Lucius Delanoire
Lucius Delanoire | ||||||||||||||||||||||
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Contents
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.
Character Sheet
Attributes
STR 10 (+0) • DEX 16 (+3) • CON 11 (+0) • INT 14 (+2) • WIS 10 (+0) • CHA 18 (+4)
Hit Points 10 • Initiative +3 • Speed 30 ft (land) • Panache Points: 4
Defenses & Attacks
Armor Class 16 • Touch 13 • 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 +0 • Reflex Save +6 • Will Save +0
Base Attack Bonus +2 • Melee Attack +2 • Ranged Attack +5 • CMB +2
- Rapier • Attack Bonus +5 • Damage 1d6 + STR • Crit 18-20/x2 • Type Piercing
- Pistol • Attack Bonus +5 • Damage 1d8 • Crit 20/x4 • Range 20 ft • Type Blunt/Piercing
Trained Skills
- Acrobatics (Dex) +7 (+6 w/ Armor Check Penalty)
- Bluff (Cha) +9
- Diplomacy (Cha) +9
- Disguise (Cha) +9
- Intimidate (Cha) +8 (+12 when wielding a firearm)
- Knowledge (Local) (Int) +7
- Perception (Wis) +4
- Ride (Dex) +7 (+6 w/ Armor Check Penalty)
- Sense Motive (Wis) +5
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
- Linguistics (Int) +4 TRAINED ONLY
- Perform (Cha) +4
- Profession (Wis) +0 TRAINED ONLY
- Sleight of Hand (Dex) +3 (+2 w/ Armor Check Penalty) TRAINED ONLY
- Spellcraft (Int) +2 TRAINED ONLY
- Stealth (Dex) +3 (+2 w/ Armor Check Penalty)
- Survival (Wis) +0
- Swim (Str) +0
- Use Magic Device (Cha) +4 TRAINED ONLY
Languages: Amethystish, Onyxish, Quartzish
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.
- 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.
- Quick Draw (Feat): Can draw and holster a weapon as a free action.
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.
- 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.
- 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.
- Quick Clear (Ex): As a standard action, spend 1 Panache Point to remove the broken condition from a single firearm in your possession.
Pathfinder: Krystallos | ||
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