Forwell Hog

Tesson's page

224 posts. Organized Play character for Zinou.


Race

HP: 50/50| Permanent Feather Fall | AC: 17 | T: 12 | FF: 16 | CMD: 19 | Fort: +10 | Ref: +5 | Will: +6 (+2 vs mind affecting effects and disease + resists level drain) | Init: +1 | Perc: +10 | Sense Motive: +4 | Speed: 30 ft.

Classes/Levels

Tracked Resources:
Spells: 0 - 4 ; 1 - 5/6 ; 2 - 2/3 ; Arcane Pool: 2/7 ; Panache: 6/6 ; Fly: 3/5 ; Levitate: 1/1 ; Erase SLA: 3/3

Gender

Male Dhampir (Ru-Shi) Drunken Dude 6 |

Size

Medium

Alignment

CG

Deity

Caïodar Claydan

Occupation

Priest of ccccccden clän

Strength 18
Dexterity 12
Constitution 14
Intelligence 20
Wisdom 10
Charisma 7

About Tesson

Macros:

[dice=Perception]1d20+10[/dice]
[dice=Initiative]1d20+1[/dice]
[dice=Disarm]1d20+12[/dice] Don't forget Dirty Fighting.

[dice=Mighty Magical Tankard]1d20+10+2[/dice]
for [dice=Bludgeoning]1d3+4+2[/dice]

Quest: Buy Cailean's Fighting Tankard.

SLA: Can cast Erase 3/d.

Tesson (and Compost, his trustworthy mangoose)
Male Dhampir (Ru-Shi) Swashbuckler (Inspired Blade) 1 / Magus (Hexcrafter) 5 | 6.0
CG Medium Humanoid (dhampir)
Init +1 ; Senses Darkvision 60 feet ; Low-light vision ; Perception +10

Appearance:
Coming soon !

Background:
Coming soon !

Defense
AC 17, touch 12, flat-footed 16 (+5 Armor, +1 Dex, +1 deflection)
HP 50
Fort +10, Ref +5, Will +6 (+2 vs mind affecting effects and disease + resists level drain)
Weakness –1 penalty on saves against sonic effects and spells.

Offense
Speed 30 ft.
Melee Mudane tankard(s) of impending doom +10 (1d3+4/20/x2)
Ranged Several thrown objects +3 (1d4+4/20/x2)

Magus Spells (CL 6th [thanks to Magical Knack], Concentration +11)
0 (at will) – Arcane Mark ; Brand ; Daze ; Grasp ; DC 15
1st (6/day) – Chill Touch (O) ; Color Spray ; Expeditious Retreat ; Frostbite (O) ; Grease (O) ; Longarm ; Mount ; Shocking Grasp (-O) ; True Strike ; Vanish (O) ; DC 16
2nd (3/day) – Bladed Dash (O) ; Frigid Touch (-) ; Glitterdust ; Mirror Image (O) ; DC 17

Special Abilities
Active

Deeds:

Panache: 6/day. (charisma, min 1, + intelligence, min 1)

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).

Dodging Panache (Ex): At 1st level, when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modifier (minimum 0) against the triggering attack. This movement doesn’t negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load.

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.

Arcane Pool (Su):

Arcane Pool: 7/d.

At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.

At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.

At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal. Adding these properties consumes an amount of bonus equal to the property's base price modifier (see the Magic Weapon Special Ability Descriptions). These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus.

A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.

Spell Combat (Ex):

At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.

Spellstrike (Su):

At 2nd level, whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon's critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.

Magus Arcana:

As he gains levels, a magus learns arcane secrets tailored to his specific way of blending martial puissance and magical skill. Starting at 3rd level, a magus gains one magus arcana. He gains an additional magus arcana for every three levels of magus attained after 3rd level. Unless specifically noted in a magus arcana's description, a magus cannot select a particular magus arcana more than once. Magus arcana that affect spells can only be used to modify spells from the magus spell list unless otherwise noted.

Arcana Known:
1) Familiar (Ex): The magus gains a familiar, using his magus level as his effective wizard level. This familiar follows the rules for familiars presented in the arcane bond wizard class feature.
Familiar chosen: Compost, Mangoose. (+2 fort save)

2) Maneuver Mastery (Ex): The magus has mastered one combat maneuver. He selects one maneuver when selecting this arcana. Whenever he is attempting the selected maneuver, he uses his magus level in place of his base attack bonus (in addition to any base attack bonus gained from other classes). A magus can select this magus arcana more than once. Its effects do not stack. Each time he selects this arcana, he selects another combat maneuver.
Maneuver chosen: Disarm

Hexes:

Flight (Su): The witch grows lighter as she gains power, eventually gaining the ability to fly. At 1st level, the witch can use feather fall at will and gains a +4 racial bonus on Swim checks. At 3rd level, she can cast levitate once per day. At 5th level, she can fly, as per the spell, for a number of minutes per day equal to her level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments. This hex only affects the witch.

Passive
Darkvision 60 feet ; Low-light vision
Skilled: Ru-Shi have a +2 racial bonus on Acrobatics and Knowledge (engineering).

Undead Resistance: Dhampirs gain a +2 racial bonus on saving throws against disease and mind-affecting effects.

Weakness: Ru-shis take a –1 penalty on saves against sonic effects and spells.

Negative Energy Affinity: Though a living creature, a dhampir reacts to positive and negative energy as if it were undead—positive energy harms it, while negative energy heals it.

Spell-Like Ability: Ru-shis gain erase as a spell-like ability three times per day as a spell-like ability. The caster level for this ability equals the dhampir's class level.

Resist Level Drain (Ex): A dhampir takes no penalties from energy drain effects, though he can still be killed if he accrues more negative levels then he has Hit Dice. After 24 hours, any negative levels a dhampir takes are removed without the need for an additional saving throw.

Statistics
Str 18, Dex 12, Con 14, Int 20, Wis 10, Cha 7
Base Atk +4; CMB +8 ; CMD 19

Feats Catch Off-Guard (lvl 1), Dirty fighting (lvl 3), Extra magus arcana (maneuver mastery) (lvl 5), Improved Disarm (Magus 5 bonus feat),

Traits Magical knack, Surprise Weapon.

Skills ACP=0
Acrobatics +11 (5 ranks)
Appraise +5
Bluff +2 (1 rank)
Climb +8 (1 rank)
Diplomacy +2 (1 rank)
Disguise -2
Escape Artist +5 (1 rank)
Heal +0
Intimidate +2 (1 rank)
Knowledge (Arcana) +13 (5 ranks)
Knowledge (Dungeoneering, Nobility and Local) +9 (1 rank)
Knowledge (Engineering) +8 (1 rank)
Knowledge (Planes) +13 (5 ranks)
Perception +10 (5 ranks due to the Headband of Intelligence)
Ride +1
Sense Motive +4 (1 rank)
Sleight of Hand +5 (1 rank)
Spellcraft +14 (6 ranks)
Stealth +1
Survival +0
Swim +12 (1 rank and +4 from Hex of Flight)

Languages Common, Dwarven, Thassilon, Draconic

Consumables
Wand of ILW (40 charges)
Wand of Shield (50 charges)
Wand of Infernal Healing (44 charges)

Other Gear
10x Tankards, +1 Mithral Chainshirt, +2 Cloak of Resistance, +1 Ring of protection, Magus' kit, +2 int headband (skill: perception), +2 belt of strength,

Boons:

None!

PFS information for the GM:
PFS #93583-18
XP: 15 (normal advancement)
Faction: Liberty's Edge
Fame: 24 / Prestige: 10
Tesson's additional resources can be scanned on demand for GMs, please ask via PM.

Chronicles applied:
#1 - 2016 GM Boon #4 Grave-Blooded (play a dhampir character)
#2 - #2-Special Year of the Shadow Lodge (1 xp, 2 fame, GM Credit)
#3 - AP #67 The Snows of Summer (3 xp, 4 fame, Campaign Credit)
#4 - AP #37 Souls for Smuggler's Shiv (3 xp, 4 fame, Campaign Credit)
#5 - #1-45 Delirium's Tangle (1 xp, 2 fame)
#6 - #8-22 Wrath of the Fleshwarped Queen (1 xp, 2 fame)
#7 - #9-01 The Cost of Enlightenment (1 xp, 2 fame)
#8 - #9-02 A Case of Missing Persons (1 xp, 2 fame)
#9 - #4-07 Severing Ties (1 xp, 2 fame, GM Credit)
#10 - #9-22 Grotto of the Deluged God (1 xp, 2 fame)
#11 - #0-04 The Frozen Fingers of Midnight (1 xp, 2 fame, GM Credit)
#12 - #9-18 Scourge of the Farheavens (1 xp, 2 fame)