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Lamsfel's page

1,001 posts. Alias of Pixie Rogue.


Classes/Levels

28/28 hp

About Lamsfel

Elven Swashbuckler (Favored) 3

Description
132 years old
6' 7" tall
145 pounds

The very tall elf before you says nothing, fixing you with a bemused gaze as though waiting for you to speak, but you are not sure what he's expecting you to say. Over one shoulder can be seen a shortbow, on the other, the fletching from arrows are just visible. At either hip is a shortsword and dagger are tucked in various places on his person. He moves with an easy grace and generally keeps his own counsel, but you get the feeling that he's someone you can rely on.

Init +5 or +7 (+3 [dexterity]+2 [trait]+2 [with panache, swashbuckler initiative])
Senses Perception +8
Speed 30 ft
Panache 2/2 points

DEFENSE:

AC 18, touch 14, flat-footed 14 (dexterity +3, armor +4, nimble +1)
hp 28 (3d10 [swashbuckler]+3 [CON]+3 [favored]) wounds 0

Saves:
Fort +2 (+1 [swashbuckler 3]+1 [CON])
Ref +6 (+3 [swashbuckler 3]+3 [DEX])
Will +1 (+1 [swashbuckler 3]+0 [WIS])
+2 vs enchantment spells and effects [racial]
+2 to a save 3/day [charmed life]
Immune to magic sleep effects [racial]

OFFENSE:

Base Atk +3
CMB +5 (+3 [BAB]+2 [STR]); +6 for finesse weapon-based CMB rolls
CMD 18 (10 [base]+3 [BAB]+2 [STR]+3 [DEX])
CMD 22 vs disarm, steal, sunder attempts against wielded light or one-handed piercing weapon

Melee Single Weapon
Melee mw short sword precise strike +7 (1d6+2+3, 19-20/x2)
Melee mw wakizashi precise strike +7 (1d6+2+3, 18-20/x2)
Melee +1 wakizashi (Whispering Shrike) precise strike +7 (1d6+3+3, 18-20/x2)
Melee +1 kursigama (Dancing Wasp) precise strike +7-4 (1d6+3+3/x2, slashing)
Melee +1 kursigama (Dancing Wasp) +7-4 (1d3+3/x2, bludgeoning)
Melee dagger precise strike +6 (1d4+2+3, 19-20/x2)

Melee TWF Options
Melee mw short sword +5 (1d6+2 or +1, 19-20/x2)
Melee mw wakizashi +5 (1d6+2 or +1, 18-20/x2)
Melee +1 wakizashi (Whispering Shrike) +5 (1d6+3 or +2, 18-20/x2)
Melee +1 kursigama (Dancing Wasp) precise strike +5-4 (1d6+3/x2, slashing)
Melee +1 kursigama (Dancing Wasp) +5-4 (1d3+2/x2, bludgeoning)
Melee dagger +4 (1d4+2 or +1, 19-20/x2)

Ranged composite longbow +6 (1d8+2, 20/x3)
Ranged dagger +6 precise strike (1d4+2+3, 19-20/x2)

FEATS, SKILLS, ABILITIES, LANGUAGES:

Ability Scores: Str 14, Dex 16, Con 12, Int 12, Wis 10, Cha 14

Feats: Two-Weapon Fighting [1st], Weapon Finesse (with light or one-handed piercing weapons via Swashbucker Finesse) [Bonus 1st], Exotic Weapon Proficiency (wakizashi) [3rd]

Deeds:
Must have a point of panache: Menacing Swordplay, Precise Strike, Swashbuckler Initiative

Must spend a point of panache: Derring-do, Opportune Parry, Recovery, Riposte,

Traits: Reactionary [combat], Student Survivalist [campaign]

Skill points: 12 [swashbuckler]+3 [ability]+0 [favored]

Class skills: Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Handle Animal (Cha), Intimidate (Cha), Knowledge (local) (Int), Knowledge (nobility) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Survival (Wis) [trait], and Swim (Str).

Acrobatics +7 = +3 [rank]+3 [class]+3 [ability]-1 [ACP]
Bluff +7 = +2 [rank]+3 [class]+2 [ability]
Climb +5 = +1 [rank]+3 [class]+2 [ability]-1 [ACP]
Diplomacy +6 = +1 [rank]+3 [class]+2 [ability]
Intimidate +7 = +2 [rank]+3 [class]+2 [ability]
Perception +8 = +3 [rank]+3 [class]+0 [ability]+2 [race]
Sense Motive +5 = +2 [rank]+3 [class]+0 [ability]
Stealth +2 = +0 [rank]+3 [ability]-1 [ACP]
Survival +7 = +1 [rank]+3 [class]+0 [ability]+2 [trait]

SQ: Favored Class (Swashbuckler - +3 hit points), Low-light Vision, Elven Immunities, Silent Hunter (reduce penalty to Stealth while moving by 5; make Stealth checks while running at -20), Keen Senses, Weapon Familiarity, Panache, Swashbuckler Finesse, Nimble +1

Languages Common, Elven, Varisian

GEAR:

Combat Gear Flask of alchemists' fire, Potion of Cure Moderate Wounds, Potion of Cure Moderate Wounds, Potion of Cure Light Wounds

Other Gear Dagger (2 gp, 1 lb), Dagger (2 gp, 1 lb), Masterwork short sword (310 gp, 2 lb), Masterwork short sword (310 gp, 2 lb), Masterwork Cold Iron Wakizashi, Whispering Shrike (+1 wakizashi, casts shield other 1/day), Composite Longbow (+2 STR) (300 gp), 17 arrows (1 gp, 3 lb), 20 arrows (1 gp, 3 lb), Masterwork chain shirt (250 gp, 25 lb)

Backpack and contents:
Parchment (10 sheets, 2 gp, 0 lb), Waterskin (1 gp, 4 lb), Backpack (2 gp, 2 lb), Trail rations (4 days, 2.0 gp, 4 lb), Common lamp (0.1 gp, 1 lb), Oil (3 flasks, 0.3 gp, 3 lb), Bedroll (0.1 gp, 5 lb), Scrollcase (1 gp, 0.5 lb) = total (7.5 gp, 19.5 lb), 25 gp for Callomeleth, 25 gp for Tybus, 25 gp for Gan, 25 gp for Tristan, silk gown, set with pearls and covered in sewn-in jewels

Belt pouch and contents:
Flint and steel (1gp, 0 lb), Pen (0.1gp, 0 lb), Ink (1 vial, black, 8gp, 0 lb), Belt pouch (1 gp, 0.5 lb) = total (10.1 gp, 0.5 lb)

Whispering Shrike
Whispering Shrike is a +1 wakizashi of incredibly beautiful design. The sword is etched with images of seven shrikes perched on a coiling branch that runs the length of the blade. Once per day, Whispering Shrike can be used to cast shield other on any creature touched by the blade while you wield it. A DC 20 Perception check of the blade’s tsuka (hilt) reveals a secret compartment in the hilt just large enough to hold a small item such as a flask or rolled piece of paper.

Deadly: When you use this weapon to deliver a coup de grace, it gains a +4 bonus to damage when calculating the DC of the Fortitude saving throw to see whether the target of the coup de grace dies from the attack. The bonus is not added to the actual damage of the coup de grace attack.

Dancing Wasp
This weapon has a single sickle held in the off-hand attached by 10 feet of fine chain to a weighted metal ball.

Benefit: The sickle is used to make trips, jabs, and blocks while the ball is whipped around at high speeds and then smashed into the opponent.

Dancing Wasp, a +1 kusarigama that makes a shrill whistling sound whenever it is used in combat. Once per day as a standard action, the wielder of Dancing Wasp can whirl the weapon above his head as a full-round action to summon a giant wasp. The wasp appears in the air above the wielder’s head and follows the wielder’s mental commands to the best of its ability as long as the user continues to twirl the weapon (requiring a standard action each round), to a maximum of 5 rounds, after which the wasp vanishes.

Double: You can use a double weapon to fight as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon. You can choose to wield one end of a double weapon two-handed, but it cannot be used as a double weapon when wielded in this way—only one end of the weapon can be used in any given round.

Grapple: On a successful critical hit with a weapon of this type, you can grapple the target of the attack. The wielder can then attempt a combat maneuver check to grapple his opponent as a free action. This grapple attempt does not provoke an attack of opportunity from the creature you are attempting to grapple if that creature is not threatening you. While you grapple the target with a grappling weapon, you can only move or damage the creature on your turn. You are still considered grappled, though you do not have to be adjacent to the creature to continue the grapple. If you move far enough away to be out of the weapon’s reach, you end the grapple with that action.

Reach: You use a reach weapon to strike opponents 10 feet away, but you can't use it against an adjacent foe.

Trip: You can use a trip weapon to make trip attacks. If you are tripped during your own trip attempt, you can drop the weapon to avoid being tripped.

Encumbrance 58 lb + coin (251 gp, 17 sp, 10 cp)
Light Load 58
Medium Load 59 - 116
Heavy Load 117 - 175

REWARDS:

Experience Points: 8124

Rewards breakdown (for checking my math)
81 xp Goblins at the party
121 xp Goblins on the wagon
174 xp Goblins at the inn
376 xp Tsuto and co.
120 xp Goblin druid
228 xp Front gate to Thistletop
80 xp Goblin gate-openers
81 xp More at the goblin-gates
160 xp Chief Ripnugget
120 xp Bruthazamus & consort
240 xp Nualia
120 xp Calming the warhorse
400 xp Per DM, making everyone even
400 xp Campaign trait bonus
240 xp Faceless thing in the swamp
160 xp Goblin Samauri
100 xp Goblin Guards
280 xp Goblin chief and witch
120 xp Swamp snake
81 xp Swamp skeletons
80 xp Giant Spider
80 xp Amoeba
162 xp Skeletons in the cave
160 xp Last Samurai Skeleton
240 xp Story award - letter to Ameiko
40 xp Goblins Attack!
160 xp That'll be two Dire Corbies...
480 xp And a side of Ettercap
160 xp With a helping of two ogrekin
160 xp Mama Ogrekin
560 xp A clutch of (dire) corbies
600 xp Trogs
640 xp Kikonu and Zaiobe
200 xp Surprised trogs
120 xp Giant Lizard
160 xp Surprise! Trogs!
300 xp undead child(?)
120 xp guard room
300 xp ballroom

Relationships
Ameiko: +3 (Association)
Koya: +2 (Association)
Sandru: +2 (Association)
Shalelu: +9 (Friendship, and you gain 400 XP)

You have learned over your time spent with Shalelu that she is quite practical – someone who wanted to earn her favor would be well-advised to give her gifts to aid her talent with archery.

RESOURCES

Deeds & Panache Recovery:

Critical Hit with a Light or One-Handed Piercing Weapon: Each time the swashbuckler confirms a critical hit with a light or one-handed piercing weapon while in combat, she regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or on 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 Weapon: When the swashbuckler reduces a creature to 0 or fewer hit points with a light or one-handed piercing 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.

Derring-do (Ex): At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, Swim check to roll d6 and add the result to the check. She must choose to do this before she rolls. If the d6 roll is a natural “6,” she rolls another d6 and add 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). This deed’s cost cannot be reduced by the Signature Deed feat, or any other effect that reduces the amount of panache a deed costs.
Opportune Parry (Ex): At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and can 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. If her attack roll is greater than the roll of the attacking creature, the attack automatically misses. For each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –4 penalty on her attack roll. The swashbuckler must declare the use of this ability after the creature’s attack is announced, but before that attack roll is made.
Riposte (Ex): At 1st level, immediately after a swashbuckler performs a successful parry, she can spend 1 panache point to make an attack of opportunity against the creature whose attack she blocked, provided that creature is within her reach. She must have an available attack of opportunity to use this deed (one for the parry and one for the riposte).
Recovery (Ex): At 1st level, when an opponent attempts a melee attack against the swashbuckler, she can spend 1 panache point to move 5 feet as an immediate action; doing so grants the swashbuckler a +2 bonus to AC against the triggering attack. This movement doesn’t negate the attack, which is still resolved as if the swashbuckler was in 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 more than a light load.
Menacing Swordplay (Ex): At 3rd level, while she at least 1 panache, 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, as long as 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 her damage roll. To use this deed, a swashbuckler cannot attack with a weapon in her other hand or use a shield. A precise strike only works against living creatures with discernible anatomies. Any creature that is immune to critical hits is also immune to a precise strike, and any item or ability that protects a creature from critical hits also protects a creature from a precise strike. The extra damage of precise strike is precision damage, and isn’t multiplied with 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 must be used before the end of her turn, or it is lost.
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 her weapon isn’t hidden, she can draw a single light or one-handed piercing weapon as part of the initiative check.

Traits:

Reactionary
Student Survivalist

Old build
Elven Bladeslinger (Fusilier favored 2/Fighter 1)

Description
132 years old
6' 7" tall
145 pounds

The very tall elf before you says nothing, fixing you with a bemused gaze as though waiting for you to speak, but you are not sure what he's expecting you to say. Over one shoulder can be seen a shortbow, on the other, the fletching from arrows are just visible. At either hip is a shortsword and dagger are tucked in various places on his person. He moves with an easy grace and generally keeps his own counsel, but you get the feeling that he's someone you can rely on.

Init +5 (+3 [dexterity]+2 [trait])
Senses Perception +8
Speed 30 ft
Panache 2/2 points

DEFENSE:

AC 19, touch 15, flat-footed 14 (dexterity +3, armor +4, dashing defense +2)
hp 27 (2d10 [fusilier]+1d10 [fighter]+3 [CON]+2 [favored]) wounds 6

Saves:
Fort +3 (+0 [fusilier 1]+2 [fighter 1]+1 [CON])
Ref +6 (+3 [fusilier 1]+0 [fighter 1]+3 [DEX])
Will +3 (+3 [fusilier 1]+0 [fighter 1]+0 [WIS])
+2 vs enchantment spells and effects
Immune to magic sleep effects

OFFENSE:

Base Atk +3
CMB +5 (+3 [BAB]+2 [STR])
CMD 18 (10 [base]+3 [BAB]+2 [STR]+3 [DEX])

Melee Single Weapon
Melee mw short sword +7 (1d6+2, 19-20/x2)
Melee mw wakizashi +7 (1d6+2, 18-20/x2)
Melee +1 wakizashi (Whispering Shrike) +7 (1d6+3, 18-20/x2)
Melee +1 kursigama (Dancing Wasp) +7-4 (1d3+3/x2, slashing)
Melee +1 kursigama (Dancing Wasp) +7-4 (1d6+3/x2, bludgeoning)
Melee dagger +6 (1d4+2, 19-20/x2)

Melee TWF Options
Melee mw short sword +5 (1d6+2 or +1, 19-20/x2)
Melee mw wakizashi +5 (1d6+2 or +1, 18-20/x2)
Melee +1 wakizashi (Whispering Shrike) +5 (1d6+3 or +2, 18-20/x2)
Melee dagger +4 (1d4+2 or +1, 19-20/x2)

Ranged composite longbow +6 (1d8+2, 20/x3)
Ranged dagger +6 (1d4+2, 19-20/x2)

FEATS, SKILLS, ABILITIES, LANGUAGES:

Ability Scores: Str 14, Dex 16, Con 12, Int 12, Wis 10, Cha 14

Feats: Two-Weapon Fighting [1st], Weapon Finesse [bonus], Exotic Weapon Proficiency (wakizashi) [3rd]

Deeds: Close-Quarters Attack, Marksman, Suppressing Attack, Touche'

Traits: Reactionary [combat], Student Survivalist [campaign]

Skill points: 8 [fusilier]+2 [fighter]+3 [ability]+0 [favored]

Class skills: Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Knowledge (local) (Int), Knowledge (nobility) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Survival (Wis) [trait], and Swim (Str).

Acrobatics +7 = +2 [rank]+3 [class]+3 [ability]-1 [ACP]
Bluff +7 = +2 [rank]+3 [class]+2 [ability]
Climb +5 = +1 [rank]+3 [class]+2 [ability]-1 [ACP]
Diplomacy +6 = +1 [rank]+3 [class]+2 [ability]
Intimidate +6 = +1 [rank]+3 [class]+2 [ability]
Perception +8 = +3 [rank]+3 [class]+0 [ability]+2 [race]
Sense Motive +5 = +2 [rank]+3 [class]+0 [ability]
Stealth +2 = +0 [rank]+3 [ability]-1 [ACP]
Survival +7 = +1 [rank]+3 [class]+0 [ability]+2 [trait]

SQ: Favored Class (Fusilier - +2 hit points), Low-light Vision, Elven Immunities, Silent Hunter (reduce penalty to Stealth while moving by 5; make Stealth checks while running at -20), Keen Senses, Weapon Familiarity, Bonus Feat

Languages Common, Elven, Varisian

GEAR:

Combat Gear Flask of alchemists' fire, Potion of Cure Moderate Wounds, Potion of Cure Moderate Wounds, Potion of Cure Light Wounds

Other Gear Dagger (2 gp, 1 lb), Dagger (2 gp, 1 lb), Masterwork short sword (310 gp, 2 lb), Masterwork short sword (310 gp, 2 lb), Masterwork Cold Iron Wakizashi, Whispering Shrike (+1 wakizashi, casts shield other 1/day), Composite Longbow (+2 STR) (300 gp), 19 arrows (1 gp, 3 lb), 20 arrows (1 gp, 3 lb), Masterwork chain shirt (250 gp, 25 lb)

Backpack and contents:
Parchment (10 sheets, 2 gp, 0 lb), Waterskin (1 gp, 4 lb), Backpack (2 gp, 2 lb), Trail rations (4 days, 2.0 gp, 4 lb), Common lamp (0.1 gp, 1 lb), Oil (3 flasks, 0.3 gp, 3 lb), Bedroll (0.1 gp, 5 lb), Scrollcase (1 gp, 0.5 lb) = total (7.5 gp, 19.5 lb), 25 gp for Callomeleth, 25 gp for Tybus, 25 gp for Gan, 25 gp for Tristan

Belt pouch and contents:
Flint and steel (1gp, 0 lb), Pen (0.1gp, 0 lb), Ink (1 vial, black, 8gp, 0 lb), Belt pouch (1 gp, 0.5 lb) = total (10.1 gp, 0.5 lb)

[spoiler=Whispering Shrike]


Dancing Wasp:

This weapon has a single sickle held in the off-hand attached by 10 feet of fine chain to a weighted metal ball.

Benefit: The sickle is used to make trips, jabs, and blocks while the ball is whipped around at high speeds and then smashed into the opponent.

Dancing Wasp, a +1 kusarigama that makes a shrill whistling sound whenever it is used in combat. Once per day as a standard action, the wielder of Dancing Wasp can whirl the weapon above his head as a full-round action to summon a giant wasp. The wasp appears in the air above the wielder’s head and follows the wielder’s mental commands to the best of its ability as long as the user continues to twirl the weapon (requiring a standard action each round), to a maximum of 5 rounds, after which the wasp vanishes.

Encumbrance 58 lb + coin (251 gp, 17 sp, 10 cp)
Light Load 58
Medium Load 59 - 116
Heavy Load 117 - 175
[/SPOILER]

REWARDS:

? track XP ? xp to advance to 3rd
Experience Points: 5684

Rewards breakdown (for checking my math)
81 xp Goblins at the party
121 xp Goblins on the wagon
174 xp Goblins at the inn
376 xp Tsuto and co.
120 xp Goblin druid
228 xp Front gate to Thistletop
80 xp Goblin gate-openers
81 xp More at the goblin-gates
160 xp Chief Ripnugget
120 xp Bruthazamus & consort
240 xp Nualia
120 xp Calming the warhorse
400 xp Per DM, making everyone even
400 xp Campaign trait bonus
240 xp Faceless thing in the swamp
160 xp Goblin Samauri
100 xp Goblin Guards
280 xp Goblin chief and witch
120 xp Swamp snake
81 xp Swamp skeletons
80 xp Giant Spider
80 xp Amoeba
162 xp Skeletons in the cave
160 xp Last Samurai Skeleton
240 xp Story award - letter to Ameiko
40 xp Goblins Attack!
160 xp That'll be two Dire Corbies...
480 xp And a side of Ettercap
160 xp With a helping of two ogrekin
160 xp Mama Ogrekin
560 xp A clutch of (dire) corbies

Relationships
Ameiko: +3 (Association)
Koya: +2 (Association)
Sandru: +2 (Association)
Shalelu: +9 (Friendship, and you gain 400 XP)

You have learned over your time spent with Shalelu that she is quite practical – someone who wanted to earn her favor would be well-advised to give her gifts to aid her talent with archery.

RESOURCES

Fusilier Class:

Hit Die: d10
Starting Wealth: 6d6 x 10 gp.

Class Skills
The fusilier’s class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (local) (Int), Knowledge (nobility) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), and Swim (Str).
Skill Ranks per Level: 4 + Int modifier.

Class Features
All of the following are class features of the fusilier.

Weapon and Armor Proficiency: A fusilier is proficient with all simple and martial weapons, and light armor and the buckler.

Dashing Defense (Ex): At 2nd level, when wearing light or no armor and not using a shield or a 2-handed melee weapon, a fusilier adds 1 point of his Charisma bonus (if any) per level to his Dexterity bonus to modify Armor Class. If a fusilier is caught flat-footed or otherwise denied his Dexterity bonus, he also loses this bonus.
A character cannot add more than 2 ability score modifiers to his AC as a result of this ability. (Thus most characters add their Dexterity and Charisma. However, a character who takes the duelist prestige class and gains canny defense could instead add any two of his Dexterity, Intelligence and Charisma modifiers to AC – but not all 3).

Panache (Ex): A fusilier makes her mark upon the world with daring deeds. Some fusiliers claim they belong to a mystical way of the sword, but it’s more likely that the volatile nature of melee simply prunes the unlucky and careless from their ranks. Whatever the reason, all fusiliers have panache. In game terms, panache is a fluctuating measure of a fusilier’s ability to perform amazing actions in combat. At the start of each day, a fusilier 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 some feats and magic items may affect this maximum. A fusilier spends panache to accomplish deeds (see below), and regains panache through the Killing Blow With a Finesse Weapon method (below). The panache class feature counts as the grit class feature – a character with panache may take the Extra Grit feat to add to her panache (although it may well be listed as Extra Panache), and a non-gunslinger may take Amateur Gunslinger to gain panache (although the feat may be listed as Élan).

Killing Blow with a Finesse weapon: When the fusilier reduces a creature to 0 or fewer hit points with an attack using a finesse weapon while in the heat of 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 fulilier’s character level to 0 or fewer hit points does not restore any panache.

Deeds: A fusilier receives access to the same deeds as a gunslinger at the same levels. At each level where the class gains access to additional deeds, the fusilier may select three deeds from his current level or a lower level. At fourth level and every four levels afterward, the fusilier may swap out a deed for a deed of equal level. A fusilier begins play with the touché deed in addition to three 1st-level deeds that she selects.

The following deeds are available to the fusilier:
1st Level Deeds

  • Close-Quarters Combat (Ex): You are skilled at jamming a weapon into the ribs of a grappling foe. As long as you have at least 1 panache point, when grappled you do not need to make a CMB check in order to make a single attack against your grappler with a one-handed finesse weapon you are proficient with, as a standard action.
  • Fusilier’s Dodge* (Ex): At 1st level, the fusilier gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the fusilier, she can spend 1 panache point to move 5 feet as an immediate action; doing so grants the fusilier a +2 bonus to AC against the triggering attack. This movement is not a 5-foot step, and provokes attacks of opportunity. Alternatively, the fusilier can drop prone to gain a +4 bonus to AC against the triggering attack. The fusilier can only perform this deed while wearing medium or light armor, and while carrying no more than a light load.
  • Marksman (Ex): As long as you have at least 1 point of panache, when you score a critical threat with a finesee weapon attack, the attack roll made to confirm the critical always uses the foe’s touch AC. (Normally an attack roll to confirm a critical threat uses the same AC as the attack roll that threatened.)
  • Suppressing Attack (Ex): As long as you have at least 1 point of panache, the first target you attack with a finesse weapon each round suffers a -1 penalty to attack rolls until the beginning of your next turn.
  • Touché (Ex): You are a master of making short, quick attacks that slide between armor plates, avoid magic wards, and penetrate natural hide. At 1st-level, when using a weapon you may expend panache with, you may resolve a single attack as a touch attack. This deed costs 1 point of panache.

    3rd Level Deeds

  • Distracting Attack (Ex): You are skilled at attacking targets in places that draw their attention away from other concerns. As long as you have at least 1 point of panache, as a standard action you may make a single finesse weapon attack against one target.
    If you hit, the target is considered distracted for purposes of characters (other than you) making Stealth checks (allowing even characters without concealment to make Stealth checks, opposed by the target’s Perception check), until the beginning of your next turn.
  • Fusilier Initiative* (Ex): At 3rd level, as long as the fusilier has at least 1 panache point, she gains the following benefits. First, she gains a +2 bonus on initiative checks. Furthermore, if she has the Quick Draw feat, her hands are free and unrestrained, and the weapon is not hidden, she can draw a single finesse weapon as part of the initiative check.
  • Reckless Attack (Ex): At the beginning of your round, before taking any other actions, you may choose to take a –1 penalty on all saving throws to gain a +1 bonus on finesse weapon attack rolls. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to finesse weapon attacks increases by +1. The effects of this feat last until the beginning of your next turn.

    7th Level Deeds

  • Dead Shot (Ex): At 7th level, as a full-round action, the fusilier can take careful aim and pool all of her attack potential into a single, deadly attack. When she does this, she attacks a single target, but makes as many attack rolls as she can, based on her base attack bonus. She makes the attack rolls in order from highest bonus to lowest, as if she were making a full attack. If any of the attack rolls hit the target, the fusilier’s single attack is considered to have hit. For each additional successful attack roll beyond the first, the fusilier increases the damage of the attack by the base damage dice of the weapon. For instance, if a 7th-level fusilier attacking with a rapier hits with both attacks, she does 2d6 points of damage with the attack, instead of 1d6 points of damage, before adding any damage modifiers. Precision damage and extra damage from weapon special abilities (such as flaming) are added with damage modifiers and are not increased by this deed. If one or more rolls are critical threats, she confirms the critical once using her highest base attack bonus –5. For each critical threat beyond the first, she reduces this penalty by 1 (to a maximum of 0). The fusilier must spend 1 panache point to perform this deed.
  • Retributive Attack (Ex): When you are knocked to 0 or fewer hit points, you may choose as a free action to make a single finesse weapon attack at a single foe within your reach.
    The attack cannot be augmented by any other feat or class ability. You may use this deed even if the attack that drops you to 0 or fewer hit points kills you. This deed costs 1 point of panache.
  • Startling Shot* (Ex): At 7th level, a fusilier with least 1 panache point can spend a standard action to purposely miss a creature that she could normally hit with a finesse weapon attack. When she does, that creature becomes flat-footed until the start of its next turn.
  • Targeting (Ex): At 7th level, as a full-round action, the fusilier can make a single firearm attack and choose part of the body to target. She gains the following effects depending on the part of the body targeted. If a creature does not have one of the listed body locations, that part cannot be targeted. This deed costs 1 panache point to perform no matter which part of the creature she targets. Creatures that are immune to sneak attacks are immune to these effects.
    Arms: On a hit, the target takes no damage from the hit but drops one carried item of the fusilier’s choice, even if the item is wielded with two hands. Items held in a locked gauntlet are not dropped on a hit.
    Head: On a hit, the target is damaged normally, and is also confused for 1 round. This is a mind-affecting effect.
    Legs: On a hit, the target is damaged normally and knocked prone. Creatures that have four or more legs or that are immune to trip attacks are immune to this effect.
    Torso: Targeting the torso threatens a critical on up to twice the normal range for the weapon. If the weapon would otherwise threaten on a broader range than the weapon due to the keen property or the Improved Critical feat, targeting the torso still does not increase the range beyond twice normal. As a result, in some situations, targeting the torso may have no benefit.
    Wings: On a hit, the target is damaged normally, and must make a DC 20 Fly check or fall 20 ft.
  • Will to Kill (Ex): Your psyche is built around your belief that you are a great warrior, and that drive to prove your skill with a finesse weapon can overcome even magic compulsions. If you are under a mind-affecting effect that would normally prevent you from attacking your target of choice, at the beginning of your turn you may make a Will save (DC same as the effect that prevents you from attacking). If you succeed, as a full-round action you may make one finesse weapon attack against a target of your choice. This does not end the mind-affecting effect, it just allows you to overcome it by just enough to make a single attack. This deed costs 1 point of panache.
  • Winged ’Em (Ex): When you successfully hit and damage a target with a finesse weapon attack, as a free action you may force the target to make a Fortitude save (DC 10 + 1/2 level + Charisma modifier) or have one of its movement rates halved. The penalty to its movement rate remains until the damage dealt with the attack is healed. Creatures immune to sneak attacks are immune to this effect.
    This deed costs 1 point of panache.

    11th level Deeds

  • Bleeding Wound* (Ex): At 11th level, when the fusilier hits a living creature with a finesse weapon attack, she can spend 1 panache point as a free action to have that attack deal extra bleed damage. The amount of bleed damage is equal to the fusilier’s Dexterity modifier. Alternatively, the fusilier can spend 2 panache points to deal 1 point of Strength, Dexterity, or Constitution bleed damage (fusilier’s choice) instead. Creatures that are immune to sneak attacks are also immune to these types of bleed damage.
  • Nerves of Steel (Ex): As a standard action you may make a single finesse weapon attack against one target. Rather than roll 1d20 + attack bonus to determine what AC you hit, you automatically hit an AC of 10 + attack bonus or less. This deed costs 1 point of panache.

    15th Levels Deeds

  • Evasive* (Ex): At 15th level, when the fusilier has at least 1 panache point, she gains the benefit of the evasion, uncanny dodge, and improved uncanny dodge rogue class features. She uses her fusilier level as her rogue level for improved uncanny dodge.
  • Menacing Display* (Ex): At 15th level, the fusilier can spend 1 panache point, spend a standard action in a display of their bladework, and affect all living creatures within a 30-foot-radius burst as if they were subject to the fear spell. The DC of this effect is equal to 10 + 1/2 the fusilier’s level + the fusilier’s Charisma modifier.
  • Penetrating Shot (Ex): As a standard action you may make a single finesse weapon attack that punches through your target’s defenses. This attack ignores half the target’s DR and hardness. This deed costs 1 point of panache.
  • Slinger’s Luck* (Ex): At 15th level, the fusilier can spend panache to reroll a saving throw or a skill check. It costs 2 panache points to reroll a saving throw, and 1 panache point to reroll a skill check. The fusilier must take the result of the second roll, even if it is lower. The deed’s cost cannot be reduced by the true panache class ability, the Signature Deed feat, or any other effect that reduces the amount of panache a deed costs.

    19th Level Deeds

  • Cheat Death* (Ex): At 19th level, whenever the fusilier is reduced to 0 or fewer hit points, she can spend all of her remaining panache points (minimum 1) to instead be reduced to 1 hit point.
  • Death’s Shot* (Ex): At 19th level, when the fusilier scores a critical hit, she can spend 1 panache point to deal normal damage, and the target must succeed at a Fortitude saving throw with a DC equal to 10 + 1/2 the fusilier’s level + the fusilier’s Dexterity modifier. On a failed saving throw, the target dies. This is a death attack. Performing this deed does not allow the fusilier to regain panache from confirming a critical hit or making a killing blow.
  • Stunning Shot* (Ex): At 19th level, when a fusilier hits a creature, she can spend 2 panache points to stun the creature for 1 round. The creature must make a Fortitude saving throw (the DC = 10 + 1/2 the fusilier’s level + the fusilier’s Wisdom modifier). If the creature fails, it is stunned for 1 round. Creatures that are immune to critical hits are also immune to this effect.

    Finesse: At 4th level a fusilier selects one of the following feats as a bonus feat: Agile Maneuvers, Blind-Fight, Bloody Assault*, Cleave, Close-Quarters Thrower**, Combat Expertise, Combat Reflexes, Deadly Aim, Improved Initiative, Step Up, Weapon Finesse, Whip Mastery**. The fusilier does not need to meet this feat’s normal prerequisites.
    *Indicates a feat from the Advanced Player’s Guide.
    **Indicates a feat from Ultimate Combat.

    Weapon Training (Ex): Starting at 5th level, a fusilier can select one specific finesse weapon. He gains a bonus equal to his Dexterity modifier on damage rolls when attacking with that type of weapon. A fusilier cannot add both his Strength and Dexterity modifier to a finesse weapon’s damage, he must choose one or the other. If the fusilier selects a 2-handed finesse weapon he adds his normal Dexterity modifier to the damage, not x1.5 his Dexterity modifier.
    Every four levels thereafter (9th, 13th, and 17th), the fusilier picks up another type of weapon, gaining these bonuses for those types as well.

    Staunch (Ex): At 6th level a fusilier’s experience with the rigors of the world, and his strong loyalty to his cause, grant him a +1 bonus to Fortitude saves throws against disease and poison. This bonus increases by +1 every 4 levels (+2 at 10th, +3 and 14th, and so on).

    Bonus Feats: At 8th level, and every four levels thereafter, a fusilier gains a bonus feat in addition to those gained by normal advancement. These bonus feats must be combat or panache feats.

    Unparalleled Panache (Ex): At 20th level, a fusilier picks two deeds that she has access to and that she must spend panache to perform. She can perform these deeds for 1 panache point fewer (minimum 0) than usual. If the number of panache points to perform a deed is reduced to 0, the fusilier can perform this deed as long as she has at least 1 panache point. If a deed could already be performed as long as she had at least 1 panache point, she can now perform that deed even when she has no panache points.

  • Traits:

    Reactionary
    Student Survivalist