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Alan

Male human swashbuckler 5 - CR 4


True Neutral Humanoid (Human); Age: 17; Height: 5' 2";
Weight: 130lb.
Ability

Score

Modifier

14

+2

16/18

+3/+4

STR
STRENGTH

DEX
DEXTERITY

CON
CONSTITUTION

INT
INTELLIGENCE

WIS
WISDOM

CHA
CHARISMA

Saving Throw

12

+1

16

+3

12

+1

18

+4

Total

Base

Ability

FORTITUDE

+2 =

+1

+1

REFLEX

+8 =

+4

+4

(CONSTITUTION)
(DEXTERITY)

WILL

+2 =

(WISDOM)

Total

AC

20

Touch AC

+1

CM Bonus
CM Defense

+5

22

Temp

+1

Flat-Footed AC
=
= 10

Notes

Size Natur Deflec Dodge Misc

+4

15
+7

Misc

+1

Armor Shield Dex

=
10

Resist

Temporary

15

Strength

Size

Misc

+5

+2

Total

Ability

Ranks

+10
+3
+11
+5
+8
+14
+15
+11
+3
+1
+12
+7
+7
+9
+5
+3
+1
+11

DEX (4)

4
4
1
1
5
1
5
5
1
1
5
1
5

+8
+1

Stealth
Survival

INT (3)
CHA (4)
STR (2)
CHA (4)
DEX (4)
CHA (4)
DEX (4)
DEX (4)
WIS (1)
CHA (4)
INT (3)
INT (3)
WIS (1)
WIS (1)
DEX (4)
WIS (1)
DEX (4)

Temp

WIS (1)

5
-

STR (2)

DEX (4)

Wayfinder: +2 to avoid becoming lost

BAB

Strength

Dexterity

Size

+5

+2

+4

HP

Acrobatics
Appraise
Bluff
Climb
Diplomacy
Disable Device
Disguise
Escape Artist
Fly
Heal
Intimidate
Knowledge (local)
Knowledge (nobility)
Perception
Profession (teacher)
Ride
Sense Motive
Sleight of Hand

Pickpocket's outfit : +2 bonus to hide small objects on your person,


Hidden Hand : +1 trait bonus to conceal light weapons

BAB

Hero Points

Skill Name

47

Damage / Current HP

+5

Swim

Feats
Armor Proficiency (Light)
When you wear a type of armor with which you are proficient, the armor
check penalty for that armor applies only to Dexterity- and Strength-based skill
checks.

Base Attack

+5

Initiative

+6

Speed

30 ft

Combat Reflexes (5 AoO/round)

+1 chain shirt

Martial Weapon Proficiency - All

Buckler Proficiency
You can use a buckler and take only the standard penalties.

Combat Expertise +/-2


Bonus to AC in exchange for an equal penalty to attack.
You can make extra attacks of opportunity.

+5

Max Dex: +4, Armor Check: -1


Spell Fail: 20%, Light

You are proficient with all Martial weapons.

Simple Weapon Proficiency - All


Proficient with all simple weapons.

Slashing Grace (Dagger)


Treat chosen weapon as 1-handed piercing weapon and can had Dex instead
of Str to dmg.

Two-Weapon Fighting
Your penalties on attack rolls for fighting with two weapons are reduced. The
penalty for your primary hand lessens by 2 and the one for your off hand
lessens by 6.

Weapon Focus (Dagger)


You gain a +1 bonus on all attack rolls you make using the selected weapon.

Traits
Criminal (Disable Device)
+1 trait bonus on Disable Device, Intimidate, or Sleight of Hand, and it is
always a class skill for you.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder and associated marks and logos are trademarks of Paizo Publishing, LLC, and are used under license.

Traits

Experience & Wealth

Hidden Hand
+1 on Sleight of Hand to conceal light weapons and on att with them during
surprise rd.

Experience Points: 10000/15000


Current Cash: 224 gp
Reputation: Fame: 9, PP: 9, 100 miles.

Dagger

Main hand: +11, 1d4+3+5


Precision
Main w/ offhand: +7, 1d4+3+5
Precision
Main w/ light off.: +9, 1d4+3+5
Precision
Offhand: +9, 1d4+2+5 Precision

Crit: 17-20/2
Rng: 10'
Light, P/S

Ranged: +10, 1d4+2+5 Precision


Ranged w/ offhand: +6, 1d4+2+5
Precision
Ranged w/ light off.: +8, 1d4+2+5
Precision
Ranged offhand: +8, 1d4+1+5
Precision
Dagger

Ranged: +10, 1d4+2+5 Precision


Ranged w/ offhand: +6, 1d4+2+5
Precision
Ranged w/ light off.: +8, 1d4+2+5
Precision
Ranged offhand: +8, 1d4+1+5
Precision
Hidden Hand : +1 trait bonus during a surprise round

Main hand: +11, 1d4+3+5


Precision
Main w/ offhand: +7, 1d4+3+5
Precision
Main w/ light off.: +9, 1d4+3+5
Precision
Offhand: +9, 1d4+2+5 Precision

Crit: 17-20/2
Rng: 10'
Light, P/S

Ranged: +10, 1d4+2+5 Precision


Ranged w/ offhand: +6, 1d4+2+5
Precision
Ranged w/ light off.: +8, 1d4+2+5
Precision
Ranged offhand: +8, 1d4+1+5
Precision

Hidden Hand : +1 trait bonus during a surprise round

Main hand: +11, 1d4+3+5


Precision
Main w/ offhand: +7, 1d4+3+5
Precision
Main w/ light off.: +9, 1d4+3+5
Precision
Offhand: +9, 1d4+2+5 Precision

Dagger

Hidden Hand : +1 trait bonus during a surprise round

Crit: 17-20/2
Rng: 10'
Light, P/S

Gear
Total Weight Carried: 59/200 lbs, Light Load
(Light: 66 lbs, Medium: 133 lbs, Heavy: 200
lbs)
+1 chain shirt
Backpack, masterwork (empty)
Belt of incredible dexterity +2
Belt pouch (empty)
Caltrops
Chalk
Dagger <In: Wrist sheath, spring loaded (2 @ 2
lbs)> <In: Wrist sheath, spring loaded (2 @ 2
Dagger
lbs)> x6
Dagger
Disguise kit (10 uses)
Ear trumpet
Hat of disguise
Pickpocket's outfit
Pickpocket's outfit (Free)
Ring of sustenance
Thieves' tools, masterwork
Wayfinder (empty)
Wrist sheath, spring loaded (2 @ 2 lbs)
Wrist sheath, spring loaded (empty)

25 lbs
4 lbs
1 lb
0.5 lbs
2 lbs
1 lb
1 lb
1 lb
8 lbs
2 lbs
3 lbs
2 lbs
1 lb
1 lb
1 lb

Special Abilities
Charmed Life +4 (3/day) (Ex)
At 2nd level, the swashbuckler gains a knack for getting out of trouble. Three
times per day as an immediate action before attempting a saving throw, she
can add her Charisma modifier to the result of the save. She must choose to
do this before the roll is made. At 6th level and every 4 levels thereafter, the
Deed:
extra
dice)
(Ex)by one (to a maximum of 7
numberDerring-Do
of times she can(+4
do this
per day
increases
At
1st per
level,
a at
swashbuckler
times
day
18th level). 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
Deed:
Panache
+4 She
(Ex)
anotherDodging
1d6 and adds
it to the check.
can continue to do this as long as
At
level,
when
anup
opponent
attempts
a melee
themodifier
she1st
rolls
natural
6s,
to a number
of times
equalattack
to heragainst
Dexterity
swashbuckler,
the
swashbuckler
can
as
an
immediate action spend 1 panache
(minimum 1).
point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC
equal to her Charisma modifier (minimum 0) against the triggering attack. This
movement doesnt negate the attack, which is still resolved as if the
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
swashbuckler had not moved from the original square. This movement is not a
Pathfinder and associated marks and logos are trademarks of Paizo Publishing, LLC, and are used under license.
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.

Special Abilities
Deed: Kip-Up (Ex)
At 3rd level, while the swashbuckler has at least 1 panache point, she can kipup 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.

Deed: Menacing Swordplay (Ex)


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.

Deed: 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
Deed:
Strike
+5 (Ex) the swashbuckler takes a 2 penalty on
creaturePrecise
is larger than
the swashbuckler,
At
she
has at least
panache
point,
a swashbuckler
the
this3rd
roll.level,
If herwhile
result
is greater
than1the
attacking
creatures
result, thegains
creatures
ability
strike precisely
with The
a light
or one-handed
piercing
weapon
attack to
automatically
misses.
swashbuckler
must
declaremelee
the use
of this
(though
not the
natural
weapon
attacks),
adding herbut
swashbuckler
levelroll
to the
ability after
creatures
attack
is announced,
before its attack
is made.
damage
dealt. Toause
this deed,
a swashbuckler
cannot
attack
with a weapon
in
Upon performing
successful
parry
and if(Ex)
she has
at least
1 panache
point, the
Deed:
Swashbuckler
Initiative
her
other
hand
or
use
a
shield
other
than
a
buckler.
She
can
even
use
this
swashbuckler
can the
as an
immediate action
make
an
attack against
the creature
At
3rd
level,
while
swashbuckler
has
at
least
1
panache
point,
she
gains
a
ability
with
thrown
light or one-handed
melee
weapons,
so long as the
whose
attack
she parried,
provided
thatpiercing
creature
is within
her reach.
+2
bonus
on initiative
In addition,
she is
has
the Quick
Drawattacks
feat, her
target
is within
30 feetchecks.
of her. Any
creatureifthat
immune
to sneak
is
hands
are
free
and
unrestrained,
and
she
has
any
single
light
or
one-handed
immune to the additional damage granted by precise strike, and any
item or
piercing
melee
weapon
that
isnt
hidden,
she
can
draw
that
weapon
as
part
abilityPoints
that protects a creature from critical hits also protects a creature from of
the
Hero
the
initiative
check. a precise strike. This additional damage is precision
additional
damage
Hero points
can be of
spent at any time and do not require an action to use
damage,
multiplied
on a critical
hit.part of your characters turn as
(althoughand
the isnt
actions
they modify
consume
normal). You cannot spend more than 1 hero point during a single round of
As
a swiftWhenever
action, a swashbuckler
spend
1 panache
to the
double
her
combat.
a hero point iscan
spent,
it can
have anypoint
one of
following

precise
damage bonus on the next attack. This benefit must be used
Panache
(Ex)
effects. strikes

beforethan
the just
end aoflightly
her turn,
or it iswarrior,
lost. This
deeds cost cannot
be reduced
by
More
armored
a swashbuckler
is a daring
combatant.
any
ability
effect
that can
reduces
the
amount
of to
panache
points
deed
costs
She
fights
with
panache:
a fluctuating
measure
of take
a swashbucklers
ability
to
Act Out
ofor
Turn
: You
spend
a hero
point
your
turnaimmediately.
(such
asamazing
the
Deed
feat).
perform
actions
in combat.
Atyour
the start
of each
day,
a swashbuckler
Treat this
as Signature
a readied
action,
moving
initiative
to just
before
the currently
gains
number of
panache
points
to her
modifier
actingacreature.
You
may only
takeequal
a move
or aCharisma
standard action
on(minimum
this turn. 1).
Swashbuckler
Finesse
Her panache goes up or down throughout the day, but usually cannot go higher
At
1st
level,
a
swashbuckler
gains
the
benefits
of
the
Weapon
Finesse
feat
than
herIfCharisma
modifier
though
feats and
magic
canwith
Bonus:
used before
a roll (minimum
is
made,
a1),
hero
point
you
+8 items
luck
bonus
to
light
orthis
one-handed
piercing
melee
weapons,
and grants
she can
usea her
Charisma
affect
maximum.
A
swashbuckler
spends
panache
to
accomplish
deeds
any one
d20 roll.
If used afteras
a roll
is made, this
is feats.
reduced
to ability
+4. You(see
score
inand
place
of Intelligence
a prerequisite
forbonus
combat
This
below),
regains
panache
in
the
following
ways.
can useasa having
hero point
grant this
bonusfeat
to another
character,
as long
as you
counts
the to
Weapon
Finesse
for purposes
of meeting
feat
are in the same location and your character can reasonably affect the outcome
prerequisites.
Critical
Hit
with
a
Light
or
One-Handed
Piercing
Melee
Weapon
:
Each
timeor
the
of the roll (such as distracting a monster, shouting words of encouragement,
swashbuckler
confirms
a with
critical
with a Hero
light or
one-handed
melee
otherwise aiding
another
thehitcheck).
points
spent to piercing
aid another
weapon,
regains
1 panache
point.
Confirming
a critical
a helpless
Charmed
Life
(3/day)
(Ex)
charactershe
grant
only+4
half
the listed
bonus
(+4 before
the roll,hit
+2on
after
the roll).or
unaware creature or a creature that has fewer Hit Dice than half the
swashbucklers
character
leveladoesnt
restore
panache.
Dagger
Extra Action : You
can spend
hero point
on your
turn to gain an additional
standard or move action this turn.
Killing
Blow
with
a
Light
or
One-Handed
Piercing
Melee
Weapon : When the
Dagger
swashbuckler
creature
to point
0 or fewer
points with
a light
or one-a
Inspiration: If reduces
you feel astuck
at one
in thehit
adventure,
you
can spend
handed
piercing
melee the
weapon
attack
while
in what
combat,
she
regains
panache
hero point
and petition
GM for
a hint
about
to do
next.
If the1GM
feels
Dagger
point.
Destroying
an unattended
helpless
unaware creature
that there
is no information
to be object,
gained,reducing
the heroapoint
is notorspent.
to
0
or
fewer
hit
points,
or
reducing
a
creature
that
has
fewer
Hit
Dice
than
half
Disguise
kit (10character
uses)level to 0 or fewer hit points doesnt restore any
the
swashbucklers
Recall:
You can spend
a hero point to recall a spell you have already cast or to
panache.
gain another Pool
use of a(4/day)
special ability that is otherwise limited. This should only be
Panache
used on spells and abilities possessed by your character that recharge on a
daily basis.

Tracked Resources

Languages

Reroll: You may spend a hero point to reroll any one d20 roll you just made.
Common
You must take
the results of the second roll, even if it is worse.
Special: You can petition the GM to allow a hero point to be used to attempt
nearly anything that would normally be almost impossible. Such uses are not
guaranteed and should be considered carefully by the GM. Possibilities include
casting a single spell that is one level higher than you could normally cast (or a
1st-level spell if you are not a spellcaster), making an attack that blinds a foe or
bypasses its damage reduction entirely, or attempting to use Diplomacy to
convince a raging dragon to give up its attack. Regardless of the desired action,
the attempt should be accompanied by a difficult check or penalty on the attack
roll. No additional hero points may be spent on such an attempt, either by the
character or her allies.
Cheat Death : A character can spend 2 hero points to cheat death. How this
plays out is up to the GM, but generally the character is left alive, with negative
hit points but stable. For example, a character is about to be slain by a critical
hit from an arrow. If the character spends 2 hero points, the GM decides that the
arrow pierced the characters holy symbol, reducing the damage enough to
prevent him from being killed, and that he made his stabilization roll at the end of
his turn. Cheating death is the only way for a character to spend more than 1
hero point in a turn. The character can spend hero points in this way to prevent
the death of a familiar, animal companion, eidolon, or special mount, but not
another character or NPC.
Note: Hero points gained must be added manually.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder and associated marks and logos are trademarks of Paizo Publishing, LLC, and are used under license.

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