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Spear Swashbuckler LN
Character Name Alignment
Phalanx Warrior Fighter 3 , Daring Infiltrator Swashbuckler 8
Character Level
Human M
Race Size
Male 26
Gender Age
6ft 1 182lbs
Height Weight
Silver Blue
Hair Eyes
Adam
Player
Sheylene Andrennia
Deity Homeland
- 0
Domain/Oath/Patron/School XP

ATTRIBUTES
Ability Score Mod T.Adj T.Mod
Str
Strength
12 +1 N/A +1
Dex
Dexterity
20 +5 N/A +5
Con
Constitution
16 +3 N/A +3
Int
Intelligence
14 +2 N/A +2
Wis
Wisdom
14 +2 N/A +2
Cha
Charisma
16 +3 N/A +3
 Change in tracker!
HIT POINTS & RESISTANCES
HP Total
Dam Red
Spell Res
102
0
0
Initiative
Dex
Modifier
+11
+5
+6
BAB
+11/6/1
ARMOUR CLASS
Total AC
Armour
Shield
Dex
17
+0
+0
+5
Size
Natural
Deflection
Misc
+0
+0
+0
+2
Touch
17
Flat Footed
12
Flat Footed + Touch
12
SAVING THROWS
Save Total Base Ability Magic Misc Temp
Fortitude +8 +5 CON +3 +0 +0 +0
Reflex +12 +7 DEX +5 +0 +0 +0
Will +5 +3 WIS +2 +0 +0 +0
Combat Maneuver Bonus CMB
CMB BaB STR Size Misc
+12 +11 +1 +0 +0
Combat Maneuver Defense CMD
CMD Base BaB STR DEX Size Misc
27 10 +11 +1 +5 +0 +0
Speed
Base
w/Armor
Fly
Swim
Climb
Burrow
30ft
-
-
-
-
-
Languages

Common, Elven, Undercommon

Adventuring Skills
CS Skill Total AB Mod Ranks Misc
  Acrobatics +19 (DEX)  +5 +11 +3
  Bluff +20 (CHA)  +3 +11 +6
  Climb +1 (STR)  +1 +0 +0
  Diplomacy +18 (CHA)  +3 +11 +4
  Disguise +3 (CHA)  +3 +0 +0
  Escape Artist +5 (DEX)  +5 +0 +0
  Fly +5 (DEX)  +5 +0 +0
  Heal +2 (WIS)  +2 +0 +0
  Intimidate +3 (CHA)  +3 +0 +0
  Knowledge: Arcana +2 (INT)  +2 +0 +0
  Knowledge: Dungeoneering +2 (INT)  +2 +0 +0
  Knowledge: Local +2 (INT)  +2 +0 +0
  Knowledge: Nature +2 (INT)  +2 +0 +0
  Knowledge: Planes +2 (INT)  +2 +0 +0
  Knowledge: Religion +2 (INT)  +2 +0 +0
  Perception +16 (WIS)  +2 +11 +3
  Ride +5 (DEX)  +5 +0 +0
  Sense Motive +13 (WIS)  +2 +8 +3
  Stealth +16 (DEX)  +5 +8 +3
  Survival +2 (WIS)  +2 +0 +0
  Swim +1 (STR)  +1 +0 +0
Background Skills
CS Skill Total AB Mod Ranks Misc
  Appraise +2 (INT)  +2 +0 +0
  Knowledge: Engineering +2 (INT)  +2 +0 +0
  Knowledge: Geography +2 (INT)  +2 +0 +0
  Knowledge: History +2 (INT)  +2 +0 +0
  Knowledge: Nobility +2 (INT)  +2 +0 +0
  Sleight of Hand* +19 (DEX)  +5 +11 +3
Custom Skills
CS Skill Total AB Mod Ranks Misc

* only usable when trained (rank 1 and higher)
Feats

Improved Initiative

Piranha Strike
When wielding a light weapon, you can choose to take a -1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is halved (-50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and for every 4 points thereafter, the penalty increases by -1 and the bonus on damage rolls increases by +2. You must choose to use this feat before the attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. This feat cannot be used in conjunction with the Power Attack feat.

Shield Focus - Buckler

Improved Disarm
You do not provoke an attack of opportunity when performing a disarm combat maneuver. In addition, you receive a +2 bonus on checks made to disarm a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to disarm you.

Greater Disarm
You receive a +2 bonus on combat maneuver checks made to disarm a foe. This bonus stacks with the bonus granted by Improved Disarm. Whenever you successfully disarm an opponent, the weapon lands 15 feet away from its previous wielder, in a random direction.

Improved Trip
You do not provoke an attack of opportunity when performing a trip combat maneuver. In addition, you receive a +2 bonus on checks made to trip a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to trip you.

Greater Trip
You receive a +2 bonus on checks made to trip a foe. This bonus stacks with the bonus granted by Improved Trip. Whenever you successfully trip an opponent, that opponent provokes attacks of opportunity.

Exotic Weapon Proficiency - Fauchard

Slashing Grace - Fauchard
Choose one kind of light or one-handed slashing weapon (such as the longsword). When wielding your chosen weapon one-handed, you can treat it as a one-handed piercing melee weapon for all feats and class abilities that require such a weapon (such as a swashbuckler’s or a duelist’s precise strike) and you can add your Dexterity modifier instead of your Strength modifier to that weapon’s damage. The weapon must be one appropriate for your size.

You do not gain this benefit while fighting with two weapons or using flurry of blows, or any time another hand is otherwise occupied.

Combat Reflexes
You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.

Combat Expertise
You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.

Special Abilities

Weapon and Armor Proficiency

  • A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).
  • Swashbucklers are proficient with simple and martial weapons, as well as light armor and bucklers.

  • Stand Firm
    At 2nd level, a phalanx soldier gains a +1 bonus to CMD against bull rush, drag, overrun, and trip attempts. This bonus also applies on saves against trample attacks. The bonus increases by +1 for every four levels beyond 2nd.

    Phalanx Fighting
    At 3rd level, when a phalanx soldier wields a shield, he can use any polearm or spear of his size as a one-handed weapon.

    Panache
    More than just a lightly armored warrior, a swashbuckler is a daring combatant. She fights with panache: a fluctuating measure of a swashbuckler’s ability to perform amazing actions in combat. At the start of each day, a swashbuckler 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 feats and magic items can affect this maximum. A swashbuckler spends panache to accomplish deeds (see below), and regains panache in the following ways.

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

    Deeds
    Swashbucklers spend panache points to accomplish deeds. Most deeds grant the swashbuckler a momentary bonus or effect, but some provide longer-lasting effects. Some deeds remain in effect while the swashbuckler has at least 1 panache point, but do not require expending panache to be maintained. A swashbuckler can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the swashbuckler has or spends the required number of panache points to perform the deed.

    Derring-Do (Ex): 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).

    Dodging Panache (Ex): At 1st level, when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache 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 doesn’t negate the attack, which is still resolved as if the swashbuckler had not moved from 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 heavier than a light load.

    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 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.

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

    Silence Is Golden (Ex): At 3rd level, when a daring infiltrator with at least 1 panache point succeeds at a trip or grapple combat maneuver check, the target is rendered mute for 1 round. For every 5 by which the result of the combat maneuver check exceeds the opponent’s CMD, the target remains mute for an additional round. A mute creature cannot speak, use language-dependent effects or verbal components, or use command words. This deed replaces menacing swordplay

    Precise Strike (Ex): At 3rd level, while 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 the damage dealt. To use this deed, a swashbuckler cannot attack with a weapon in her other hand or use a shield other than a buckler. She can even use this ability with thrown light or one-handed piercing melee weapons, so long as the target is within 30 feet of her. Any creature that is immune to sneak attacks is immune to the additional damage granted by precise strike, and any item or ability that protects a creature from critical hits also protects a creature from the additional damage of a precise strike. This additional damage is precision damage, and isn’t multiplied on 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 benefit must be used before the end of her turn, or it is lost. This deed’s cost cannot be reduced by any ability or effect that reduces the amount of panache points a deed costs (such as the Signature Deed feat).

    Clandestine Expertise (Ex): At 3rd level, a daring infiltrator with at least 1 panache point gains a +2 bonus on Disguise and Stealth checks. Also, as long as she has at least 1 panache point, when she successfully aids another with a Disguise or Stealth check, she grants the subject a +4 bonus on the skill check instead of the normal +2. This deed replaces swashbuckler initiative.

    Swashbuckler’s Grace (Ex): At 7th level, while the swashbuckler has at least 1 panache point, she takes no penalty for moving at full speed when she uses Acrobatics to attempt to move through a threatened area or an enemy’s space.

    Superior Feint (Ex): At 7th level, a swashbuckler with at least 1 panache point can, as a standard action, purposefully miss a creature she could make a melee attack against with a wielded light or one-handed piercing weapon. When she does, the creature is denied its Dexterity bonus to AC until the start of the swashbuckler’s next turn.

    Targeted Strike (Ex): At 7th level, as a full-round action the swashbuckler can spend 1 panache point to make an attack with a single light or one-handed piercing melee weapon that cripples part of a foe’s body. The swashbuckler chooses a part of the body to target. If the attack succeeds, in addition to the attack’s normal damage, the target suffers one of the following effects based on the part of the body targeted. If a creature doesn’t have one of the listed body locations, that body part cannot be targeted. Creatures that are immune to sneak attacks are also immune to targeted strikes. Items or abilities that protect a creature from critical hits also protect a creature from targeted strikes.

  • Arms: The target takes no damage from the attack, but it drops one carried item of the swashbuckler’s choice, even if the item is wielded with two hands. Items held in a locked gauntlet cannot be chosen.
  • Head: The target is confused for 1 round. This is a mind-affecting effect.
  • Legs: The target is knocked prone. Creatures with four or more legs or that are immune to trip attacks are immune to this effect.
  • Torso or Wings: The target is staggered for 1 round.

  • Swashbuckler's Finesse
    At 1st level, a swashbuckler gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and she can use her Charisma score in place of Intelligence as a prerequisite for combat feats. This ability counts as having the Weapon Finesse feat for purposes of meeting feat prerequisites.

    Quick-Tongued
    At 2nd level, a daring infiltrator gains a +1 bonus on Bluff checks. This bonus increases by 1 for every 4 levels beyond 2nd.

    Nimble
    At 3rd level, a swashbuckler gains a +1 dodge bonus to AC while wearing light or no armor. Anything that causes the swashbuckler to lose her Dexterity bonus to AC also causes her to lose this dodge bonus. This bonus increases by 1 for every 4 levels beyond 3rd (to a maximum of +5 at 19th level).

    Swashbuckler's Weapon Training
    At 5th level, a swashbuckler gains a +1 bonus on attack and damage rolls with one-handed or light piercing melee weapons. While wielding such a weapon, she gains the benefit of the Improved Critical feat. These attack and damage bonuses increase by 1 for every 4 levels beyond 5th level (to a maximum of +4 at 17th level).

    Traits

    Reactionary

    Trustworthy - You gain a +1 trait bonus on Bluff checks made to fool someone. You also gain a +1 trait bonus on Diplomacy checks, and Diplomacy is always a class skill for you.

    The statblocks of your Weapons, armor and other important/magical equipment

    The statblocks of your class features

    Statblocks for your familiars, mounts etc.

    Statblocks for companions, followers and other allies.

    Statblocks for your spells.

    Statblocks for your Trinkets, businesses, building, castles, empires.


    Created by

    Ayydam.

    System

    Pathfinder 1e

    Statblock Type

    Character Sheet

    Link/Embed