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Tindertwig and Dirtbag's page

No posts. Organized Play character for Dorian 'Grey'.


Full Name

Flynn Carsen

About Tindertwig and Dirtbag

Swashbuckler(Acrobatic/Druid) 20 Crunch:

Flynn Carsen
Ancestry Grippli Heritage Windweb Background Unsponsored
Class Swashbuckler [Acrobatics Dedication/ Druid Dedication] 20 Deity None
Alignment CG Size S Traits UncommonGrippliHumanoid
Perception [+32](M) Low-Light Vision
Languages grippli, common, Aquan, Boggard, Draconic, Elven, Iruxi, Sylvan
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AC 44/45(M),Fort [+34](M),Ref [+39](L) Evasion, Will [+35](M) Resolve
Shield spell + Hardness Max HP BT Current HP
Resistances & Immunities
HP 326
Class DC 34(M)
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Speed 45'/ 55'
Melee(M) +3 Major Striking Scorpion Whip +35 (5d4-1+6d6 Finisher plus 6d6 Bleed plus On Critical 1d4 persistent poison damage) Traits S Disarm, Finesse, Reach, Trip, Uncommon
Ranged(M)
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Str 8 Dex 22 Con 20 Int 10 Wis 20 Cha 20
Skills
Acrobatics +34(L), Deception +27(T), Diplomacy +34(L), Intimidation +32(M), Medicine +31(M), Nature +27(T), Academia Lore +22(T), Library Lore(L)+28, Jungle Lore(L)+28, Magaambya Lore.(L)+28, Stealth +34(L), Survival +27(T), Performance +27(T)
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Ancestry Feats & Abilities
Jungle Strider (1st; Grippli)
Grippli Glide (5th; Grippli)
Absorb Toxin (9th; Grippli)
Envenomed Blade (13th; Grippli)
Ricocheting Leap (17th; Grippli)

Skill Feats
Intimidating Glare (1st; Background)
Bon Mot (1st; Wit)
Battle Medicine (2nd; skill)
Group Impression (3rd; Swashbuckler skill)
Acrobatic Performer (4th; skill)
Additional Lore Library Lore (6th; skill)
Kip Up (7th; Swashbuckler skill)
Swift Sneak (8th; skill)
Foil Senses (10th; skill)
Shameless Request (12th; skill)
Additional Lore Jungle Lore (14th; skill)
Aerobatics Mastery (15th; Swashbuckler skill)
Advanced First Aid (16th; skill)
Additional Lore Magaambya Lore. (18th; skill)
Legendary Sneak (20th; skill)

General Feats
Godless Healing (3rd)
Graceful Leaper (7th)
? (11th)
Toughness (15th)
Canny Acumen Fortitude (19th)

Class Feats & Abilities
Style Wit
One for All (1st; Swashbuckler)
Acrobatics Dedication / Druid Dedication Leaf (2nd; Acrobatic Dedication; Druid Dedication)
Leading Dance / Druid Basic Spellcasting (4th; Swashbuckler; Druid)
Attack of Opportunity / Order Spell Goodberry (6th; Swashbuckler; Druid)
Bleeding Finisher / Primal Breadth (8th; Swashbuckler; Druid)
Reflexive Riposte / Poison Resistance (10th; Swashbuckler; Druid)
Derring Do / Expert Druid Spellcasting (12th; Swashbuckler; Druid)
? / Green Empathy (14th; Acrobatic; Druid)
Tumbling Opportunist / Eerie Environs (16th; Acrobatic; Druid)
Felicitous Riposte / Master Druid Spellcasting (18th; Swashbuckler; Druid)
Panache Paragon / ? (20th; Swashbuckler; Druid)

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Magic Tradition
Primal
Spell Attack Roll (M) +31
Spell DC (M) 41

Cantrips
1. Guidance
2. Electric Arc

Spells
1st Jump, Mud Pit
2nd Waterbreathing, Faerie Fire
3rd Haste, Mad Monkeys
4th Fly, Speak with Plants
5th Darkvision (heightened), Tree Stride
6th Chain Lightning, Vital Beacon (heightened)
7th Plane Shift
8th Regenerate
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Items
+3 Resilient(Major), explorer's clothes

Bulk

Swashbuckler Class Abilities:

Confident Finisher
You gain an elegant finishing attack you can make when you have panache. You gain the Confident Finisher action.

Confident Finisher
FinisherSwashbuckler
Source Advanced Player's Guide pg. 85 2.0
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.

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 and additional actions determined by your swashbuckler's style. 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 also causes you to deal extra precision damage while you have panache. Powerful finisher actions, including Confident Finisher 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.

Great Fortitude
Level 3
Your physique is incredibly hardy, granting you increased endurance. Your proficiency rank for Fortitude saves increases to expert.

Opportune Riposte
Level 3
You turn the tables on foes who fumble, capitalizing immediately on their mistake. You gain the Opportune Riposte reaction.
Opportune Riposte
Swashbuckler
Source Advanced Player's Guide pg. 86 2.0
Trigger A foe within your reach critically fails a Strike against you.
You take advantage of an opening from your enemy's fumbled attack. You either make a melee Strike against the triggering foe or attempt to Disarm it of the weapon it used for the Strike.

Stylish Tricks
Level 3
At 3rd level, 7th level, and 15th level, you gain a skill feat. This feat must be for Acrobatics or the trained skill from your swashbuckler's style.

Vivacious Speed
Level 3
When you've made an impression, you move even faster than normal, darting about the battlefield with incredible speed. Increase the status bonus to your Speeds when you have panache to a +10-foot status bonus; this bonus increases by 5 feet at 7th, 11th, 15th, and 19th levels. When you don't have panache, you still get half this status bonus to your Speed, rounded down to the nearest 5-foot increment.

Weapon Expertise
Level 5
You've dedicated yourself to learning the intricacies of your weapons. Your proficiency ranks for simple weapons, martial weapons, and unarmed attacks increase to expert. You gain access to the critical specialization effects of all weapons for which you have expert proficiency.

Evasion
Level 7
You've learned to move quickly to avoid explosions, a dragon's breath, and worse. Your proficiency rank for Reflex saves increases to master. When you roll a success on a Reflex save, you get a critical success instead.

Weapon Specialization
Level 7
You've learned how to inflict greater injuries with the weapons you know best. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you're a master and 4 if you're legendary.

Exemplary Finisher
Level 9
You execute your finishing moves with spectacular flair, adding special effects to your finishers. If a Strike you make as part of a finisher hits a foe, you add one of the following effects to the Strike, depending on your swashbuckler's style.

Swashbuckler Expertise
Level 9
You perform swashbuckling techniques with exceptional flair, making them harder to resist. Your proficiency rank for your swashbuckler class DC increases to expert.

Continuous Flair
Level 11
While not equal to the heights of your panache in combat, you have a dramatic flair about you in any situation. Whenever you succeed at a check during exploration that would have granted you panache in combat, you gain a +1 circumstance bonus to further checks for actions that would grant you panache in combat. This benefit ends when the exploration changes to a different scene (as determined by the GM) or shifts to an encounter or downtime.

Vigilant Senses
Level 11
Through your adventures, you've developed keen awareness and attention to detail. Your proficiency rank for Perception increases to master.

Improved Evasion
Level 13
Your ability to elude danger is matchless. Your proficiency rank for Reflex saves increases to legendary. When you roll a critical failure on a Reflex save, you get a failure instead. When you roll a failure on a Reflex save against a damaging effect, you take half damage.

Light Armor Expertise
Level 13
You've learned how to dodge while wearing light or no armor. Your proficiency ranks for light armor and unarmored defense increase to expert.

Weapon Mastery
Level 13
You fully understand your weapons. Your proficiency ranks for simple and martial weapons and unarmed attacks increase to master.

Greater Weapon Specialization
Level 15
Your damage from weapon specialization increases to 4 with weapons and unarmed attacks in which you're an expert, 6 if you're a master, and 8 if you're legendary.

Keen Flair
Level 15
You inflict particularly devastating attacks on even well-defended foes. When you Strike with a weapon or unarmed attack with which you have master proficiency, if you roll a 19 on the die and the roll is a success, you critically succeed instead.

Resolve
Level 17
You've steeled your mind with resolve. Your proficiency rank for Will saves increases to master. When you roll a success on a Will save, you get a critical success instead.

Eternal Confidence
Level 19
As a swashbuckler at the peak of your skill, you swell with confidence and bravado in every attack. Your proficiency rank for your swashbuckler class DC increases to master.

When you Strike as part of a finisher or Opportune Riposte, you can give the Strike the failure effect from the Confident Finisher action, including the increase from Precise Finisher if you have that feat. You can do so only if the Strike uses a weapon or unarmed attack that you could use for Confident Finisher.

Light Armor Mastery
Level 19
Your skill with light armor improves, increasing your ability to dodge blows. Your proficiency ranks for light armor and unarmored defense increase to master.

Alchemist (Acrobat/Wizard)20 Crunch:

Flynn Carsen
Ancestry Grippli Heritage Windweb Background Archeologist
Class Alchemist [Acrobatics Dedication/ Wizard Dedication] 20 Deity None
Alignment CG Size S Traits UncommonGrippliHumanoid
Perception [+31](M) Low-Light Vision
Languages grippli, common, druidic
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AC 43/44(M),Fort [+33](M) Juggernaunt, Ref [+34](M) Evasion, Will [+34](M)
Buckler Shield + Hardness Max HP BT Current HP
Resistances & Immunities
HP 266
Class DC 34(M)
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Speed 25'
Melee(E)
Ranged(E) +32 Bombs Splash 15'
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Str 10 Dex 20 Con 18 Int 22 Wis 20 Cha 12
Skills
Acrobatics +33(L), Arcana +34(L), Crafting(T) +28, Deception +23(T), Diplomacy +23(T), Intimidation +23(T), Medicine +31(M), Nature +27(T), Academia Lore(L) +34, Architecture Lore(T)+28, Library Lore(L)+34, Jungle Lore(L)+34, Magaambya Lore(L)+34, Society(M)+32, Stealth +33(L), Survival +27(T), Performance +23(T)
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Ancestry Feats & Abilities
Jungle Strider (1st; Grippli)
Grippli Glide (5th; Grippli)
Absorb Toxin (9th; Grippli)
Envenomed Blade (13th; Grippli)
Ricocheting Leap (17th; Grippli)

Skill Feats
Additional Lore Magaambya Lore (1st; Background)
Battle Medicine (2nd; skill)
Additional Lore Academia Lore (4th; skill)
Additional Lore Library Lore (6th; skill)
Kip Up (8th; skill)
Swift Sneak (10th; skill)
Aerobatics Mastery (12th; skill)
Additional Lore Jungle Lore (14th; skill)
Streetwise (16th; skill)
Biographical Eye (18th; skill)
Legendary Sneak (20th; skill)

General Feats
Godless Healing (3rd)
Graceful Leaper (7th)
? (11th)
Toughness (15th)
Canny Acumen Will (19th)

Class Feats & Abilities
Research Field Bomber
Alchemical Crafting (1st; Alchemist)
Quick Bomber (1st; Alchemist)
Acrobatics Dedication / Wizard Dedication Universalist (2nd; Acrobatic Dedication; Wizard Dedication)
Calculated Splash / Basic Wizard Spellcasting (4th; Alchemist; Wizard)
Directional Bombs / Arcane Bespell Weapon (6th; Alchemist; Wizard)
Sticky Bomb / Arcane Breadth (8th; Alchemist; Wizard)
Expanded Splash / School Focus Spell Hand of the Apprentice (10th; Alchemist; Wizard)
Far Lobber / Expert Wizard Spellcasting (12th; Alchemist; Wizard)
Uncanny Bombs / Reach Spell (14th; Acrobatic; Wizard)
Tumbling Opportunist / Universal Versatility (16th; Acrobatic; Wizard)
Impossible Elixir / Master Wizard Spellcasting (18th; Alchemist; Wizard)
Mega Bomb / ? (20th; Alchemist; Wizard)

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Magic Tradition
Arcane
Spell Attack Roll (M) +31
Spell DC (M) 41

Cantrips
1. Shield
2. Electric Arc

Spells
1st Jump, True Strike
2nd Blur, See Invisibility
3rd Haste, Time Jump
4th Dimensional Door, Rope Trick
5th Darkvision (heightened), Spider Climb (heightened)
6th Chain Lightning, Mislead
7th Plane Shift
8th Burning Blossoms

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Items
+3 Resilient(Major), explorer's clothes

Bulk

Alchemist Class Abilities:
Field Discovery
Level 5
You learn a special discovery depending on your field.

See specific research fields for more information.
Powerful Alchemy
Level 5
Alchemical items you create on the fly are particularly potent. When you use Quick Alchemy to create an infused alchemical item that allows a saving throw, you can change its DC to your class DC.
Alchemical Weapon Expertise
Level 7
You’ve trained to more effectively wield the weapons you find in your lab. Your proficiency ranks for simple weapons, unarmed attacks, and alchemical bombs increase to expert.
Iron Will
Level 7
Your mental defenses are an iron fortress. Your proficiency rank for Will saves increases to expert.
Perpetual Infusions
Level 7
You have learned how to create perpetual alchemical infusions that can provide a near-infinite supply of certain simple items. You gain the ability to create two 1st-level alchemical items using Quick Alchemy without spending a batch of infused reagents. The items you can select depend on your research field and must be in your formula book.

See specific research fields for more information.
Alchemical Expertise
Level 9
Constant practice has increased the effectiveness of your concoctions. Your proficiency rank for your alchemist class DC increases to expert.
Alertness
Level 9
You remain alert to threats around you. Your proficiency rank for Perception increases to expert.
Double Brew
Level 9
You know your formulas so well that you can concoct two items at once. When using the Quick Alchemy action, instead of spending one batch of infused reagents to create a single item, you can spend up to two batches of infused reagents to make up to two alchemical items as described in that action. These items do not have to be the same.
Juggernaut
Level 11
Your body has become accustomed to physical hazards and resistant to pathogens and ailments. Your proficiency rank for Fortitude saves increases to master. When you roll a success on a Fortitude save, you get a critical success instead.
Perpetual Potency
Level 11
Your perpetual infusions improve, allowing you to use Quick Alchemy to create more powerful items with no cost. The items you can select depend on your research field and must be in your formula book.

See specific research fields for more information.
Greater Field Discovery
Level 13
You learn an incredible discovery that advances your understanding of your field.

See specific research fields for more information.
Light Armor Expertise
Level 13
You’ve learned how to dodge while wearing medium, light or no armor. Your proficiency ranks for medium armor, light armor, and unarmored defense increase to expert.
Weapon Specialization
Level 13
You’ve learned how to inflict greater injuries with the weapons you know best. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you’re a master, and to 4 if you’re legendary.
Alchemical Alacrity
Level 15
Your comfort in concocting items is such that you can create three at a time. When using the Quick Alchemy action, you can spend up to three batches of infused reagents to make up to three alchemical items as described in that action. These items do not have to be the same, and you automatically stow one of these new items as you create them.
Evasion
Level 15
You’ve learned to move quickly to avoid explosions, dragon’s breath, and worse. Your proficiency rank for Reflex saves increases to master. When you roll a success on a Reflex save, you get a critical success instead.
Alchemical Mastery
Level 17
Your alchemical concoctions are incredibly effective. Your proficiency rank for your alchemist class DC increases to master.
Perpetual Perfection
Level 17
You have perfected your perpetual infusions, allowing you to use Quick Alchemy to create even more powerful items at no cost. The items you can select depend on your research field and must be in your formula book.

See specific research fields for more information.
Light Armor Mastery
Level 19
Your skill with armor improves, increasing your ability to dodge blows. Your proficiency ranks for medium armor, light armor, and unarmored defense increase to master.