve nonetheless become skilled at spotting and disabling hidden traps. The tombs of Wati’s necropolis, just opened for exploration, seem like the perfect place to put your skills to the test. You gain a +1 trait bonus on Disable Device checks, and that skill is always a class skill for you. In addition, you can use Disable Device to disarm magic traps, like a rogue.
  • Killer (combat): You made your first kill at a very young age and found the task of war or murder to your liking. You either take particular pride in a well-placed blow, or find vile pleasure in twisting the blade to maximize your target's pain. You deal an amount of additional damage equal to your weapon's critical hit modifier when you score a successful critical hit with a weapon; this additional damage is added to the final total, and is not multiplied by the critical hit multiple itself. This extra damage is a trait bonus.

    Feats

  • 1 - Weapon Focus (Rapier)
  • 1 vag - Improved Dirty Trick
  • 3 - Fencing Grace
  • 5 - Greater Dirty Trick

  • Swashbuckler Abilities:

  • Panache
  • - Panache pool 3[cha]
  • - Critical Hit: Each time the swashbuckler confirms a critical hit with a weapon belonging to a fighter weapon group that she has selected with swashbuckler weapon training, she regains a number of panache points based upon the weapon’s critical damage multiplier; she regains 1 panache point for weapons with a x2 multiplier, 2 panache points for weapons with a x3 multiplier, 3 panache points for weapons with a x4 multiplier, and so on. 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.
  • - Killing Blow: Each time the swashbuckler reduces a creature to 0 or fewer hit points with a weapon belonging to a fighter weapon group that she has selected with swashbuckler weapon training, she regains 1 panache point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the swashbuckler’s character level to 0 or fewer hit points doesn’t restore any panache.
  • 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. In addition, a swashbuckler gains additional deeds from her personage. 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 a skill check with a Strength-, Dexterity, or Charisma-based skill 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 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).
  • - 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.
  • - Precise Strike (Ex): At 1st level, while she has at least 1 panache point, a swashbuckler gains the ability to strike precisely with any weapon that belongs to a fighter weapon group that she has selected with swashbuckler weapon training (though not natural weapons), adding her swashbuckler level to the damage dealt. The swashbuckler only gains the benefit of this deed with a weapon held in her primary hand; weapon attacks made with her secondary hand do not receive this benefit. If she is wielding a weapon in two hands or in her off-hand, she adds half of her swashbuckler level to the damage dealt (minimum 0) instead of her full swashbuckler level. The swashbuckler can use this ability with thrown 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).
  • Personage (Ex): Each swashbuckler possesses a specific style and persona known as her personage. The personage grants the swashbuckler a number of bonuses and special abilities. This personage often represents the swashbuckler’s upbringing and personal persona, and is the source of her panache. A swashbuckler must pick one personage upon taking her first level of swashbuckler. Once made, this choice cannot be changed.
  • Swashbuckler Weapon Training (Ex): At 1st level, a swashbuckler selects one fighter weapon group(light blades). She gains the benefits of the Weapon Finesse feat with all melee weapons belonging to her chosen fighter weapon group. This ability counts as having the Weapon Finesse feat for purposes of meeting feat prerequisites. Every four levels thereafter (5th, 9th, 13th, and 17th), a swashbuckler becomes further trained in another group of weapons. She gains the benefits of the Weapon Finesse feat with all melee weapons belonging to this group. In addition, she gains a +1 bonus on attack rolls and damage rolls with weapons belonging to her previously selected weapon groups as well as the benefits of the Improved Critical feat. For example, when a swashbuckler reaches 5th level, she gains the benefits of the Weapon Finesse feat with all melee weapons belonging to one weapon group and a +1 bonus on attack and damage rolls and the benefits of the Improved Critical feat with the weapon group selected at 1st level. Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or more groups. A swashbuckler also adds this bonus to any combat maneuver checks made with weapons from this group. This bonus also applies to the swashbuckler’s Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.

  • Vagabond Personage:

    Masters of dirty fighting and gang-up tactics, vagabond swashbucklers use their impressive swordplay and flair to strike telling blows upon their rivals when they are least prepared for them.
  • Bonus: At 1st level, a vagabond swashbuckler gains Improved Dirty Trick as a bonus feat and is considered to have Combat Expertise for the purpose of meeting the prerequisites of feats that have Improved Dirty Trick as a prerequisite (such as Greater Dirty Trick).
  • Personage Abilities: A swashbuckler with the vagabond personage gains the following abilities as she increases in level.
  • - Vagabond Tactics (Ex): At 2nd level, a vagabond swashbuckler increases the bonus that she receives when flanking with an ally to +4.
  • - Distracting Flanker (Ex): At 10th level, when a vagabond swashbuckler flanks an opponent, that opponent takes a –2 penalty on attack rolls against all opponents other than the swashbuckler. If multiple vagabond swashbucklers with this ability flank the same opponent, this penalty does not stack.
  • - Master Flanker (Ex): At 18th level, a vagabond swashbuckler gains a flanking bonus if any square she threatens counts for flanking.
  • Personage Deeds: A swashbuckler with the vagabond personage gains the following deeds when she reaches the appropriate level.
  • - Vagabond Precision (Ex): At 3rd level, while she has at least 1 panache point, a vagabond swashbuckler doubles her precise strike deed’s damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the swashbuckler flanks her target. If she uses her precise strike deed’s ability to double her precise strike damage while benefiting from this ability, she triples her precise strike damage for that attack.
  • - Superior Feint (Ex): At 7th level, a vagabond swashbuckler with at least 1 panache point can, as a standard action, purposefully miss a creature she could make a melee attack against with a wielded melee weapon. When she does, the creature is denied its Dexterity bonus to AC until the start of the swashbuckler’s next turn. By spending 1 panache point when she uses this ability, the creature is denied its Dexterity bonus until the end of the swashbuckler’s next turn instead.
  • - Flanking Foil (Ex): At 11th level, while she has at least 1 panache point, a vagabond swashbuckler gains the benefits of the Flanking Foil feat (Pathfinder RPG Ultimate Combat). In addition, the swashbuckler also denies that opponent the ability to provide a flank for its allies until the start of the swashbuckler’s next turn.
  • - Corner Foe (Ex): At 15th level, a vagabond swashbuckler can spend 1 panache point whenever her target is adjacent to an impassable obstacle (such as a pit or a wall) in order to render that opponent flat-footed against all attacks for as long as that opponent is adjacent to that obstacle and threatened by the swashbuckler. This ability ends if the opponent is no longer adjacent to the triggering obstacle or is no longer within the swashbuckler’s threatened area. An opponent with uncanny dodge is unaffected by this ability.
  • - Vagabond Distraction (Ex): At 19th level, while she has at least 1 panache point, any opponent that a vagabond swashbuckler is flanking cannot make attacks of opportunity against any opponent except for the swashbuckler. If multiple vagabond swashbucklers with this ability flank the same opponent, that opponent can make attacks of opportunity against all such characters.

  • Rapscallion Archtype Abilities:

    Though no less a braggart compared to other swashbucklers,
    a rapscallion forgoes any semblance of honor in favor of
    dastardly tricks and surprise assaults against unprepared foes.

    Class Skills:

  • A rapscallion gains 6 skill ranks + a number of skill ranks equal to her Intelligence modifier at each level, instead of the normal 4 skill ranks + Intelligence modifier at each level. Furthermore, Stealth (Dex) is a class skill for the rapscallion. This ability alters the rapscallion’s list of class skills.
  • Weapon and Armor Proficiency: A rapscallion is proficient with all simple weapons, plus the cutlass, hand crossbow, rapier, sap, shortbow, and short sword. She is proficient with light armor, but not with shields. This ability replaces the swashbuckler’s weapon and armor proficiencies.
  • Panache (Ex): Beginning at 3rd level, a rapscallion regains 1 panache point whenever she rolls a 6 on a sneak attack damage dice. She cannot regain more than one panache point per round in this way. This ability alters panache.
  • Deeds: The rapscallion gains the following deeds, each of which replaces an existing swashbuckler deed.
  • - Dastardly Swordplay (Ex): At 3rd level, while she has at least 1 panache point, a rapscallion doesn’t provoke attacks of opportunity when making a dirty trick combat maneuver with a melee weapon. When she makes a full attack, a rapscallion can spend 1 panache point in order to make one additional dirty trick maneuver at her highest base attack bonus. The rapscallion may only use this deed in conjunction with a melee weapon that belongs to a fighter weapon group that she has selected with swashbuckler weapon training This deed replaces kip-up.
  • - Sneak Attack (Ex): At 3rd level, the rapscallion can make a sneak attack as long as she has at least 1 point of panache. This is as the rogue ability of the same name. At 3rd level, her sneak attack damage is +1d6. This increases by 1d6 at 6th level and every three levels thereafter. If she gets a sneak attack bonus from another source, the bonuses on damage stack. This deed replaces precise strike.
    Masterful Feint (Ex): At 7th level, while she has at least 1 panache point, a rapscallion can feint as a swift action instead of a standard action. Additionally, when a rapscallion successfully feints an opponent while she has at least 1 panache point, that opponent is denied its Dexterity bonus to AC against all attacks that she makes until the start of her next turn. This deed replaces swashbuckler’s grace.
  • - Rapscallion Talent: Beginning at 4th level, a rapscallion can select one of the following rogue talents in place of a bonus feat: befuddling strike*, bleeding attack*, camouflage, charmer, coax information, convincing lie, deft palm, distracting attack*, expert leaper, false friend, fast stealth, follow clues, guileful polyglot, hold breath, honeyed words, iron guts, ledge walker, nimble climber, obfuscate story, offensive defensive*, peerless maneuver, positioning attack, quick disguise, resiliency, rogue crawl, rope master, slow reactions*, sniper’s eye, steal the story, and surprise attack. The rapscallion must meet all of the talent’s prerequisites, if any.