Vampire

Urzan's page

66 posts. Alias of Jubal Breakbottle.


Race

Kobold fighter

Classes/Levels

HP: 16/17 | Panache 1/1

Stats:
AC 21 Touch 15 FF 16 CMD 15| Fort +2 Ref +6 Will +0 | Initiative +4 | Perception +6, Darkvision

Gender

Male

About Urzan

Male Swashbuckler (Mouser) 1 / Fighter (Lore Warden) 1
Neutral Small Humanoid (reptilian)
Favored Class Swashbuckler
Initiative +4
Senses Perception +6, Darkvision

==DEFENSE==
AC 21, touch 15, flat-footed 16 (+4 armor +1 shield +1 natural armor +4 Dex +1 Size)
HP 17 (MAXd10 +6 +1 Favored Class)
Fort +2, Ref +6, Will +0
Armor Masterwork Small Chain Shirt
Defensive Abilities

==OFFENSE==
Speed 30 ft/x4
Melee Dagger +7 (1d3) Piercing 19-20/x2, Range 10-ft
Melee Masterwork Small Terbutje, steel cold iron +8 (1d6+4) Slashing 19-20/x2
Melee Shortspear +7 (1d4) Piercing 20/x2, Range 20-ft
Ranged Shortspear +7 (1d4) Piercing 20/x2, Range 20-ft
Offensive Abilities

==STATISTICS==
Str 10, Dex 18, Con 10, Int 10, Wis 10, Cha 13
BAB +2, CMB +1, CMD 15

==FEATS==
Armor & Shield Proficiencies (light armor and bucklers) – Swashbuckler start
Weapon Proficiencies (simple and martial weapons) – Swashbuckler start
Weapon Focus (Terbutje, steel) – 1st level
Slashing Grace (Terbutje, steel) – Fighter 1st level bonus

==TRAITS==
1. Armor Expert (Combat) When you wear armor of any sort, reduce that suit's armor check penalty by 1, to a minimum check penalty of 0.
2. Gravelwalker (regional) You can move normally through such obstructed spaces, and can run or charge though them with a successful Acrobatics check.

==SKILLS==
8 ranks = 4 +2 +2 only Int based
Acrobatics* +8 (1 rank +3 class +4 Dex -0 ACP)
Climb* +4 (1 rank +3 class +0 Str -0 ACP)
Craft (trapmaking) +9 (2 rank +3 class +0 Int +2 racial +2 tools)
Escape Artist* +8 (1 rank +3 class +4 Dex -0 ACP)
Perception +7 (2 rank +3 class +0 Wis +2 racial)
Stealth* +12 (1 rank +3 class +4 Dex +2 racial +4 Size -0 ACP)

* = Armor Check Penalty (ACP) = -0 = -1 Masterwork Chain Shirt -0 Masterwork buckler +1 Armor Expert
Languages Draconic

==EXTRAORDINARY & SUPERNATURAL ABILITIES==
Armor: Kobolds naturally scaly skin grants them a +1 natural armor bonus.

Crafty: Kobolds gain a +2 racial bonus on Craft (trapmaking), Perception, and Profession (miner) checks. Craft (trapmaking) and Stealth are always class skills for a kobold.

Darkvision: Kobolds can see perfectly in the dark up to 60 feet.

Panache (Ex): 1 per day. 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. At the start of each day, a swashbuckler gains a number of panache points equal to her Charisma modifier (minimum 1). Her panache goes up or down throughout the day, but usually cannot go higher than her Charisma 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 the following ways.

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.

Killing Blow with a Light or One-Handed Piercing Melee Weapon: When the swashbuckler reduces a creature to 0 or fewer hit points with a light or one-handed piercing melee weapon attack while in combat, 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. 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).

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.

Underfoot Assault (Ex): At 1st level, if a foe whose size is larger than the mouser's is adjacent to her and misses her with a melee attack, the mouser can as an immediate action spend 1 panache point to move 5 feet into an area of the attacker's space. This movement does not count against the mouser's movement the next round, and it doesn't provoke attacks of opportunity. While the mouser is within a foe's space, she is considered to occupy her square within that foe's space.
While the mouser is within her foe's space, the foe takes a –4 penalty on all attack rolls and combat maneuver checks not made against the mouser, and all of the mouser's allies that are adjacent to both the foe and the mouser are considered to be flanking the foe. The mouser is considered to be flanking the foe whose space she is within if she is adjacent to an ally who is also adjacent to the foe. The mouser can move within her foe's space and leave the foe's space unhindered and without provoking attacks of opportunity, but if the foe attempts to move to a position where the mouser is no longer in its space, the movement provokes an attack of opportunity from the mouser. This deed replaces opportune parry and riposte.

Swashbuckler Finesse (Ex): At 1st level, a swashbuckler gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and she can use her Charisma score in place of Intelligence as a prerequisite for combat feats. This ability counts as having the Weapon Finesse feat for purposes of meeting feat prerequisites.

Scholastic (Ex): Lore wardens gain 2 additional skill ranks each level. These ranks must be spent on Intelligence-based skills. All Intelligence-based skills are class skills for lore wardens. This ability replaces the lore warden’s proficiency with medium armor, heavy armor, and shields.

==EQUIPMENT== 1,000 gp
Worn
(340 gp) Masterwork Small Terbutje, steel cold iron – 2 lb.
(250 gp) Masterwork Small Chain Shirt – 12.5 lb.
(155 gp) Masterwork Small Buckler – 2.5 lb.
(1 gp) Shortspear – 1.5 gp
(2 gp) Dagger – 1 lb.

(5 sp) Multi-pocketed belt (bandolier)
1. (1 gp) flint & steel
2. (50 gp) Potion of Cure Light Wounds
3. (50 gp) Potion of Cure Light Wounds
4.

(50 gp) Masterwork Backpack – 2 lb.
- (1 gp) Waterskin – 2 lb.
- (2 sp) Mess kit – 1 lb.
- (55 gp) Masterwork trap-making tools - 2.5 lb

Current Load 27 lb. Light

Currency 43 gp 3 sp

Carrying Capacity Medium Load (29.25 – 57 lbs.)

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==DESCRIPTION==
Age 19 Height 3-ft, 1-in Weight 30 lb.
Skin black Eyes black

Urzan is a lean, black-scaled kobold with a bone-pierced snout. He wears a chain shirt, buckler and fancy backpack that he pillaged from a dead gnome. Across his body, he shoulders a multi-pocketed belt with hangers for his cold iron Terbutje, shortspear and dagger.

==PERSONALITY==
Urzan is always quick with a smile and enjoys life.

==BACKGROUND==
Urzan inherited his cold iron Terbutje from his grandfather who was a huge kobold. However, Urzan also inherited his lean frame from his mother’s side, so he focused on using its momentum. He specializes in big game.

ADVANCEMENT:

3rd – Step Up
4th - +1 Cha
5th – Weapon Specialization, Following Step
6th –
7th –
8th –
9th –