Countess Abrielle Pace

Chadius Blank 1's page

2 posts. Alias of chadius.


Strength 18
Dexterity 19
Constitution 18
Intelligence 10
Wisdom 10
Charisma 18

About Chadius Blank 1

Pathbuilder 2e character sheet

Has an eidolon, >Khiari Sidare<

Story:

Defense:

HP 173
Fast Recovery: Bella regains twice as many Hit Points from resting. She recovers Drained by 2 when she gets a night long rest.

AC 29
Dueling Dance is a Stance that increases AC by 2.

Saving Throws
Fort 20
Ref 22
Will 16
Evasion: You've learned to move quickly to avoid explosions, a dragon's breath, and worse. Your proficiency rank for Reflex saves increases to master. When you roll a success on a Reflex save, you get a critical success instead.
Fast Recovery: When Bella succeeds at a Fort save against Poison or Disease, she recovers by 2 stages instead of 1. If it's Virulent she recovers by 1 stage. If she Critically Succeeds, she recovers by 3 stages (2 if Virulent).

Haughty Obstinacy: If Bella succeeds on a save against a mental effect that tries to control her actions, she gets a Critical Success instead. If someone fails to Coerce Bella using Intimidation, they get a Critical Failure instead.

Perception +17
Incredible Initiative: Initiative +2

Feather Step: Bella can Step into difficult terrain.
Vivacious Speed +20 ft when Bella has Panache.
Quick Jump: Bella can High Jump and Long Jump as a single action. She does not need the initial Stride (and does not fail because she failed to Stride 10 feet first.)

Opportune Riposte: If an enemy Critically Fails to strike Bella, she can use her Reaction to Strike or Disarm the attacker.

Offense:

Attack of Opportunity: Bella can spend a reaction to make a Strike against an enemy in reach who uses a manipulate action, move action, ranged attack, or leaves a square during a move action.

Swashbuckler Class DC 29
As a Swashbuckler, Bella can gain Panache via Acrobatics and Perform.

Opportune Riposte: If an enemy Critically Fails to strike Bella, she can use her Reaction to Strike or Disarm the attacker.

Melee
Confident Finisher
Finisher, Swashbuckler
Deals 4d6 extra damage on Success
Deals 4 extra damage on Failure
Consumes Panache
Exemplary Finisher: If she hits the attacker, Bella can Step as a Free Action.

+2 Striking Fist
Agile, Finesse, Nonlethal, Unarmed, Magical
[dice=Magic Fist]1d20+21[/dice]
[dice=Bludgeoning Damage with Panache]2d4+6+4[/dice]
Critical Specialization: The target must succeed at a Fortitude save or be slowed 1 until the end of your next turn.

+1 Striking Dagger
Agile, Finesse, Thrown 10 ft, Versatile S, Evocation, Magical, Returning
[dice=Magic Dagger]1d20+20[/dice]
[dice=Piercing Damage with Panache]2d4+6+4[/dice]
Critical Specialization: The target takes 1d6 persistent bleed damage. You gain an item bonus to this bleed damage equal to the weapon’s item bonus to attack rolls.

Ranged
+1 Striking Dagger
Agile, Finesse, Thrown 10 ft, Versatile S, Evocation, Magical, Returning
[dice=Magic Dagger]1d20+20[/dice]
[dice=Piercing Damage]2d4+6[/dice]
Critical Specialization: The target takes 1d6 persistent bleed damage. You gain an item bonus to this bleed damage equal to the weapon’s item bonus to attack rolls.

+1 Striking Longbow
Deadly d10, Volley 30 ft, Magical
[dice=Magic Longbow]1d20+20[/dice]
[dice=Piercing Damage]2d8+2[/dice]
Critical Specialization: If the target of the critical hit is adjacent to a surface, it gets stuck to that surface by the missile. The target is immobile and must spend an Interact action to attempt a DC 10 Athletics check to pull the missile free before it can move from its space. The creature doesn’t become stuck if it’s incorporeal, liquid (like a water elemental or some oozes), or could otherwise escape without effort.

Skills:

Cooperative Nature: Bella gets a +4 bonus to Aid attempts.

Cooperative Soul: If Bella is an Expert in a skill and she tries to Aid, she gets a Success (unless she Critically Succeeds.)

Group Aid: If she uses Aid on a skill without the Attack trait, she can help all other allies with that skill as a free action instead of a reaction.

Untrained Improvisation: All untrained skills have a proficiency bonus equal to Bella's level.
Clever Improviser: Bella can attempt skill checks for Trained actions, even if she's Untrained.

Continuous Flair: While not equal to the heights of your panache in combat, you have a dramatic flair about you in any situation. Whenever you succeed at a check during exploration that would have granted you panache in combat, you gain a +1 circumstance bonus to further checks for actions that would grant you panache in combat. This benefit ends when the exploration changes to a different scene (as determined by the GM) or shifts to an encounter or downtime.

[dice=Acrobatics]1d20+21[/dice]
[dice=Athletics]1d20+17[/dice]
[dice=Deception]1d20+17[/dice]
[dice=Diplomacy]1d20+17[/dice]
[dice=Lore: Genealogy]1d20+13[/dice]
[dice=Nature]1d20+13[/dice]
[dice=Performance, Dance]1d20+21+2[/dice]
[dice=Society]1d20+13[/dice]
[dice=Stealth]1d20+17[/dice]
[dice=Survival]1d20+13[/dice]
[dice=Thievery]1d20+17[/dice]

Performance
Fascinate Performance: When you Perform, compare to the Will DC of one observer. Success = Fascinated for 1 round (in combat, needs a Critical Success.) Target is immune for 1 hour. Masters can fascinate up to 10 targets.

Focused Fascination: You must target exactly 1 target. Even in combat you only need a Success to fascinate.

Virtuosic Performer: Bella is a Master Dancer and gets +2 bonus to Performance checks when she dances.

Society
Courtly Graces: Bella can use Society to Make an Impression and Impersonate nobility. (She has the Noble background so this isn't needed?)

Acrobatics
Cat Fall: As a Master, Bella treats falls as 50 feet shorter.
Kip Up: Bella stands up as a Free Action that does not trigger reactions.

Athletics
Quick Jump: Bella can High Jump and Long Jump as a single action. She does not need the initial Stride (and does not fail because she failed to Stride 10 feet first.)

Nature
Natural Medicine: Bella can use Nature instead of Medicine to provide cures. In the wilderness she may get a +2 bonus to the check (depending on GM)

Thievery
Pickpocket: Steal or Palm an Object without taking the -5 penalty. If the target is in combat/on alert, Bella can Steal by spending 2 manipulate actions and taking a -5 penalty.

Thieves' Tools (Infiltrator): Add a +1 to Pick Locks and Disable Device.

Magic:

Spell DC 27
Spell Attack +17

Cantrips, at Will
- Light
- Healing Plaster

Spell List 2, 1 per day
- Enlarge

Spell List 3, 1 per day
- Haste

Wand of Longstrider (2nd), 1 per day (with overcharge option)
- Longstrider

Staff of Enchantment
Cantrip
- Daze

Spell List 1
- Charm

Spell List 2
- Hideous Laughter
- Touch of Idiocy

Gear:

Handwraps of Mighty Blows (+2 Striking)
Staff of Enchantment
Wand of Longstrider, 2nd
+1 Resilient Glamered Leather Armor
+1 Striking Dagger of Returning
+1 Striking Longbow

Adventurer's Pack
20 Bolts
Spyglass
Thieves' Tools (infiltrator)
Waterproof Carrying Case
Writing Set