Rotrovio

The Black's page

19 posts. Organized Play character for DEREK LANE 127.


Full Name

The Black (PFS#1676-2001)

Race

Human

Classes/Levels

Swashbuckler 1 | HP19/19 | AC 20 / 20 | F +4, R +8, W +5 | Perception +5| [dice=Rapier]1d20+6[/dice] [dice=Dmg (P)]1d6+2[/dice]

Gender

Male

Size

M

Age

25

Alignment

N

Strength 14
Dexterity 16
Constitution 12
Intelligence 10
Wisdom 10
Charisma 16

About The Black

A dashing hero with an outrageous accent and an ego to match, on the run from a Taldan senator's husband because of an unfortunate, but very enjoyable, misunderstanding.
"Eet eez past midnight. Ah am too tired to kill you. Come back tomorrow, eh?"

The Black
Male human swashbuckler 1 Advanced Player's Guide, 83
N, Medium, Human, Humanoid
Perception +5 (+7 to initiative rolls)
Languages Common, Kelish

Skills
Acrobatics +6 (+8 to initiative rolls)
Athletics +5 (+7 to initiative rolls)
Deception +6 (+8 to initiative rolls)
Diplomacy +6 (+8 to initiative rolls)
Heraldry Lore +3
Performance +6
Scouting Lore +3
Society +3
Stealth +3 (+5 to initiative rolls)
Thievery +6

Str 14 (+2), Dex 16 (+3), Con 12 (+1), Int 10 (+0), Wis 10 (+0), Cha 16 (+3)

Other Items studded leather, dagger, rapier, sling (20 sling bullets), backpack, bandolier, bedroll, belt pouch, belt pouch, chalks (10), flint and steel, handheld musical instrument, rations (1 week)s (2), rope (foot)s (50), sheath, soap, torchs (5), waterskin, purse (8 gp; 2 sp)

DEFENSE
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AC 20; Fort +4; Ref +8; Will +5
HP 19 Hero Points 1

OFFENSE
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Speed 25 feet
Melee [1] dagger +6 (versatile Slsh, thrown 10 ft., agile, finesse), Damage 1d4+2 Pier
Melee [1] rapier +6 (disarm, deadly (1d8), finesse), Damage 1d6+2 Pier
Ranged [1] dagger +6 (versatile Slsh, thrown 10 ft., agile, finesse), Damage 1d4+2 Pier
Ranged [1] sling +6 (propulsive, range increment 50 feet, reload 1), Damage 1d6+1 Blud

ABILITIES
Confident Finisher [1] (finisher, swashbuckler) You gain an elegant finishing attack you can make when you have panache. The finisher trait is described on page 87. You gain the Confident Finisher action.

Confident Finisher
You make an incredibly graceful attack, piercing your foe’s defenses. Make a Strike with a weapon or unarmed attack that would apply your precise strike damage, with the following failure effect.
Failure You deal half your precise strike damage to the target. This damage type is that of the weapon or unarmed attack you used for the Strike.

Fencer You move carefully, feinting and creating false openings to lead your foes into inopportune attacks. You are trained in Deception. You gain panache during an encounter whenever you successfully Feint or Create a Diversion against a foe.

Panache You care as much about the way you accomplish something as whether you actually accomplish it in the first place. When you perform an action with particular bravado, you can leverage this moment of verve to perform spectacular, deadly maneuvers. This state of flair is called panache, and you are either in a state of panache or you are not.
You gain panache by successfully performing the skill check associated with specific actions that have a bit of flair, including Tumble Through (Core Rulebook 240) and additional actions determined by your swashbuckler’s style (see below). At the GM’s discretion, after succeeding at a check to perform a particularly daring action, such as swinging on a chandelier or sliding down a drapery, you also gain panache if your result is high enough (typically the very hard DC for your level, but the GM can choose a different threshold).
While you have panache, you gain a +5-foot status bonus to your Speeds and gain a +1 circumstance bonus to checks to Tumble Through or to take any actions that give you panache due to your style. The precise strike class feature (page 85) also causes you to deal extra precision damage while you have panache. Powerful finisher actions, including Confident Finisher (page 85), can be used only while you have panache and cause you to lose your panache.
Normally, you gain and use panache only in combat encounters; when an encounter ends, you lose panache.

Precise Strike You strike with flair. When you have panache and you Strike with an agile or finesse melee weapon or agile or finesse unarmed attack, you deal 2 additional precision damage. If the strike is part of a finisher, the additional damage is 2d6 precision damage instead.
As your swashbuckler level increases, so does your additional damage for precise strike. Increase the amount of additional damage on a Strike and the number of additional dice on a finisher by one at 5th, 9th, 13th, and 17th levels.

Feats
Flying Blade
Hobnobber
Incredible Initiative
Natural Ambition
Nimble Dodge

Other Andoran, horizon hunters champion, swords (3)