Desert Giant

Zandu K. Rool's page

306 posts. Organized Play character for countchocula.


Full Name

Zandu K. Rool

Race

human HP 134/134, ac 33 FF:23/ touch:22 /fort:15,ref:20, wil:11 INT+9 per+16

Classes/Levels

swashbuckler 13 PAN2/5 Charmed life 3/5

Alignment

CN

Deity

shiny things

Strength 13
Dexterity 24
Constitution 17
Intelligence 10
Wisdom 10
Charisma 16

About Zandu K. Rool

Zandu K. Rool ( PFS#: 116404-4 )
human swashbuckler 13
CN m Humanoid (human)
int +9; Perception +14
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Defense
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AC 33, touch 21, flat-footed 21 (+9 armor, +7 Dex, +2 natural +3 nimble+ 2 deflection)

hp X (12d10+12+36)
Fort +15, Ref +20, Will +11
*Improved uncanny dodge, uncanny dodge, evasion
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Offense
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Speed 30 ft.
Ranged P:javelin +19 (d6+1/x2), net+15

Melee +3 Adamantium scimitar(deal-breaker) +28(24)/23(19)/18(14) (d6+30(38)/15-20), CI scimitar same -3

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Statistics
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Str 13, Dex 24, Con 17, Int 10, Wis 10, Cha 16
Base Atk +12; CMB +13; CMD 31+1 if grapple +3 if have panache (nimble)
Feats Power attack, extra panache, dervish dance, weapon focus (scimitar),combat reflexes, weapon specialization (scimitar), Quick Draw, improved weapon focus (scimitar),Iron will, Weapon specialization greater, shadow strike

Traits resilient, gold finger
Skills acrobatics+23 (13ranks)
bluff+9(3 ranks)
diplomacy+9(3rank)
disable device +16(3 ranks 1 trait2 mstwk tools)
escape artist +23
intimidate +17 (11 ranks)
know local +5 (2 rank)
perception +16 ( 13 ranks)
perform (dance) +9 (3 ranks)
swim+5 (1 rank)
-2 armor penalty
Languages common, kelish
SQ panache 5/5, swashbuckler finesse (weapon finesse), charmed life 5/5, nimble+3, deeds, swashbuckler weapon training+3

Other Gear celestial armor, +5 cloak of resistance, rope silk 100ft, mswk back pack, water skin, bag with 100 chalk (crushed), wayfinder, mswk thieve tools, flint, swordmans flare (white handkerchief, dex belt +4, headband of Cha +2, Sihedron brand (endurance) X2 nets ,Holy weapon balm X2- 60
Oil of Bless Weapon X2- 100 / one used
Potion of touch of sea X1- 50
Potion of Dark Vision X2- 600
Potion of Remove Blindness/ Deafness X1- 750
Handy Haversack- 2000

Wands: CLW 12/50 new wand 40/50
21950 GP, XX SP, XX CP
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Special Abilities
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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 modif ier (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.

3rd-level Deeds

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

Menacing Swordplay (Ex) (Advanced Class Guide pg. 57 (Amazon)): 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 choose to use Intimidate to demoralize that opponent (Pathfinder RPG Core Rulebook 99) 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 natural weapon attacks), adding her swashbuckler level to the damage dealt. To use this deed, a swashbuckler cannot attack with a weapon in her other hand or use a shield other than a buckler. She can even use this ability with thrown light or onehanded 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 the 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 any single light or one-handed piercing melee weapon that isn’t hidden, she can draw that weapon as part of the initiative check.

7th-level Deeds

Superior Feint (Ex) : At 7th level, a swashbuckler with at least 1 panache point can, as a standard action, purposefully miss a creature she could make a melee attack against with a wielded light or one-handed piercing weapon. When she does, the creature is denied its Dexterity bonus to AC until the start of the swashbuckler’s next turn.

Swashbuckler's Grace (Ex) : At 7th level, while the swashbuckler has at least 1 panache point, she takes no penalty for moving at full speed when she uses Acrobatics to attempt to move through a threatened area or an enemy’s space.

Targeted Strike (Ex): At 7th level, as a full-round action the swashbuckler can spend 1 panache point to make an attack with a single light or one-handed piercing melee weapon that cripples part of a foe’s body. The swashbuckler chooses a part of the body to target. If the attack succeeds, in addition to the attack’s normal damage, the target suffers one of the following effects based on the part of the body targeted. If a creature doesn’t have one of the listed body locations, that body part cannot be targeted. Creatures that are immune to sneak attacks are also immune to targeted strikes. Items or abilities that protect a creature from critical hits also protect a creature from targeted strikes. •Arms: The target takes no damage from the attack, but it drops one carried item of the swashbuckler’s choice, even if the item is wielded with two hands. Items held in a locked gauntlet cannot be chosen.
•Head: The target is confused for 1 round. This is a mind-affecting effect.
•Legs: The target is knocked prone. Creatures with four or more legs or that are immune to trip attacks are immune to this effect.
•Torso or Wings: The target is staggered for 1 round.

11th-level Deeds

Bleeding Wound (Ex) : At 11th level, when the swashbuckler hits a living creature with a light or one-handed piercing melee weapon attack, as a free action she can spend 1 panache point to have that attack deal additional bleed damage. The amount of bleed damage dealt is equal to the swashbuckler’s Dexterity modif ier (minimum 1). Alternatively, the swashbuckler can spend 2 panache points to deal 1 point of Strength, Dexterity, or Constitution bleed damage instead (swashbuckler’s choice). Creatures that are immune to sneak attacks are also immune to these types of bleed damage.

Evasive (Ex) : At 11th level, while a swashbuckler has at least 1 panache point, she gains the benefits of the evasion, uncanny dodge, and improved uncanny dodge rogue class features. She uses her swashbuckler level as her rogue level for improved uncanny dodge.

Subtle Blade (Ex): At 11th level, while a swashbuckler has at least 1 panache point, she is immune to disarm, steal, and sunder combat maneuvers made against a light or one-handed piercing melee weapon she is wielding.

swash deeds

fame 57
Prestige 26

boons:

Master of trade: once per scenario you may receive a 10% discount on one item

Dralneens Gratitude: requisition a non-expendable, non-charged magic
item worth no more than 8000(tier 10-11). When you use this boon cross it off your sheet.

Accumulating an Army (uprooters)

Sihedron Brand (endurance): This dark image of the sihedron rune appears to writhe beneath the surface of the skin on which it is inscribed as though a worm were crawling under the skin. A character marked with this arcane tattoo receives a +2 profane bonus on Fortitude saves. once per day the character may activate the tattoo to receive a number of temporary hit points equal to twice her character level. displaying the arcane tattoo grants a +4 circumstance bonus on bluff and diplomacy checks against worshippers of Lissala

Hero of Sothis: you have twice rescued artifacts of important significance for the nation of Osirion. The Ruby Prince himself grants you a once-use magic item known as the amulet of glory you may call upon the powers of this amulet once when making an initiative check to receive a +10 bonus. once used the amulet crumbles to dust.
you may only receive this award if you have played all four parts of the Echoes of the Everwar arc.

Scion of Geb: +1 to charaisma based checks made while dealing with native gebbites

Protector of Whistledown:+1 cha check with gnomes

Greenheart's Blessing: +2 bonus on day job checks

accumulating a army (mammoth Riders)

Friends of the family: +1 on diplomacy and Know(nobility) in Absalom

Mutani Manual of Martial Mastery: +1 to CMD against one maneuver (grapple)

Mythic Legacy: as a free action you may choose one feat to become a mythic version of that feat

Wartime knowledge: when using mass combat your army gains +1 to Dv OM and morale

Smines Best: (I need to remember to use this)

Acquainted with aslynn: ?

Exemplar of Falcons Hollow:+1 charisma bonus on any CHA based checks with citizens of Andoran

Hero of the Fey: may auto succeed on one CHA check when dealing with fey in the future (one use only)

History of the Sands: you may use this boon before attempting a Knowledge (history or religion) to take 20 as a standard action, as if you had lore master ability of a 5th lvl bard. if deals with osirian history or religion, you also gain a +5 competence bonus (one use only)

roller

PA
[dice=power attack] d20+24[/dice] [dice=PA damage]d6+38[/dice]
[dice=non Pa] d20+28[/dice] [dice=non Pa damage] d6+30[/dice]

Full round PA
[dice=attack 1 Pa]d20+24[/dice] [dice= Pa damage] d6+38[/dice]
[dice=attack 2 Pa] d20+19[/dice] [dice= Pa damage] d6+38[/dice]
[dice=attack 3 Pa] d20+14[/dice] [dice= Pa damage] d6+38[/dice]

Things to buy: clear spindle ion stone 4k-400, daggers X5 10 gp, amulet of natural armor +1 2k, ring of protection+1 2000, retrain feat 600+5pp

total= 8200 +5pp

GP left 13740 21pp

8,917g 23pp

prt2 19713g 25pp
boots of speed*+ CLW wand =11550 8163 remaining