Zadim

Velthas Hindrath's page

53 posts. Organized Play character for McBeefsteak.


Race

Half-Elf

Classes/Levels

Swashbuckler 1 |AC 16, T 14, FF 12 | HP: 12/12 | F +1, R +6, W 0 (+2 vs Enchantment Spells/Effects | Immune to Sleep Effects) | Init +6, Perc +4 | CMB +1 CMD 15 | Panache 4/4

Gender

Male

Size

Medium

Age

24

Alignment

Neutral Good

Deity

Desna

About Velthas Hindrath

Racial Traits:

Ability Score Bonus (Core Rules) - Half-elf characters gain a +2 bonus to one ability score (Dexterity) of their choice at creation to represent their varied nature.

Ancestral Arms (Advanced Race Guide) - Some half-elves receive training in an unusual weapon. Half-elves with this racial trait receive Exotic Weapon Proficiency or Martial Weapon Proficiency with one weapon (Spiral Rapier) as a bonus feat at 1st level. This racial trait replaces the adaptability racial trait.

Keen Senses (Core Rules) - Half-elves receive a +2 racial bonus on Perception checks.

Multitalented (Core Rules) - Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.

Elf Blood (Core Rules) - Half-elves count as both elves and humans for any effect related to race.

Traits:

Bruising Intellect (Ultimate Campaign) - Intimidate is always a class skill for you, and you may use your Intelligence modifier when making Intimidate checks instead of your Charisma modifier.

Warrior of Old (Ultimate Campaign) - You gain a +2 trait bonus on initiative checks.

Favoured Class Bonus:

Favoured Class - Swashbuckler, Investigator
Level 1 - +1 Hit Point

Class Abilities:

Deeds (Advanced Class Guide) 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.

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.

Inspired Panache (Advanced Class Guide) - Each day, an inspired blade gains a number of panache points equal to her Charisma modifier (minimum 1) and Intelligence modifier (minimum 1), instead of just her Charisma modifier.Unlike other swashbucklers, an inspired blade gains no panache from a killing blow. She gains panache only from scoring a critical hit with a rapier.This ability alters the panache class feature.

Inspired Finesse (Advanced Class Guide) - At 1st level, an inspired blade gains the benefits of Weapon Finesse with the rapier (this ability counts as having the Weapon Finesse feat for the purpose of meeting feat prerequisites) and gains Weapon Focus (rapier) as a bonus feat.This ability replaces swashbuckler finesse.

Feats:

Fencing Grace (Ultimate Intrigue) - When wielding a rapier one-handed, you can add your Dexterity modifier instead of your Strength modifier to that weapon’s damage. The rapier must be one appropriate for your size. You do not gain this benefit while fighting with two weapons or using flurry of blows, or anytime another hand is otherwise occupied.

In addition, if you have the panache class feature, you gain a +2 bonus to your CMD against attempts to disarm you of your rapier while you have at least 1 panache point.

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Velthas Hindrath
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Male; Half-Elf; Swashbuckler (Inspired Blade) 1
Age 24; Eyes Turquoise; Hair Jet Black; Skin Dusky Brown; Deity Desna;
Neutral Good; Medium Humanoid (Human/Elf); Faction Dark Archive
Init +6; Senses Low-Light Vision; Perception +4

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Defense
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AC 16 (+2 Armor, +4 Dex), Touch 14 (+4 Dex), Flat-footed 12 (+2 Armor)

HP 12 (10 Class, +1 Con, +1 FC); DR --; SR --

Fort +1 (+1 Con), Ref +6 (+2 Class, +4 Dex), Will 0

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Offense
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Speed 30'
Melee Rapier +6 (1d6+4, 18-20/x2)

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Special Options
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Statistics
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Str 10 (0), Dex 18 (+4), Con 12 (+1), Int 16 (+3), Wis 10 (+0), Cha 8 (-1)
Base Atk +1; CMB +1; CMD 15

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Skills
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Ranks 7 (Class 4, Int 3)

Acrobatics +4 (+4 Dex)
Appraise +3 (+3 Int)
Bluff +5 (Ranks 1, -1 Cha, +3 Class, +1 Racial)
Climb 0
Craft 0
Diplomacy +3 (Ranks 1, Cha -1, Class +3)
Disable Device +5 (Ranks 1, +4 Dex)
Disguise -1 (Cha -1)
Escape Artist +4 (Dex +4)
Fly +4 (Dex +4)
Handle Animal 0
Heal 0
Intimidate +7 (Ranks 1, +3 Class, +3 Int Bruising Intellect)
Knowledge (arcana) 0
Knowledge (dungeoneering) 0
Knowledge (engineering) 0
Knowledge (geography) 0
Knowledge (history) 0
Knowledge (local) 0
Knowledge (nature) 0
Knowledge (nobility) 0
Knowledge (planes) 0
Knowledge (religion) 0
Linguistics 0
Perception +4 (Ranks 1, +3 Class)
Perform 0
Profession (Tattoo) 0
Ride +4 (+4 Dex)
Sense Motive +5 (Ranks 1, +3 Class, +1 Racial)
Sleight of Hand
Spellcraft 0
Stealth +4 (+4 Dex)
Survival 0
Swim 0
Use Magic Device 0 (Ranks 1, -1 Cha)

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Miscellaneous
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Languages
Common
Elvish
Halfling
Dwarven
Orcish

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Possessions
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Inventory

Rapier, Worn, 2 lbs
Leather Armor, Worn, 15 lbs
Monk's Outfit, Worn, 2 lbs
Backpack (Common), Worn, 2 lbs
Waterskin, Backpack, 4 lbs
Mess Kit, Backpack, 1 lb
Blanket, Backpack, 3 lbs
Trail Rations x5, Backpack, 5 lbs

Current Load - Light 32 lbs (light up to 33 lbs)

Wealth
0 pp 110 gp 1 sp 0 cp

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Background
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Goals
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Secrets
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Ties
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Memories
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Recent History
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Faction Objectives
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