Attach:Tsarski.png Δ

Tsarski Otsonkivi

Dwarf SwashbucklerACG (Inspired BladeACG) 4
Lawful Neutral Medium Humanoid (dwarf)
Player Veltzeh
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Init +51
Senses Darkvision 60 ft; Perception +8
Speed 20 ft.
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AC 18, flat-footed 14, touch 14, flat-footed touch 10 (+3 Dex, +1 dodge, +3+1 armor)
HP 30/44 (4d10+4)
Fort +4, Ref +7, Will +2 (+1 vs. charm, compulsion if a partner is within 60 feet; +3 vs. compromising your relationship or harm a partner)
CMD 20
Torstaisin

  • +4 dodge bonus to AC, CMD vs. giant subtype
  • Dodging Panache: spend 1 panache point: when an opponent attempts a melee attack against the swashbuckler, immediate action: move 5 feet (provokes AoOs from creatures other than the attacker); doing so grants a +1 dodge bonus to AC against the triggering attack. The attack is still resolved.
  • Opportune Parry and Riposte: spend 1 panache point: when an opponent makes a melee attack against the swashbuckler, expend an AoO to parry. Make an attack roll as if making an AoO (-2 per attackers size category to atk). If parry 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 1 panache point remaining: as an immediate action, make an attack against the parried creature (if within reach).

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Melee mithral rapier +10, 1d6+2, P, 18–20/×2
Melee mithral rapier +9, 1d6+4, P, 18–20/×2 (PA)
Melee Dagger +7, 1d4+2, P or S, 19–20×2
Melee Dagger +6, 1d4+4, P or S, 19–20×2 (PA)
Ranged darkwood composite (+2) longbow +9, 1d8+3, P, ×3, 110 ft.
Ranged Dagger +8, 1d4+0, P or S, 19–20×2
CMB +7
Torstaisin

  • Precise Strike: +4 dmg if at least 1 panache remaining (only to targets that could take sneak damage).
  • +1 atk to confirm criticals.

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Str 14, Dex 16, Con 14, Int 14, Wis 12, Cha 12
BAB +4
Traits Tight Bonds, Ruthless
Feats Toughness, Weapon Finesse (rapier), Weapon Focus (rapier), Nimble Moves, Acrobatic Steps, Step Up
Skills Acrobatics +10 [4], Appraise +2, Bluff +1, Climb +9 [4], Craft () +2, Craft () +2, Diplomacy +5 [1], Disguise +1, Escape artist +10 [4], Fly +3, (: comment Handle animal +—,:) Heal +1, Intimidate +1, Knowledge (local) +7 [2], Perception +8 [4], Perform () +1, Ride +3, Sense motive +1, Stealth +9 [3], Survival +1, Swim +6 [1] Use magic device +5 [1],
Torstaisin

  • Use 1 panache point: when making an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check → roll 1d6 and add the result to the check (before the result is revealed). On a 6, roll again, etc., up to a number of times equal to her Dexterity modifier (minimum 1).

Languages Common (Taldane), Dwarf, Giant, Terran
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Special Qualities
Dwarf: slow and steady, darkvision 60 ft, defensive training, fey thoughts (stealth, use magic device), fey magic (terrain: underground; 0th level: mending, purify food and drink, read magic; 1st level: liberating command), unstoppable, mountaineer;
Swashbuckler: inspired panache deeds (derring-do, dodging panache, opportune parry and riposte, kip-up, menacing swordplay, precise strike, swashbuckler initiative) inspired finesse charmed life nimble bonus feats (Step Up)
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Spell-Like Abilities CL 4

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Gear
On body rapier (2 lb), studded leather (20 lb), potion of CLW, potion of touch of the sea, Dagger (1 lb), Arrows (20) (3 lb), Arrows (cold iron) (20) (3 lb), Explorer's outfit (8 lb), weight 37 lbs
inside spring-loaded wrist sheath (left): =
inside spring-loaded wrist sheath (right): dagger
In Handy haversack darkwood composite (+2) longbow (1,5 lb), weight 1,5 lbs
In belt pouch nothing, weight 0 lbs
In sack nothing, weight 0 lbs
In lodge or some inn nothing, weight 0 lbs
Money 69 gp, 0 sp, 0 cp
Encumbrance 37 lb (without sack) (Light 58 lb, Medium 116 lb, Heavy 175 lb)
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Special Abilities

  • Slow and Steady: speed 20 ft, speed never modified by armor or encumbrance.
  • Darkvision 60 ft.
  • Mountaineer: immune to altitude sickness; do not lose Dex bonus to AC when making Climb or Acrobatics checks to crossing narrow or slippery surfaces.
  • Inspired Panache: 3 points. Regain by: making a critical hit.
  • Deeds:
    • Kip-Up (Ex): Have at least 1 panache point: stand up from prone as a move action without provoking. Use 1 panache point: stand up as a swift action.
    • Menacing Swordplay (Ex): Have at least 1 panache point, when scoring a hit with a light or one-handed piercing melee weapon: use Intimidate to demoralize that opponent as a swift action instead of a standard action.
    • Swashbuckler Initiative (Ex): have at least 1 panache point: gain a +2 bonus on initiative checks. Have Quick Draw feat; free, unrestrained hands; any single light or one-handed piercing melee weapon that isn’t hidden: draw that weapon as part of the initiative check.
  • Nimble Moves, Acrobatic Steps: move through 20 ft (per round) of difficult terrain as if it weren’t.
  • Step Up: as an immediate action, take a 5-ft-step after an enemy that 5-ft-steps away.

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