Campaign of the Month: September 2012
A Manifestation of Chaos
Galimdor Feyn
This bold treasure seeker almost lost his life permanently, before the PCs found him.
Description:
Galimdor Feyn
CG Elf Level 20 Swashbuckler
Init 9
Hit Points 171
Str 14 Dex 28 Con 17 Int 16 Wis 8 Cha 22
Feats: Weapon Focus (rapier), Dodge, Skill Focus(Bluff), Combat Reflexes, Lightning Reflexes, Combat Expertise, Improved Disarm, Greater Disarm, Two-Weapon Fighting, Improved Two-Weapon Fighting, Greater Two-Weapon Fighting, Two-Weapon Feint, Two-Weapon Defense, Nimble Disarm
Class Abilities Deeds, Nimble +5, Bravery +5, Swashbuckler Weapon Finesse, Training, and Mastery, Panache
Skills Acrobatics, Bluff +45, Climb, Escape Artist, Perception, Sense Motive, Swim (max ranks – 20 in each, all are class skills – had to add 16 to bluff for skill focus and competence)
Twin Rapiers of Elindom—These two rapiers were forged in the ancient gray elf realm of Elindom. Recovered by the adventuring elf Galimdor Feyn, they confer special bonuses when wielded simultaneously and when wielded by an elf: Fasric, +5 rapier agile defending (fire), Kalimpir, a +5 rapier agile defending (cold).
When wielded together, they grant a +1 shield bonus (or increase the shield bonus conferred by feats and abilities like Two-Weapon Defense), as well as improving any feint checks made by +1. In addition, the two weapons’ energy damage increases from 1d6 to 1d10 when wielded together. They also allow the wielder of both to stack their defender bonuses (even though it is not clear from the rules that this should normally be allowed).
When wielded by an elf, separately, each weapon gains +1 damage. But when both weapons are wielded by an elf, they negate the penalties for two weapon fighting (or reduce the penalties by 2 for those who lack appropriate feats). They also allow one additional attack with off-hand weapon (provided you have more attacks with your main hand).
When wielded together, the weapons allow the wielder to expend a swift action to convert one weapon’s energy type to the other, e.g. Fasric will deal cold, or Kalimpir will deal fire.
Otherwise, each weapon allows a free action to either energize or de-energize the weapon.
Full Attack: (Fasric) +45 / +40 / +35 / +30 and (Kalimpir) +45 / +40 / +35 / +30
Fasric: 1d6 + 1d10 (fire) + 25 crit 15–20/x3
Kalimpir 1d6 + 1d10 (cold) + 18 crit 15–20/x3
Fighting Defensive However (combat expertise plus defending plus two weapon bonuses: +17 AC)
(Fasric) +34 / +29 / +24 / +19 and (Kalimpir) +34 / +29 / +24 / +19
Fasric: 1d6 + 1d10 (fire) + 20 crit 15–20/x3
Kalimpir 1d6 + 1d10 (cold) + 13 crit 15–20/x3
Saves: Fort +14 Ref +33 Will +10
Immune to sleep (elf), +2 versus enchantments (elf), +5 versus fear (bravery)
Other gear: Ring of Freedom of Movement, Ring of Protection +5 and Sustenance, Gloves of the Swashbuckler (grants a +1 to attack and damage with swashbuckler weapons, whenever you are reduced to 1 panache point or less, the next time you would gain a panache point you instead gain two panache),
AC: 33 or 50 (fighting defensively) [Mithral Shirt +5, Dex +9, Ring of Protection +5, Amulet of Nat AC +4]
Character Notes:
How Panache Works
Critical Hit with a Light or One-Handed Piercing Weapon: Each time the swashbuckler confirms a critical hit with a light or one-handed piercing weapon while in combat, she regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or on 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 Weapon: When the swashbuckler reduces a creature to 0 or fewer hit points with a light or one-handed piercing 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 and how they work
Daring-do (Ex): At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, Swim check to roll d6 and add the result to the check. She must choose to do this before she rolls. If the d6 roll is a natural “6,” she rolls another d6 and add 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). This deed’s cost cannot be reduced by the Signature Deed feat, or any other effect that reduces the amount of panache a deed costs.
Opportune Parry (Ex): At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and can 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. If her attack roll is greater than the roll of the attacking creature, the attack automatically misses. For each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –4 penalty on her attack roll. The swashbuckler must declare the use of this ability after the creature’s attack is announced, but before that attack roll is made.
Riposte (Ex): At 1st level, immediately after a swashbuckler performs a successful parry, she can spend 1 panache point to make an attack of opportunity against the creature whose attack she blocked, provided that creature is within her reach. She must have an available attack of opportunity to use this deed (one for the parry and one for the riposte).
Recovery (Ex): At 1st level, when an opponent attempts a melee attack against the swashbuckler, she can spend 1 panache point to move 5 feet as an immediate action; doing so grants the swashbuckler a +2 bonus to AC against the triggering attack. This movement doesn’t negate the attack, which is still resolved as if the swashbuckler was in 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 more than a light load.
Menacing Swordplay (Ex): At 3rd level, while she at least 1 panache, 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.
Precise Strike (Ex): At 3rd level, as long as 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 her damage roll. To use this deed, a swashbuckler cannot attack with a weapon in her other hand or use a shield. A precise strike only works against living creatures with discernible anatomies. Any creature that is immune to critical hits is also immune to a precise strike, and any item or ability that protects a creature from critical hits also protects a creature from a precise strike. The extra damage of precise strike is precision damage, and isn’t multiplied with a critical hit.
As a swift action, a swashbuckler can spend 1 panache point to her precise strike’s damage bonus on the next attack. This must be used before the end of her turn, or it is lost.
Swashbuckler Initiative (Ex): At 3rd level, while the swashbuckler has at least 1 panache point, she gains a +2 bonus on initiative checks. In addition, if she has the Quick Draw feat, her hands are free and unrestrained, and her weapon isn’t hidden, she can draw a single light or one-handed piercing weapon as part of the initiative check.
Pommel Swipe (Ex): At 7th level, the swashbuckler can as a swift action spend 1 panache point to make a surprise melee attack with the pommel of a light or one-handed piercing weapon she is wielding. The swashbuckler is considered proficient with this weapon attack. The attack deals bludgeoning damage, and gains a bonus on the attack and damage equal to the enhancement bonus of the weapon. The damage dealt by the pommel swipe is determined by the size of the weapon being used. Small weapons deal 1d4 damage, while Medium weapons deal 1d6 damage. Regardless of the weapon’s size the critical multiplier of this attack is 20/×2. If the attack hits, the swashbuckler can as a free action attempt a combat maneuver check to knock the target prone
Swift Feint (Ex): At 7th level, a swashbuckler with at least 1 panache point can spend a standard action to purposely miss a creature that she could normally hit with a light or one-handed weapon melee attack. When she does, that creature is denied its Dexterity bonus to AC until the start of her next turn.
Targeted Strike (Ex): At 7th level, as a full-round action the swashbuckler can spend 1 panache point to make a single light or one-handed piercing weapon melee attack that cripple’s part of a foe’s body. The swashbuckler chooses a part of the body to target. If the attack succeeds, the target takes the following effects, depending on the part of the body targeted. If a creature doesn’t have one of the listed body locations, that part cannot be targeted. Creatures that are immune to sneak attacks are immune to these effects. Items or abilities that protect a creature from a critical hit also protect a creature from a targeted strike.
• Arms: On a hit, the target takes no damage from the attack but drops one carried item of the swashbuckler’s choice, even if the item is wielded with two hands. Items held in a locked gauntlet aren’t dropped on a hit.
• Head: On a hit, the target is damaged normally and is confused for 1 round. This is a mind-affecting effect.
• Legs: On a hit, the target is damaged normally and knocked prone. Creatures with four or more legs or that are immune to trip attacks are immune to this effect.
• Torso or Wings: Targeting the torso causes the target to be staggered for 1 round.
Bleeding Wound (Ex): At 11th level, when the swashbuckler hits a living creature with a light or one-handed piercing melee weapon attack, as a free action she can spend 1 panache point to have that attack deal extra bleed damage. The amount of bleed damage is equal to the swashbuckler’s Dexterity modifier. Alternatively, the swashbuckler can spend 2 panache points to deal 1 point of Strength, Dexterity, or Constitution bleed damage (swashbuckler’s choice) instead. Creatures immune to sneak attacks are also immune to these types of bleed damage.
Evasive (Ex): At 11th level, while a swashbuckler has at least 1 panache point, she gains the benefit of the evasion, uncanny dodge, and improved uncanny dodge rogue class features. She uses her swashbuckler level as her rogue level for improved uncanny dodge.
Subtle Blade (Ex): At 11th level, while a swashbuckler has at least 1 panache point, she is immune to disarm, steal, and sunder combat maneuvers made against a light or one-handed piercing melee weapon she is wielding.
Dizzying Defense (Ex): At 15th level, while wielding a light or one-handed piercing melee weapon in one hand, the swashbuckler can spend 1 panache point to take the total defense action as a swift action instead of a standard action.
Perfect Thrust (Ex): At 15th level, while the swashbuckler has at least 1 panache, she can as a full-round action make a perfect thrust, pooling all of her attack potential into a single attack made with a light or one-handed piercing weapon. When she does, she makes the attack against the target’s touch AC, and ignores all damage reduction. The swashbuckler must spend 1 panache point to perform this deed.
Swashbuckler’s Edge (Ex): At 15th level, while the swashbuckler has at least 1 panache, she can take 10 on any Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check, even if she’s in immediate danger or distracted. She can use this ability in conjunction with the daring-do deed.
Cheat Death (Ex): At 19th level, whenever the swashbuckler is reduces to 0 or fewer hit points, she can spend all of her remaining panache (minimum 1) to instead be reduced to 1 hit point. Effects that kill the swashbuckler outright without dealing hit point damage are unaffected by this ability.
Deadly Stab (Ex): At 19th level, when the swashbuckler confirms a critical hit with a light or one-handed piercing melee weapon, in addition to the normal damage, she can spend 1 panache point to inflict a deadly stab. The target must succeed at a Fortitude saving throw (DC = 10 + 1/2 the swashbuckler’s level + the swashbuckler’s Dexterity modifier) or die. This is a death attack. Performing this deed does not count for regaining panache.
Stunning Stab (Ex): At 19th level, when a swashbuckler hits a creature with a light or one-handed piercing melee weapon, she can spend 2 panache points to stun the creature for 1 round. The creature must succeed at a Fortitude saving throw (DC = 10 + 1/2 the swashbuckler’s level + the swashbuckler’s Dexterity modifier) or be stunned for 1 round. Creature that are immune to critical hits are also immune to this effect.
Bio:
Galimdor Feyn is an elf originally from the Vesve forest, near the Timeless tree. After becoming disillusioned at the gradual fading and deterioration of elven influence, the completely defensive, self-preserving stance taken by High Priestess Calandryen of Labelas Enoreth, whose communications in the elven realm seemed more like useless soap opera intrigues than strategy convening with a purpose, Galimdor gradually humanized (as is sometimes said of elves who become impatient), outwardly seeking results, though inwardly his longing for lost grey elven culture deepened. He joined a band a elves called the Timeless Watch, led by one Atrinur, who purposefully took elves interested in making offensive strikes against the enemy into battle, even against the will of the high priestess. The band is composed of adventurous youth (by elven standards) and though not lacking in magical resources, tends to use force to achieve objectives.
Eventually, the relationship between the timeless watch and the grey elven elite at the Timeless Tree community wore down. Perhaps this was for the best, and Atrinur left the other members with lists of relics to seek and acquire in order to restore peace and the heritage of the grey elves.
Since then, Galimdor has only found a few prizes worth mentioning, his rapiers, Fasric and Kalimpir, were rescued from a scro cesspool in Ket. He also has discovered in the ruins of the Sea of Dust an ancient copy of Inori Uxta Kayali. He was on the hunt for a second prize, the Orb of Kellendar, when he met ill fate by getting caught in the middle of a fight between a drow force in the Underdark and a band of otherworldly Ithillid and Chuul forces. He was raised from death by a band of adventurers including Aegon, Castiel, Gobbo, Nerzul, Allistair Tain, and Will Kaden (see events of Session 86). His discovery of Inori Uxta Kayali has not yet been fully tapped for insights, though it offers a unique perspective into the ancient world of Greyhawk.