Erdrinneir Vonnarc

Wurt Kagner's page

45 posts. Alias of John Hathaway.


Race

retired (playtest completed)

About Wurt Kagner

Male Mutant (tiefling) Swashbuckler 6/Ninja 6
Languages: Common

==============STATS=============
Str: 13 (+1) // Dex: 20 (+5) // Con: 12 (+1)
Int: 14 (+2) // Wis: 13 (+1) // Cha: 14 (+2)
================================

Base Stats (25 pt buy):

Str 13 (3 pt)
Dex 16 (10 pt)
Con 12 (2 pt)
Int 12 (2 pt)
Wis 13 (3 pt)
Cha 14 (5 pt)
+2 Dex, +2 Int, -2 Cha (racial, lvl 1), +2 Dex (lvl 4), +2 Cha (lvl 6)

Init +7 = +5 (Dex) +2 (class)
Perception +10 = +6 (ranks) +3 (class skill) +1 (Wis)

DEFENSE
HP 52 (10(HD) +1(Con) +1(FCB) + 8/subsequent level)
AC 18 =10 +1 (Armor) +5 (Dex) +1 (Nimble) +1 (Deflection) touch 17, flat-footed 11
Ballistic AC 17 =10 +5 (Dex) +1 (Nimble) +1 (Deflection), flat-footed 10
Fort +4 =2 (base) +1 (Con) +1 (Resistance)
Ref +11 =5 (base) +5 (Dex) +1 (Resistance)
Will +4 =2 (base) +1 (Wis) +1 (Resistance)
CMD 22 = 10 +6(BAB) +1(Str) +5(Dex)

OFFENSE
Speed 40'
BAB +6
CMB +7 = +6(BAB) +1(Str)

SKILLS
Skill Points/level: 10 = 8(class) + 2(int)
class skill // Armor Check Penalty = 0 // Total Ranks: 60

Acrobatics: +20 = +6(ranks) +3(trained) +5(dex) +1(boon) +5(magic item)
Appraise: +2 = +0(ranks) +2(int)
Bluff: +4 = +0(ranks) +2(cha) +2(race)
Climb: +10 = +6(ranks) +3(trained) +1(str)
Craft (): +2 = +0(ranks) +2(int)
Diplomacy: +2 = +0(ranks) +2(cha)
Disable Device: +15 = +6(ranks) +3(trained) +5(dex) +1(boon)
Disguise: +13 = +6(ranks) +3(trained) +2(cha) +2(class)
Escape Artist: +15 = +6(ranks) +3(trained) +5(dex) +1(boon)
Fly: +7 = +0(ranks) +5(dex) +1(boon)
Handle Animal: +1 = +0(ranks) +1(wis)
Heal: +1 = +0(ranks) +1(wis)
Intimidate: +2 = +0(ranks) +2(cha)
Knowledge (arcana): +2 = +0(ranks) +2(int)
Knowledge (dungeoneering): +2 = +0(ranks) +2(int)
Knowledge (engineering): +2 = +0(ranks) +2(int)
Knowledge (geography): +2 = +0(ranks) +2(int)
Knowledge (history): +2 = +0(ranks) +2(int)
Knowledge (local): +2 = +0(ranks) +2(int)
Knowledge (nature): +2 = +0(ranks) +2(int)
Knowledge (nobility): +2 = +0(ranks) +2(int)
Knowledge (planes): +2 = +0(ranks) +2(int)
Knowledge (religion): +5 = +3(ranks) +2(int)
Linguistics: +1 = +0(ranks) +2(int)
Perception: +10 = +6(ranks) +3(trained) +1(wis)
Perform (circus): +8 = +3(ranks) +3(trained) +2(cha)
Profession: +1 = +0(ranks) +1(wis)
Ride: +6 = +0(ranks) +5(dex) +1(boon)
Sense Motive: +10 = +6(ranks) +3(trained) +1(wis)
Sleight of Hand: +15 = +6(ranks) +3(trained) +5(dex) +1(boon)
Spellcraft: +2 = +0(ranks) +2(int)
Stealth: +19 = +6(ranks) +3(trained) +5(dex) +2(race) +2(class) +1(boon)
Survival: +1 = +0(ranks) +1(wis)
Swim: +1 = +0(ranks) +1(str)
Use Magic Device: +11 = +6(ranks) +3(trained) +2(cha)

DETAILED CLASS ABILITIES:

Sneak Attack(Ex): 3d6
Ki Pool (Su): At 2nd level, a ninja gains a pool of ki points, supernatural energy she can use to accomplish amazing feats. The number of points in the ninja's ki pool is equal to 1/2 her ninja level + her Charisma modifier. As long as she has at least 1 point in her ki pool, she treats any Acrobatics skill check made to jump as if she had a running start. At 10th level, she also reduces the DC of Acrobatics skill checks made to jump by 1/2 (although she still cannot move farther than her speed allows).

By spending 1 point from her ki pool, a ninja can make one additional attack at her highest attack bonus, but she can do so only when making a full attack. In addition, she can spend 1 point to increase her speed by 20 feet for 1 round. Finally, a ninja can spend 1 point from her ki pool to give herself a +4 insight bonus on Stealth checks for 1 round. Each of these powers is activated as a swift action. A ninja can gain additional powers that consume points from her ki pool by selecting certain ninja tricks.

The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive. If the ninja possesses levels in another class that grants points to a ki pool, ninja levels stack with the levels of that class to determine the total number of ki points in the combined pool, but only one ability score modifier is added to the total. The choice of which score to use is made when the second class ability is gained, and once made, the choice is set. The ninja can now use ki points from this pool to power the abilities of every class she possesses that grants a ki pool.

Ninja Tricks
Vanishing Trick (Lvl 2): As a swift action, the ninja can disappear for 1 round per level. This ability functions as invisibility. Using this ability uses up 1 ki point.

Acrobatic Master (Lvl 4): As a swift action, a ninja with this trick can focus her ki to grant her a +20 bonus on one Acrobatics check of her choice made before the start of her next turn. Using this ability expends 1 ki point from her ki pool.

Wall Climber (Lvl 6): A ninja with this ability gains a climb speed of 20 feet, but only on vertical surfaces. This ability cannot be used to scale perfectly smooth surfaces or to climb on the underside of horizontal surfaces.

No Trace +2 (Ex): At 3rd level, a ninja learns to cover her tracks, remain hidden, and conceal her presence. The DC to track a ninja using the Survival skill increases by +1. In addition, her training gives her a +1 insight bonus on Disguise skill checks and on opposed Stealth checks whenever she is stationary and does not take any action for at least 1 round. Every three levels thereafter, the increase to Survival DCs and the bonuses on Disguise and opposed Stealth checks increase by 1.

Uncanny Dodge (Ex): Starting at 4th level, a ninja can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A ninja with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.

If a ninja already possesses uncanny dodge from a different class, she automatically gains improved uncanny dodge instead.

Light Steps (Ex): At 6th level, a ninja learns to move while barely touching the surface underneath her. As a full-round action, she can move up to twice her speed, ignoring difficult terrain. While moving in this way, any surface will support her, no matter how much she weighs. This allows her to move across water, lava, or even the thinnest tree branches. She must end her move on a surface that can support her normally. She cannot move across air in this way, nor can she walk up walls or other vertical surfaces. When moving in this way, she does not take damage from surfaces or hazards that react to being touched, such as lava or caltrops, nor does she need to make Acrobatics checks to avoid falling on slippery or rough surfaces. Finally, when using light steps, the ninja ignores any mechanical traps that use a location-based trigger.

Panache (Ex): 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 can't exceed her Charisma modifier (minimum 1), though feats and magic items can affect this maximum. A swashbuckler spends panache points 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 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 the expenditure of panache points to be maintained. A swashbuckler can perform deeds only 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 her previous 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 perform this deed only while wearing light armor 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.

Kip-Up (Ex): At 3rd level, while the swashbuckler has at least 1 panache point, she can stand up from prone as a move action without provoking an attack of opportunity. She can stand up from prone as a swift action instead by spending 1 panache point.

Menacing Swordplay (Ex): At 3rd level, while she has at least 1 panache point, when a swashbuckler hits an opponent with a light or one-handed piercing melee weapon, she can use Intimidate to demoralize that opponent as a swift action instead of a standard action.

Precise Strike (Ex): At 3rd level, while she has at least 1 panache point, a swashbuckler gains the ability to strike precisely with a light or one-handed piercing melee weapon (though not a natural weapon), adding her swashbuckler level to the damage dealt. To use this deed, a swashbuckler cannot attack with a weapon in her off hand or use a shield other than a buckler. She can use this ability even with thrown light or one-handed piercing melee weapons, so long as the target is within 30 feet of her. Any creature that is immune to sneak attacks is immune to the additional damage granted by precise strike, and any item or ability that protects a creature from critical hits also protects a creature from the additional damage of a precise strike. This additional damage is precision damage, and isn't multiplied on a critical hit.

As a swift action, a swashbuckler can spend 1 panache point to double her precise strike's damage bonus on her next attack. This benefit must be used before the end of her turn, or it is lost. This deed's cost cannot be reduced by any ability or effect that reduces the amount of panache points a deed costs (such as the Signature Deed feat).

Swashbuckler Initiative (Ex): At 3rd level, while the swashbuckler has at least 1 panache point, she gains a +2 bonus on initiative checks. In addition, if she has the Quick Draw feat, her hands are free and unrestrained, and she has a light or one-handed piercing melee weapon that's unhidden and ready to draw, she can draw that weapon as part of the initiative check.

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

Charmed Life (Ex): At 2nd level, the swashbuckler gains a knack for getting out of trouble. Three times per day as an immediate action, she can add her Charisma modifier to the result of a saving throw. She must choose to do this before the roll is made. At 6th level and every 4 levels thereafter, the number of times she can do this per day increases by one (to a maximum of seven times per day at 18th level).

Nimble (Ex): At 3rd level, a swashbuckler gains a +1 dodge bonus to AC while wearing light armor or no armor. Anything that causes the swashbuckler to lose her Dexterity bonus to AC also causes her to lose this dodge bonus. This bonus increases by 1 for every 4 levels beyond 3rd (to a maximum of +5 at 19th level).

Bonus Feats: At 4th level and every 4 levels thereafter, a swashbuckler gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those categorized as combat feats. Swashbuckler levels are considered fighter levels for the purpose of meeting combat feat prerequisites.

In addition, upon reaching 4th level and every 4 levels thereafter, a swashbuckler can choose to learn a new bonus feat in place of a bonus feat she has already learned. In effect, the swashbuckler loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A swashbuckler can change only one feat at any given level, and must choose whether or not to swap the feat at the time she gains a new bonus feat for the level.

Swashbuckler Weapon Training (Ex): At 5th level, a swashbuckler gains a +1 bonus on attack and damage rolls with one-handed or light piercing melee weapons. While wielding such a weapon, she gains the benefit of the Improved Critical feat. These attack and damage bonuses increase by 1 for every 4 levels beyond 5th (to a maximum of +4 at 17th level).

SPECIAL ABILITIES
Racial Traits, Boons, and Feats
Racial Traits: native outsider, darkvision 60, skilled +2 (bluff & stealth), spell-like ability (darkness 1/day), fiendish resistance (cold, electricity, fire resist 5), prehensile tail
Boon: Physical Perfection II
Feats: Weapon Finesse (Swash 1), Extra Ki (Lvl 1), Weapon Focus (Lvl 3), Slashing Grace (Swash 4), Extra Panache (Lvl 5)

Starting Boon:

Physical Perfection II: You have trained your body to a point of physical perfection. You gain a bonus to your movement speed of 10ft and treat your dexterity score as two higher for the purposes of dexterity based skills.

Detailed Feats:

Weapon Finesse: (Prereqs: n/a)
Benefit: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

Extra Ki: (Prereqs: ki pool)
Benefit: Your ki pool increases by 2.
Special: You can gain Extra Ki multiple times. Its effects stack.

Weapon Focus (longsword): (Prereqs: Dex 13)
Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon.

Slashing Grace: (Prereqs: weapon finesse, weapon focus, Dex 13)
Benefit: When you take this feat, choose one kind of light or one-handed slashing weapon (such as the longsword). When wielding your chosen weapon one-handed, you can treat it as a one-handed piercing melee weapon for all feats and class abilities that require such a weapon (such as a swashbuckler's or a duelist's precise strike), and you can add your Dexterity modifier instead of your Strength modifier to that weapon's damage. The weapon must be one appropriate for your size. You do not gain this benefit while fighting with two weapons or using flurry of blows, or any time another hand is otherwise occupied.

Extra Panache: (Prereqs: panache)
Benefit: Your panache increases by 2.
Special: You can gain Extra Panache multiple times. Its effects stack.

Automatic Bonus Progression:

Level 3: +1 resistance bonus to saves
Level 4: Armor +1 (normal clothing), Weapon +1 (longsword)
Level 5: Deflection +1
Level 6: Mental +2 (Cha)

GEAR/POSSESSIONS

Carrying Capacity
Light 0-86 lb. Medium 87-173 lb. Heavy 174-26-0 lb.
Current Load Carried
boots of elven kind
burglar's bracers

Macros:

[spoiler=Status]
HP: 52/52
Resist 5: Cold, Electricity, Fire
AC: 18 (17 T / 12 FF)
Bal AC: 17 (12 FF)
CMD: 22
F/R/W: +4/+11/+4
Darkness remaining: 1/1
Charmed Life (+2 to a save) remaining: 4/4
Panache remaining: 4/4
Ki remaining: 7/7

Ongoing Effects
To hit: +6 BAB, +5 Dex, +1 Weapon Focus, +1 Swashbuckler Training, +1 enhancement bonus
Damage: +5 Dex (slashing grace), +1 Swashbuckler Training, +1 enhancement bonus, +6 precise strike
[/spoiler]

[dice=Excalibur]1d20+14[/dice][dice=for]1d8+13[/dice]
[dice=Sneak Attack]3d6[/dice]