Dorian Quartz

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Dorian Quartz
Dorianportrait.jpg
Class Swashbuckler
Archetype N/A
Level 1
Race Human
Experience Points '
Details
Full Name Dorian Quartz
Age XX
Alignment Chaotic Neutral
Homeland Quartz Territories
Favored Class Swashbuckler

Background

Dorian is the fifth son of a wealthy family. His father, and three of his brothers are lawyers. His immediately elder brother is just about to finish his apprenticeship to a lawyer and get his certification for it. Dorian was supposed to go to school like his brothers, and he did try to make a go of it, but instead he started going about with a group of ne'er-do-wells.

In addition to carousing, drinking, and wenching, they began to get involved in occult investigations. A few started doing alchemy, other seances, and still others, including Dorian, started investigating making flesh golems.

Dorian showed real interest in taking apart the bodies. Unfortunately, he wasn't very good at putting the pieces together.

Their grave robbing, explosions, and some actually successful summonings got the group in trouble. Most of the others were punished, but Dorian's father was able to call in a few debts to have Dorian not punished, as long as he left Quartz for at least a year.

Character Sheet

Attributes

STR 13 (+1) • DEX 19 (+4) • CON 14 (+2) • INT 8 (-1) • WIS 11 (+0) • CHA 10 (+0)


Hit Points 12 • Initiative +4 • Speed 30 ft (land) • Panache Points: 1

Defenses & Attacks

Armor Class 19 • Touch 14 • Flat-Footed 15 • CMD 16 • Flat-Footed CMD 12

  • Armor: Chain Shirt • AC Bonus +4 • Max DEX +4 • Armor Check Penalty -2 • Spell Failure 20%
  • Shield: Buckler • AC Bonus +1 • Armor Check Penalty -1 • Spell Failure 5%

Fortitude Save +2 • Reflex Save +6 • Will Save +0
+2 to saving throws vs mind-altering effects


Base Attack Bonus +1 • Melee Attack +1 (+5 w/ Weapon Finesse) • Ranged Attack +5 • CMB +1

  • RapierAttack Bonus +5 • Damage 1d6 + STR • Crit 18-20/x2 • Type Piercing
  • ShortbowAttack Bonus +5 • Damage 1d6 • Crit 20/x3 • Range 60 ft • Type Piercing

Skills

  • Acrobatics +8 (+6 w/ Armor Check Penalty. +5 w/ Armor Check Penalty & Shield)
  • Knowledge (Nobility) +3
  • Profession (Barrister) +4

Languages: Amethystish, Quartzish

Proficiencies

  • Weapons: Simple Weapons, Martial Weapons
  • Armor/Shields: Light Armor, Bucklers

Traits, Drawbacks and Feats

  • Anatomist (Trait): You gain a +1 trait bonus on all rolls made to confirm critical hits.
  • Deathtouched (Trait): You gain a +2 trait bonus on saving throws against mind-affecting effects (your choice).

  • Weapon Finesse (Class Granted Feat): With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

  • Step Up (Feat): Whenever an adjacent foe attempts to take a 5-foot step away from you, you may also make a 5-foot step as an immediate action so long as you end up adjacent to the foe that triggered this ability. If you take this step, you cannot take a 5-foot step during your next turn. If you take an action to move during your next turn, subtract 5 feet from your total movement.
  • Following Step (Feat): When using the Step Up feat to follow an adjacent foe, you may move up to 10 feet. You may still take a 5-foot step during your next turn, and any movement you make using this feat does not subtract any distance from your movement during your next turn.

Racial Abilities

  • +1 Skill Point per level
  • +1 Feat at 1st level
  • +2 to any attribute at 1st level

Class Abilities

  • Panache (Ex): 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.
  • Swashbuckler Finesse (Ex): 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.

Gear

  • Rapier +5 (1d6+1) 18-20/x2
  • Shortbow +5 (1d6) 20/x3
  • Chain Shirt
  • Buckler
  • Bandolier
  • Alchemist fire (3)
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