Need to make sure this is PFS legal


Advice


My character just got 6xp, but I haven't used him for a game at 2nd level. In the last game, I was informed that he wasn't PFS legal, because apparently elves can't get darkvision...well, I've done my best to fix that problem. Could someone more knowledgeable than I help make sure that this character is PFS legal before I use him again?

Race: Sylph
Class: Swashbuckler (Inspired Blade/Noble Fencer)

Archetypes:

* Noble Fencer
- Replaces dodging panache deed
- Replaces superior feint deed
- Replaces subtle blade deed
- Replaces charmed life

* Inspired Blade
- Alters panache class feature
- Replaces swashbuckler finesse
- Replaces bleeding wound deed
- Replaces swashbuckler weapon training
- Replaces swashbuckler weapon mastery

Stats
Str9 Dex19 Con12 Int16 Wis12 Cha7

Equipment, Feats, Skills, Traits, Racial:

Equipment
* Masterwork Rapier (+1 hit, 1d6, 18-20 crit, x2)
* Darkwood Buckler (+1 AC)
* Mithral Chain Shirt (+4 AC, +6 Max Dex AC)
* 3x Chakrams (1d8 dmg, x2, 30ft range)
* Wand of Cure Light Wounds (50 charges)
* Imbedded Dusty Rose Cracked Ioun Stone (+1 initiative)
* Imbedded Pink and Green Cracked Ioun Stone (+1 Diplomacy)
* Hot Weather Clothing (+2 bonus on Fortitude saves to resist warm or hot weather.)
* 600 gold

Carrying Capacity
* Light (33lbs or less)
* Medium (31-60)
* Heavy (61-90)

Current Load
* Rapier: 2lbs
* Mithral Chain Shirt: 12.5lbs
* Darkwood Buckler: 2.5lbs
* 3x Chakrams: 3lbs
* Masterwork Backpack (+1 str for carrying capacity): 4lbs
* Blanket, Flint and Steel, Wooded Holy Symbol, mess kit: 3lbs
* Hot Weather Clothing: 4lbs
* Total: 31 lbs

Knowledge Skills
* Knowledge Local: 1 point, +7
* Knowledge Nobility: 1 point, +7

Scarab Sages
* Knowledge History: 0 (+8 with first faction boon)
* Knowledge Planes: 0 (+8 with first faction boon)

Social Skills
* Diplomacy: 2 points, +9
* Sense Motive: 1 point, +5

Other Skills
* Perception: 2 points, +6
* Craft (calligraphy): 1 point, +7
* Acrobatics: 1 point, +8
* Stealth: 1 point, +12
* Escape Artist: 1 point, +8
* Climb: 1 point, +3
* Swim: 1 point, +3
* Sleight of Hand: 1 point, +8

Feats
* Weapon Focus (Rapier)
* Weapon Finesse (Rapier)
* Weapon Finesse (When wielding a rapier one-handed, you can add your Dexterity modifier instead of your Strength modifier to that weapon's damage. The rapier must be one appropriate for your size. You do not gain this benefit while fighting with two weapons or using flurry of blows, or anytime another hand is otherwise occupied. In addition, if you have the panache class feature, you gain a +2 bonus to your CMD against attempts to disarm you of your rapier while you have at least 1 panache point.)
* Run (When running, you move five times your normal speed (if wearing medium, light, or no armor and carrying no more than a medium load) or four times your speed (if wearing heavy armor or carrying a heavy load). If you make a jump after a running start (see Acrobatics), you gain a +4 bonus on your Acrobatics check. While running, you retain your Dexterity bonus to your Armor Class.)

Traits
* Clever Wordplay (Int for Diplomacy)
* Highlander (+1 trait bonus on Stealth checks, and Stealth is always a class skill for you. This trait bonus increases to +2 in hilly or rocky areas.)
* Indomitable Faith (+1 will from skykey solutions)

Racial
* Energy Resistance-Electricity 5
* Darkvision (60ft)
* Whispering Wind (+4 stealth)
* Storm in the Blood (fast healing 2 when taking electricity damage, can heal 2 points per level per day)

Level Class:

Panache
* 5 points each day
* Recovers 1 point for scoring a critical hit with rapier

Deeds

* Derring-Do: 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).

* Opportune Parry and Riposte: 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.

* Social Panache (Ex): At 1st level, a noble fencer can spend 1 panache point when he attempts a Bluff, Diplomacy, Intimidate, or Sense Motive check to roll 1d6 and add the result to the check. He can do this after he rolls the check but before the result is revealed. If the result of the d6 roll is a natural 6, he rolls another 1d6 and adds it to the check. He can continue to do this as long as he rolls natural 6s, up to a number of times equal to his Charisma modifier (minimum 1). Just before a verbal duel, a noble fencer can spend up to 4 panache points. For each point he spends, he selects a tactic for which he has chosen Bluff, Diplomacy, Intimidate, or Sense Motive as an associated skill and gains an edge he can only use with that tactic.

Aristocratic Discipline

* At 2nd level, a noble fencer relies on his extremely honed training and discipline to protect his mind, rather than luck. The noble fencer gains a +1 bonus on Will saves against mind-affecting effects. This bonus increases by 1 at 6th level and every 4 swashbuckler levels thereafter.

Level Plan:

* lvl 3: Swashbuckler
- Toughness (+1 HP per level)
- Nimble (+1 dodge bonus to AC)
- Precise Strike (+1 dmg per level, need at least 1 panache point. Can spent 1 panache point to double bonus on next attack)

* lvl 4: Swashbuckler
- Weapon Specialization (+2 dmg)
- +1 Dex (Dex20, +1 hit, +1 dmg, +1 AC, +1 Init, +1 Ref)

* lvl 5: Swashbuckler
- Weapon Training (Improved Critical, +1 hit, +2 damage)

* lvl 6: Swashbuckler
- Aristocratic Discipline (+2)

* lvl 7: Swashbuckler
- Airy Step (+2 bonus on saving throws against effects with the air or electricity descriptors and effects that deal electricity damage. You may ignore the first 30 feet of any fall when determining falling damage.)
- Nimble (+2 dodge AC)

* lvl 8: Swashbuckler
- Dodge (+1 dodge AC)
- +1 Dex

* lvl 9: Swashbuckler
- Wings of Air (Gain a supernatural fly speed equal to your base speed (good maneuverability). You may only fly with this ability when wearing light armor or no armor. and airy step becomes +4)
- Weapon Training (+2 hit, +3 damage)

* lvl 10: Swashbuckler
- Aristocratic Discipline (+3)

* lvl 11: Swashbuckler
- Nimble (+3 dodge AC)
- Divine Obedience-Irori (+4 all knowledge skills)
- Unshakable Presence

* lvl 12: Swashbuckler
- Critical Focus (+4 confirm criticals)
- +1 Dex (Dex22)

The idea behind this character is to abuse the Inspired Blade and Noble Fencer archetypes. The former gives panache for Int and Cha (with Cha being minimum 1) and the latter replaces charmed life, so that between the two charisma accounts for nothing. Couple that with clever wordplay, and Cha becomes an easy dump stat. Useful for getting extra skill points.

Being a sylph helps in this regard, while also giving fly at will at lvl 9. Given how expensive flying items are, I can't see any other way to be able to fly at lvl 9 for a martial class.

Besides for that, a very simple idea for this type of character. Take a rapier. Poke someone with it in an uncomfortable place. Let high dex, precise strike, weapon spec, and 15-20 crit do its job.

My fear for the character, is of course, the low Con. A Con of 12 isn't ideal, even with favored class bonus and toughness. At lvl 12 he'd only be at 112 HPs.

With all of that said, am I screwing anything up again? I would hate to sit down at a table and find out that the character is illegal after I've passed the point of remaking him.


I don't see anything egregious here. I think your second instance of Weapon Finesse in the feats section is supposed to be Fencing Grace, but otherwise things look mostly normal.


Only issue I see is that the "darkwood buckler" is actually a light shield which messes up using Precise Strike deed. Either get a plain masterwork buckler or mithral buckler if encumbrance is big deal and unwilling to drop anything else.


I'll update the character sheet with the changes. The buckler shouldn't matter too much. I'll just drop a chakram, so he'll have...1/2 a pound of carrying capacity. Can't justify spending 1,000 gold to get 2.5lbs off the buckler. This does really mean that once I get the fame, I'll need a muleback cord.

Thanks guys!


Protoman wrote:
Only issue I see is that the "darkwood buckler" is actually a light shield which messes up using Precise Strike deed. Either get a plain masterwork buckler or mithral buckler if encumbrance is big deal and unwilling to drop anything else.

Or you could simply pay 2g more and have a buckler made out of Darkwood instead of buying the named magic item.


Zabraxis wrote:
Protoman wrote:
Only issue I see is that the "darkwood buckler" is actually a light shield which messes up using Precise Strike deed. Either get a plain masterwork buckler or mithral buckler if encumbrance is big deal and unwilling to drop anything else.
Or you could simply pay 2g more and have a buckler made out of Darkwood instead of buying the named magic item.

Unfortunately that wouldn't be PFS legal as there isn't a wooden mundane buckler ever mentioned in the rules to be legal item choice for darkwood.

PRD Buckler Description wrote:
This small metal shield is worn strapped to your forearm.


Heh. That's some gloriously ridiculous RAW.

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