Tiressia

Zailus el-Isi's page

118 posts. Organized Play character for Sedoriku.


Full Name

Zailus el-Isi

Race

| HP: 18/18 | AC: 18 (T 14, FF 14) | CMB: +3, CMD: 17 | F: +3, R: +6, W: -2 (-1) | Init: +4 | Perc: +2 (+3), SM: -2 (-1)

Classes/Levels

| Speed 30ft (20 w/ pack) | Panache 2/3 | Spell like ability 1/1 | Active conditions: 2 Wis damage

Gender

LG Mostly Human Ifrit Fighter/Swashbuckler 1/1

Size

Medium

Age

25

Alignment

LG

Deity

Shelyn

Languages

Common (Taldane)

Occupation

Dancing!

Strength 12
Dexterity 18
Constitution 12
Intelligence 10
Wisdom 9
Charisma 16

About Zailus el-Isi

Zailus el-Isi

PFS info:
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Experience: 4 normal progression,
Fame: 8
PP: 8
108507-8
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Character sheet:

Ifrit, Swashbuckler (Rondolero) 1, Fighter (Free-hand Fighter) 1

LG Medium humanoid (human) Outsider (native)

Init: +4; Senses: Darkvision 60, Perception +3
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Defense
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AC: 18, Touch: 14, Flat-footed: 14 (+4 Armor, +4 Dex)

HP: 9 (1d8+1 con)

Fort: +3, Ref: +6, Will: -1
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Offense
===================
Speed: 30 ft
.
Melee: +6 (1d8+4, Falcata 19-20/x3)

Ranged: +6 (1d8, Light Crossbow 19-20/x2)
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Statistics
===================
Str: 12, Dex: 18, Con: 12, Int: 10, Wis: 9, Cha: 16

BAB: +2; CMB: +3; CMD: 17

Feats: Weapon Focus, Slashing Grace

Traits: Snap Ignition, Planar Escapee (Fire)

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Skills:
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Skills with ranks: (6 ranks, 2 base fighter + 4 base swasbuckler)
Acrobatics (1 rank): +8 (+6 w/acp),
Bluff (1 rank) +7,
Diplomacy (1 rank): +7,
Perception (1 rank): +3,
Perform (2 ranks, Dance): +8.

Skills w/o ranks:
Climb +1 (-1 w/acp)
Disguise: +3,
Heal: -1,
Intimidate: +3,
Stealth: +4 (+2 w/acp),

Languages: Common

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Possessions:
===================
Money

Weapons and armor:
Leather lamellar armor (60gp, 25 lbs), Light crossbow (35 gp, 4 lbs), Falcata (18 gp, 4 lbs.)

Consumables:
Crossbow bolts (6/10, 1gp, .6 lbs) and a lovely smile i.e. nothing!

Other possessions:
Monk’s kit (8 gp; contains: a backpack, a belt pouch, a blanket, rope, soap, torches (10, at home), trail rations (5 days), and a waterskin, with the torches at home weighs 8 lbs.), Ink (8gp, --) Ink pen (.1 gp, --), Journal (10 gp, 1 lbs.), Hot weather outfit (Free outfit, 4 lbs.)

Encumbrance:
0-43 Light load
44-86 Medium load
87+ Heavy load

Currently carrying 46 lbs., but drops her pack as a free action whenever she needs to, making her carried weight 37 lbs.

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Swashbuckler Class Abilities:
===================
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 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.

SWASHBUCKLER’S 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.

(Rondelero Swashbuckler) FALCATA EMPHASIS (EX):
At 1st level, a rondelero swashbuckler is proficient with falcatas and can treat a falcata as a one-handed piercing melee weapon for the purposes of the swashbuckler’s finesse as well as all feats and class abilities that refer to such a weapon. This ability replaces the derring-do deed.

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Deeds:
===================
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.

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Fighter Abilities:
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BONUS FEATS:
At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called “fighter bonus feats.”

Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter 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 fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.

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Racial Abilities:
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(Ifrit) MOSTLY HUMAN
A few ifrits, oreads, sulis, sylphs, and undines have appearances much closer to those of their human ancestors; in fact, they may not even realize their true race. Such geniekin appear to be human, save perhaps minor features like unusual eye color, and they count as humanoid (human) as well as outsider (native) for all purposes (such as humanoid-affecting spells such as charm person or enlarge person). These geniekin do not automatically gain their associated elemental language (but may select it as a bonus language if their Intelligence is high enough). This ability alters the geniekin’s type, subtype, and languages.
Source:Inner Sea Races pg. 215

(Ifrit) FIRE INSIGHT
Ifrit spellcasters sometimes find that their elemental heritage makes creatures of fire more willing to serve them. Summon monster and summon nature’s ally spells that the ifrit casts last 2 rounds longer than normal when used to summon creatures with the fire subtype. This racial trait replaces fire affinity.
Source: Advanced Race Guide

(Ifrit) DARKVISION:
Ifrits can see in the dark up to 60 feet.

(Ifrit) SPELL-LIKE ABILITY:
Burning hands 1/day (caster level equals the ifrit's level; DC 11 + Charisma modifier).

(Ifrit) ENERGY RESISTANCE:
Ifrits have fire resistance 5

===================
Feats and traits:
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(Trait) SNAP IGNITION
Requirement(s) Ifrit
You are a pyromaniac by nature and love nothing more than setting fires. As a full-round action, you can produce a small flame at the end of your finger that ignites combustible materials as a tindertwig. Alternatively, you can maintain a flame equivalent to a candle by spending a standard action each round to concentrate on it.
Source: People of the Sands pg. 15

(Trait) PLANAR ESCAPEE
Category Magic
You were a prisoner or slave in a city on the Elemental Planes, such as the cruel efreet’s City of Brass on the Plane of Fire or the dwarven city of Urgashaz on the Plane of Earth. When you escaped that city, you had to use your captors’ weapons and magic against them in addition to your sheer wits, and you learned how to find weaknesses in their natural resistances. At character creation, select acid, cold, electricity, or fire (once chosen, this selection can’t be changed). Once per day as a swift action, you can choose a single creature that is within 30 feet of you and within your line of sight; treat that creature’s resistance against your chosen energy as 5 lower than its normal energy resistance for 1 round. This ability has no effect if the creature has no resistance to the chosen energy or if the creature has immunity to the chosen energy.
Source: Elemental Master's Handbook pg. 3

(Feat, 1st level) WEAPON FOCUS

(Feat, Fighter Bonus) SLASHING GRACE

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Consumables & other tracking:
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Panache: 3/3

Crossbow Bolts 6/10

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Chronicle 1: 3-01 Frostfur Captives:
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Chronicle
The numbering for this is incorrect. I just noticed that the chronicle is wrong and listed as applying to my -01 and not Zailus (my -08). The reporting was correct, and I can provide a link to the game as well. I’ll see about getting it corrected!

SALES, PURCHASES, GP TOTALS:
Sold
Nothing

Bought
Leather lamellar armor (60 gp),
Light crossbow (35 gp),
Longsword (15 gp)
Crossbow bolts (10 1gp)
Flag (Inner sea world guide version, 10 gp),
Monk’s kit (8 gp),
Ink (8gp)
Ink pen (.1 gp),
Journal (10 gp),
Hot weather outfit (Free outfit)
Total: 147.1 gp

TOTALS:
Starting gp:_____150 gp
Total sales:_____ ---gp
Total spent:_____147.1 gp
Subtotal:________2.9gp
Total earned:____ 507 gp
Final gp:________509.9 gp

Consumable expenditures: None

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Chronicle 2: 9-00 Assault on Absalom:
===================
Chronicle

SALES, PURCHASES, GP TOTALS:
Sold
Nothing

Bought
Nothing

TOTALS:
Starting gp:_____509.9 gp
Total sales:_____ ---gp
Total spent:_____-- gp
Subtotal:________509.9 gp
Total earned:____ 500 gp
Final gp:________1009.9 gp

Consumable expenditures:
None

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Chronicle 3: 2-00 Year of the Shadow Lodge:
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Chronicle

SALES, PURCHASES, GP TOTALS:
Sold
Nothing

Bought
Nothing

TOTALS:
Starting gp:_____1009.9 gp
Total sales:_____ ---gp
Total spent:_____-- gp
Subtotal:________1009.9 gp
Total earned:____ 550 gp
Final gp:________1559.9 gp

Consumable expenditures:
None

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Chronicle 4: 9-18 Scourge of the Farheavens:
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Chronicle

SALES, PURCHASES, GP TOTALS:
Sold
Longsword 15gp
Flag 10 gp

Bought
Falcata 18 gp
Share of Silver Bowl 25 gp

TOTALS:
Starting gp:_____1559.9 gp
Total sales:_____ 25gp
Total spent:_____ 43 gp
Subtotal:________1541.9 gp
Total earned:____ 1182 gp
Final gp:________2723.9 gp

Consumable expenditures:
None

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Chronicle 5: 10-12 Breath of the Dragonskull:
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[url= ] Chronicle pending[/ url]

SALES, PURCHASES, GP TOTALS:
Sold
Leather Lamellar Armor 30 gp

Bought
Chain Shirt 100 gp

TOTALS:
Starting gp:_____2723.9 gp
Total sales:_____ +30 gp
Total spent:_____ -100 gp
Net Purchases:___ -70 gp
Subtotal:________ 2653.9 gp
Total earned:____ ??? gp
Final gp:________ ??? gp

Consumable expenditures:
None

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Boons!:
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None! It’s so lonely here!
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Faction Card! In progress:
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