Difference between revisions of "Lucius Delanoire"
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'''Fortitude Save''' +2 • '''Reflex Save''' +7 • '''Will Save''' +1 | '''Fortitude Save''' +2 • '''Reflex Save''' +7 • '''Will Save''' +1 | ||
<hr> | <hr> | ||
− | '''Base Attack Bonus''' + | + | '''Base Attack Bonus''' +5 • '''Melee Attack''' +5 • '''Ranged Attack''' +8 • '''CMB +5 |
− | * '''''Bane Rapier +1''''' • '''Attack Bonus''' + | + | * '''''Bane Rapier +1''''' • '''Attack Bonus''' +9 • '''Damage''' 1d6 + STR + 2 + (LV PS) • '''Crit''' 16-20/x2 • '''Type''' Piercing • '''Special''' Spend a panache point and the rapier gains the bane ability for a specific type of humanoid (any humanoid of that type facing you suffers a -1 to all rolls) for 1 round. |
− | * '''''Sword Cane''''' • '''Attack Bonus''' + | + | * '''''Sword Cane''''' • '''Attack Bonus''' +8 • '''Damage''' 1d6 + STR + 1 + (LV PS) • '''Crit''' 19/x2 • '''Type''' Piercing |
− | * '''''Pistol''''' • '''Attack Bonus''' + | + | * '''''Pistol''''' • '''Attack Bonus''' +8 • '''Damage''' 1d8 • '''Crit''' 20/x4 • '''Range''' 20 ft • '''Type''' Blunt/Piercing |
====Trained Skills==== | ====Trained Skills==== |
Revision as of 17:44, 23 September 2015
Lucius Delanoire | ||||||||||||||||||||||
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Background
Lucius Delanoire is the son of famous Onyxish Poet Zachary Delanoire. This exotic young man inherited the typical Onyx pale skin and dark hair. That is where typical ends as his personality is the exact opposite of morose and dour. Sporting a rare firearm, Lucius claims to work for the Colonial Merchant Company as a scout. He dresses like a soldier, simple shirt and breeches with a belt for carrying the essentials. Over that he wears a well worn light armor coat. Oddly, he is always wearing a pair of smoked glasses.
Stories
Character Sheet
Attributes
STR 10 (+0) • DEX 16 (+3) • CON 12 (+1) • INT 14 (+2) • WIS 10 (+0) • CHA 18 (+4)
Hit Points 37 • Initiative +3 (+2 SI) = 5 • Speed 30 ft (land) • Panache Points: 4 • Stamina Points: 5
Defenses & Attacks
Armor Class 17 • Touch 14 • Flat-Footed 13 • CMD 15 • Flat-Footed CMD 12
- Armor: Light Armor Coat • AC Bonus +3 • Max DEX 5 • Armor Check Penalty -1 • Spell Failure 15%
Fortitude Save +2 • Reflex Save +7 • Will Save +1
Base Attack Bonus +5 • Melee Attack +5 • Ranged Attack +8 • CMB +5
- Bane Rapier +1 • Attack Bonus +9 • Damage 1d6 + STR + 2 + (LV PS) • Crit 16-20/x2 • Type Piercing • Special Spend a panache point and the rapier gains the bane ability for a specific type of humanoid (any humanoid of that type facing you suffers a -1 to all rolls) for 1 round.
- Sword Cane • Attack Bonus +8 • Damage 1d6 + STR + 1 + (LV PS) • Crit 19/x2 • Type Piercing
- Pistol • Attack Bonus +8 • Damage 1d8 • Crit 20/x4 • Range 20 ft • Type Blunt/Piercing
Trained Skills
- Acrobatics © +1 (Dex) +7 (+6 w/ Armor Check Penalty)
- Artistry (Poetry) © +2 (Int) +7
- Bluff © +4 (Cha) +11
- Diplomacy © +4 (Cha) +11
- Disguise +3 (Cha) +10
- Intimidate © +2 (Cha) +10 (+14 when wielding a firearm)
- Linguistics +4 (Int) +6
- Knowledge (Local) © +2 (Int) +7
- Knowledge (Nature) +2 (Int) +4
- Knowledge (Nobility) © +1 (Int) +6
- Perception © +1 (Wis) +4
- Ride © +1 (Dex) +7 (+6 w/ Armor Check Penalty)
- Sense Motive © +3 (Wis) +6
- Sleight of Hand © +1 (Dex) +7 (+6 w/ Armor Check Penalty)
- Survival +1 (Wis) +1
Untrained Skills
- Appraise (Int) +2
- Climb (Str) +0 (-1 w/ Armor Check Penalty)
- Craft (Int) +2
- Disable Device (Dex) +3 (+2 w/ Armor Check Penalty) TRAINED ONLY
- Escape Artist (Dex) +3 (+2 w/ Armor Check Penalty)
- Fly (Dex) +3 (-2 w/ Armor Check Penalty)
- Handle Animal (Cha) +4 TRAINED ONLY
- Heal (Wis) +0
- Knowledge (Int) +2 TRAINED ONLY
- Perform (Cha) +4
- Profession (Wis) +0 TRAINED ONLY
- Spellcraft (Int) +2 TRAINED ONLY
- Stealth (Dex) +3 (+2 w/ Armor Check Penalty)
- Swim (Str) +0
- Use Magic Device (Cha) +4 TRAINED ONLY
Languages: Amethystish, Onyxish, Quartzish, Scapolite, Jadenese, Sapphirish, Citrine
References
- Demoralize: Use Intimidate to cause opponent to become shaken. DC=10+Hit Dice+Wis Mod. Is shaken for 1 round upon success + 1 extra round for every +5 above the DC. Must be within 30 feet and can clearly hear and see them. (Shaken is -2 penalty on Attack, Saving, Skill Checks and Ability Checks
- Feint: Use bluff to feint in combat, causing opponent to be denied dexterity bonus to AC against next attack. DC=10+Base (Attack Bonus+Wisdom) or (sense motive bonus if higher)
Proficiencies
- Weapons: Simple Weapons, Martial Weapons, One-handed Firearms, Two-handed Firearms
- Armor/Shields: Light Armor, Bucklers
Traits, Drawbacks and Feats
- Black Powder Bravado (Trait): Once per day, when you perform a deed that requires an attack roll and you miss with that roll, you can reroll it. You must take the second result, even if it is worse.
- Larger Than Life (Trait): When you use the Intimidate skill on a creature while wielding a firearm, you are considered one size category larger.
- Family Ties (Drawback): If requested by family to perform a task, either fulfill that task or suffer -2 to all Wisdom and Charisma-based checks until you do what was requested or succeed at a DC 20 Will saving throw. The Will save can be made once per day. If you ever lose your family this drawback is exchanged for Doubt.
- Weapon Finesse (Rapier) (Class Feature Feat): Add DEX bonus instead of STR bonus to attack rolls made with a rapier.
- Stamina Trick: You can spend up to 5 stamina points to add a +1 bonus per stamina point spent to a social combat roll.
- Gunsmithing (Pistol) (Class Feature Feat): With access to a gunsmith's kit you can create/fix firearms, craft bullets and mix black powder without making a Craft check. Crafting firearms costs 50% of the firearm's list price. Crafting ammunition costs 10% of the ammunition's list price for powder and bullets or 50% of the list price for alchemical cartridges. There is no cost for repairing a broken firearm. The time needed to craft a firearm is 1 day per 1000 gp worth of weapon (minimum 1 day). The time needed to craft ammunition is 1 day per 1000 gp worth of ammunition (minimum 1 day). The time needed to repair a firearm is 1 hour.
- Rapid Repload (Pistol) (Class Feature Feat): The time needed to reload a pistol is reduced from a standard action to a move action.
- Stamina Trick: Spend 5 stamina points to reduce your reload time to a swift action.
- Combat Reflexes (Class Bonus Feat): 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.
- Stamina Trick:
- Improved Feint (Feat): Make a bluff check to feint in combat as a move action.
- Stamina Trick: Spend 5 stamina points to make a feint in combat as a swift action.
- Quick Draw (Feat): Can draw and holster a weapon as a free action.
- Stamina Trick: Spend up to 5 points to increase your Initiative by +1 per point spent. Must be spent when Initiative is rolled.
Racial Abilities
- +1 Skill Point per level
- +1 Feat at 1st level
- +2 to any attribute at 1st level
Class Abilities
- Charmed Life (Ex): Three times per day as an immediate action before attempting a saving throw, add Charisma modifier to the result of the save. This must be chosen before the roll is made. At 6th level and every 4 levels thereafter, the number of times to do this per day increases by one (to a maximum of 7 times per day at 18th level)
- Musketeer Instruction (Ex): Gain Weapon Finesse (Rapier), Rapid Reload (pistol) and Gunsmithing as bonus feats.
- Nimble (Ex): Gain +1 dodge bonus to AC while wearing Light or no armor. When lose dex bonus, lose this dodge bonus.
- Panache (Ex): Gain a number of Panache Points equal to Charisma modifier. These Panache Points refresh at the start of each day. You can regain Panache Points by confirming a critical hit with a light or one-handed piercing weapon on an opponent that is not helpless or unaware OR by reducing an opponent to 0 or fewer hit points with a light or one-handed piercing weapon. In both these cases, if the opponent has fewer Hit Dice than half your swashbuckler level you do not regain a Panache Point. Your Panache Point total can never go above your Charisma modifier.
- Deeds: Panache Points can be used to accomplish the following Deeds.
- Derring-Do (Ex): Spend 1 Panache Point to add a 1d6 to the result of an Acrobatics, Climb, Escape Artist, Fly, Ride or Swim check. This can be done after you make the check but before the result is announced. If you roll a natural 6, roll another 1d6 and add that to the result as well. This rerolling on a natural 6 can occur for a number of times equal to your DEX modifier.
- Kip-up (Ex): While having at least 1 panache point, he can kip-up from prone as a move action without provoking an attack of opportunity. kip-up as a swift action instead by spending 1 panache point.
- Menacing Swordplay (Ex): While having at least 1 panache point, when hitting an opponent with a light or one-handed piercing melee weapon, he can choose to use Intimidate to demoralize that opponent as a swift action instead of a standard action
- Oppportune Parry and Riposte (Ex): When an opponent makes a melee attack against you, spend 1 Panache Point and expend a use of an attack of opportunity to parry. Make an attack roll as if you were making an attack of opportunity. For each size category larger your opponent is than you, suffer a -2 penalty to your roll. The use of this ability must be made after the opponent announces the attack but before the roll is made. If your roll is greater than your opponent's roll, you parry and the opponent automatically misses. After performing a successful parry, if you have at least 1 Panache Point left, you can make an immediate attack action against that opponent, assuming the opponent is within reach.
- Precise Strike (Ex): While having at least 1 panache point, gain the ability to strike precisely with a light or one-handed piercing melee weapon (though not natural weapon attacks), adding his swashbuckler level to the damage dealt. Cannot attack with a weapon in other hand or use a shield other than a buckler. Can use this ability with thrown light or onehanded piercing melee weapons with target within 30 feet. Does not affect creatures immune to sneak attacks or if it is protected from critical hits. Does not multiply on a critical hit. As a swift action, can spend 1 panache point to double precise strike’s damage bonus on the next attack. This benefit must be used before the end of 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).
- Quick Clear (Ex): As a standard action, spend 1 Panache Point to remove the broken condition from a single firearm in your possession.
- Swashbukler's Initiative (Ex): While having at least 1 panache point, gain a +2 bonus on initiative checks. In addition, if has the Quick Draw feat, hands are free and unrestrained, and has any single light or one-handed piercing melee weapon that isn’t hidden, can draw that weapon as part of the initiative check.
Equipment
Equipment is divided into the various locations. When not traveling, anything not on self is at the home of where Lucius is living (unless otherwise specified).
Personal Items
Item | Description | Quantity | Weight |
---|---|---|---|
Light Armor Coat | 1 | 20 lbs | |
Bane Rapier +1 | 1 | 2 lbs | |
Sword Cane | Only carried when not carrying Rapier. Cannot draw on initiative with Swashbuckler initiative but does apply to weapon finesse | 1 | 4 lbs |
Pistol | 1 | 4 lbs | |
Alchemical Cartridges | 6 gp per for materials | 8 | - |
Silver Dagger with Scapolite Stone | Badge of Now dead house from the Scapolite Empire during the Plague of Madness | 1 | - |
Goose Feather Ring | Ring of Feather Fall. If fall more than 5 feet, take no damage | 1 | - |
Money | 1 Platinum 186 GP 4 SP |
Carried in Backpack
Item | Description | Quantity | Weight |
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Backpack | |||
Grooming Kit | Pouch of toiletries: comb, scissors, nail file, sponge, hairbrush, miniature mirror, soap, chewing stick, tooth powder. | 1 | 2 lbs |
Antitoxin | 1 | ||
Healing Potion | 1d8 | 1 | |
Waterskin | 1 | 4 lbs |
Carried in Pack Saddle/Mule
Item | Description | Quantity | Weight |
---|---|---|---|
pack saddle | holds supplies | 1 | 15 lbs |
Gunslinger Kit | bedroll, belt pouch, flint and steel, gunsmith’s kit, an iron pot, mess kit, powder horn, rope, torches (10), trail rations (5 days), waterskin. | 1 | 31 lbs |
Tent, Small | Takes 20 minutes to assemble | 1 | 20 lbs |
Hammer | 1 | ||
Soldier's Uniform | sturdy boots, leather breeches, a belt, a shirt, gloves, a cloak, and a hat. The belt includes several loops or rings for tying pouches, a waterskin, a scabbard, and similar things a traveling soldier requires. | 2 | 10 lbs |
Hot Weather Clothes | Covering your body from head to foot in light, airy cloth keeps you cooler than baring your skin to the sun. This outfit typically consists of a loose linen robe and either a turban or loose head covering and veil. The outfit provides a +2 bonus on Fortitude saves to resist warm or hot weather. This does not stack with any bonuses gained from the Survival skill. | 1 | 4 lbs |
Taviston Survival Guide | +2 Survival Checks | 1 | 2 lbs |
Junita Fruit | Firm yet soft to the touch and smells like hope, this fruit does not rot or spoil | ||
Good Meals | 14days | ||
Disguise Kit | +2 Circumstance bonus on Disguise Checks | 5 of 10 uses | 8lbs (full) |
Fancy Outfit | Velvet Vest, Top Hat, Black Pants, Jewelry | 1 | |
Waterskin | 1 | 4 lbs | |
Silver/Gold 7 pointed star | 1 |
Gallery
Pathfinder: Krystallos | ||
Setting • People • Locations • Monsters • Journal • House Rules • Noteboard |