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Characters/Cap'n Robin Stryker

From TheRaspyDragon

Cap'n Robin Stryker

Cap'n Robin Stryker
tanuki-sakemaker.webp?1782359607086#.webp
Level 2
Size Medium
Key Ability STR
Hero Points 0
Defenses & Combat
HP 29/34
AC 18
Saving Throws Fort +6, Ref +9, Will +5
Perception +5
Speed 25 ft.
Combat Record
Last Kill Yellow Musk Brute (2026-07-25)
Last Downed By Pirate Goblin (2026-07-14)
Attributes
STR +2

Details

  • Ancestry: Tanuki Tanuki
  • Heritage: Virtuous Tanuki Virtuous Tanuki
  • Background: Aspiring Free-Captain
  • Class: Swashbuckler Swashbuckler
  • Key Ability: STR
  • XP: 650
  • Hero Points: 0

Identity

  • Age: 33

⚔ Defense & Saves

  • HP: 29/34
  • AC: 18
  • Perception: +5 (Expert)
  • Speed: 25 ft. (land)
  • Fortitude: +6 (Trained)
  • Reflex: +9 (Expert)
  • Will: +5 (Expert)

🗡 Attacks

Weapon Traits Attack Bonus Damage
Spark Repeater (Poison) Spark Repeater (Poison) (Trained) Agile, Arcane, Fatal-D8, Repeating, Wood +7/+3/-1 1d4 poison
Bola Bola (Trained) Nonlethal, Ranged-Trip, Thrown +7/+2/-3 1d6+2 bludgeoning
Sword Cane Sword Cane (Trained) Agile, Concealable, Finesse +7/+3/-1 1d6+2 piercing

📊 Ability Scores

STR DEX CON INT WIS CHA
+2 +3 +2 +0 -1 +3

🎓 Skills

Skill Modifier Proficiency
Acrobatics +7 Trained
Arcana +0 Untrained
Athletics +6 Trained
Crafting +0 Untrained
Deception +7 Trained
Diplomacy +7 Trained
Intimidation +7 Trained
Medicine -1 Untrained
Nature -1 Untrained
Occultism +0 Untrained
Performance +7 Trained
Religion -1 Untrained
Sailing +4 Trained
Society +0 Untrained
Stealth +3 Untrained
Survival -1 Untrained
Thievery +7 Trained

💰 Wealth & Carry

Coin Total Value Bulk Invested
16 GP, 6 SP 34.5 gp 3.6 / 7 enc / 12 max 0/10

✨ Feats & Features

Heritage
Virtuous Tanuki Virtuous Tanuki (tanuki)
Many tanuki carry a gourd of alcohol to remind themselves to act with virtue, and by these standards, you're quite virtuous indeed. You gain poison resistance equal to half your level (minimum 1). You can eat and drink things when you're Sickened. You can't become incapacitated by conventional alcohol if you don't wish to be.
Background Features
Aspiring Free-Captain
Prerequisite Region - High Seas
You seek to join the Free Captains of the Shackles and have learned everything you need to know about sailing and bossing people around. Now you just need a crew and a ship.
Choose two attribute boosts. One must be to Wisdom or Charisma, and one is a free attribute boost.
You're trained in the Intimidation skill and the Sailing Lore skill. You gain the Group Coercion skill feat.
Feats
Brandishing Draw Brandishing Draw (swashbuckler)
You draw and attack with the same motion. You Interact to draw a weapon, then either Strike or use a one-action finisher. You must still meet any other requirements to use a finisher, and any Strike you make must be made with the weapon you drew.
Captain Dedication Captain Dedication (archetype, dedication)
You become trained in your choice of Diplomacy or Intimidation; if you are already trained in both of these skills, you become trained in a skill of your choice. You also gain your choice of the Group Impression or the Group Coercion skill feat. If you already have both of these skill feats, you gain another 1st-level skill feat for which you qualify.
You also gain the assistance of a dedicated follower, who has agreed to accompany you on your journeys. They have the minion trait and begin as a novice follower.
Special Once you have a follower, you can never take a feat or class feature that grants an animal companion or another companion that prevents you from having an animal companion.
Charming Liar Charming Liar (general, skill)
Your charm allows you to win over those you lie to. When you get a critical success using the Lie action, the target's attitude toward you improves by one step, as though you'd succeeded at using Diplomacy to Make an Impression. This works only once per conversation, and if you critically succeed against multiple targets using the same result, you choose one creature's attitude to improve. You must be lying to impart seemingly important information, inflate your status, or ingratiate yourself, which trivial or irrelevant lies can't achieve.
Confident Finisher Confident Finisher (swashbuckler)
You gain an elegant finishing attack you can make when you have panache. The finisher trait is described below. You gain the Confident Finisher action.
Finisher Finishers are spectacular finishing moves that use your panache. Finishers can be used only with weapons that deal additional damage with precise strike (agile or finesse melee weapons or unarmed attacks, for most swashbucklers). You can use a finisher only if you have panache, and you lose your panache immediately after performing a finisher. Once you use a finisher, you can't use actions that have the attack trait for the rest of your turn.
Some finisher actions also grant an effect on a failure. Effects added on a failure don't apply on a critical failure. If your finisher action succeeds, you can still choose to apply the failure effect instead. For example, you might do this when an attack deals no damage due to resistance.
Dirty Trick Dirty Trick (attack, bravado, general, manipulate, skill)
Requirements You have a hand free and are within melee reach of an opponent.
You hook a foe's bootlaces together, pull their hat over their eyes, loosen their belt, or otherwise confound their mobility through an underhanded tactic. Attempt a Thievery check check against the target's Reflex DC.
Critical Success The target is Clumsy 1 until they use an Interact action to end the impediment
Success As critical success, but the condition ends automatically after 1 round.
Critical Failure You fall Prone as your attempt backfires.
Disarming Flair Disarming Flair (swashbuckler)
You knock weapons from the hands of your foes with style. When you Disarm, the action gains the bravado trait.
Group Coercion Group Coercion (general, skill)
You can strong-arm people effectively, even when you don't have them isolated. When you Coerce, you can compare your Intimidation check result to the Will DCs of up to five targets instead of one.
It's possible to get a different degree of success for each target. The number of targets you can Coerce in a single action increases to 10 if you're an expert, 25 if you're a master, and 50 if you're legendary.
Group Impression Group Impression (general, skill)
When you Make an Impression, you can compare your Diplomacy check result to the Will DCs of up to 10 targets you conversed with, with no penalty. The number of targets increases to 20 if you're an expert, 50 if you're a master, and 100 if you're legendary.
Panache Panache (swashbuckler)
You care as much about the way you accomplish something as whether you actually accomplish it in the first place. When you perform an action with particular style, you can leverage this moment of verve to perform spectacular, deadly maneuvers. This heightened state of flair is called panache.
Effect: Panache
You gain panache by performing actions that have the bravado trait. Tumble Through and additional actions determined by your swashbuckler's style gain the bravado trait when you use them. The GM might determine that a check to perform a particularly daring action, such as swinging on a chandelier or sliding down a drapery, can gain the bravado trait. These checks typically involve at least a single action and a non-trivial DC. Normally, you gain and use panache only in combat encounters; when an encounter ends, you lose panache.
Powerful finisher actions, including Confident Finisher, can be used only while you have panache and cause you to lose your panache.
Precise Strike Precise Strike (swashbuckler)
When you make a Strike with an agile or finesse melee weapon or agile or finesse unarmed attack, you deal 2 additional precision damage. If the Strike is part of a finisher, the additional damage is 2d6 precision damage instead.
As your swashbuckler level increases, so does your additional damage for precise strike. At 5th, 9th, 13th, and 17th level, increase the amount of additional damage on a Strike by 1 and the additional damage on a finisher by 1d6.
Rascal Rascal (swashbuckler)
You aren't afraid to use underhanded tactics to get the edge over your opponents. You are trained in Thievery and gain the Dirty Trick general feat. When you use Dirty Trick, the action gains the bravado trait.
Scorched on the Crackling Mountain Scorched on the Crackling Mountain (tanuki)
By ritualistically marking your fur with fire, like an infamous tanuki of legend, you protect yourself against future flames. You gain a black stripe down your back that looks charred. Your flat check to remove persistent fire damage is DC 10 instead of DC 15, which can be reduced to DC 5 with appropriate assistance. The first time each day you would be reduced to 0 Hit Points by a fire effect, you avoid being knocked out and remain at 1 Hit Point, and your wounded condition increases by 1. Two hairs plucked from your tail can be used as flint and steel to create a fire, emitting a strange crackling sound as they ignite.
Stylish Combatant Stylish Combatant
You gain a +1 circumstance bonus to skill checks with the bravado trait while in a combat encounter. While you have panache, you gain a +5-foot status bonus to your Speeds.
Swashbuckler's Style Swashbuckler's Style (swashbuckler)
Your own distinctive style lets you gracefully handle any situation. Choose a swashbuckler's style. This style determines the additional actions you use to gain panache and makes you trained in the skill related to that action.
Actions
Balance Balance (move)
Requirements You are in a square that contains a narrow surface, uneven ground, or another similar feature.
You move across a narrow surface or uneven ground, attempting an {Acrobatics} check against its Balance DC. You are Off-Guard while on a narrow surface or uneven ground.
Critical Success You move up to your Speed.
Success You move up to your Speed, treating it as difficult terrain (every 5 feet costs 10 feet of movement).
Failure You must remain stationary to keep your balance (wasting the action) or you fall. If you fall, your turn ends.
Critical Failure You fall and your turn ends.
=== Sample Balance Tasks ===
  • Untrained tangled roots, uneven cobblestones
  • Trained wooden beam
  • Expert deep, loose gravel
  • Master tightrope, smooth sheet of ice
  • Legendary razor's edge, chunks of floor falling in midair
Confident Finisher Confident Finisher (finisher)
You make an incredibly graceful attack, piercing your foe's defenses. Make a Strike with the following failure effect.
Failure You deal half your Precise Strike damage to the target. This damage type is that of the weapon or unarmed attack you used for the Strike.
Grab an Edge Grab an Edge (manipulate)
Trigger You fall from or past an edge or handhold.
Requirements Your hands are not tied behind your back or otherwise Restrained.
When you fall off or past an edge or other handhold, you can try to grab it, potentially stopping your fall. You must succeed at your choice of an Acrobatics check or a Reflex save, usually at the Climb DC. If you grab the edge or handhold, you can then Climb up using Athletics.
Critical Success You grab the edge or handhold, whether or not you have a hand free, typically by using a suitable held item to catch yourself (catching a battle axe on a ledge, for example). You still take damage from the distance fallen so far, but you treat the fall as though it were 30 feet shorter.
Success If you have at least one hand free, you grab the edge or handhold, stopping your fall. You still take damage from the distance fallen so far, but you treat the fall as though it were 20 feet shorter. If you have no hands free, you continue to fall as if you had failed the check.
Critical Failure You continue to fall, and if you've fallen 20 feet or more before you use this reaction, you take 10 bludgeoning damage from the impact for every 20 feet fallen.

🎒 Inventory

Weapons
Item Qty Bulk Level Price
Bola Bola 1 0.1 0 5 sp
Spark Repeater (Poison) Spark Repeater (Poison) 1 0.1 0 4 gp
Sword Cane Sword Cane 1 1 0 5 gp
Armor & Shields
Item Qty Bulk Level Price
Rattan Armor Rattan Armor 1 1 0 2 gp
Consumables
Item Qty Bulk Level Price
Elixir of Life (Minor) Elixir of Life (Minor) 0 0.1 1 3 gp
Ammunition
Item Qty Bulk Level Price
Magazine with 6 Pellets Magazine with 6 Pellets 2 0.1 0 6 sp
Equipment
Item Qty Bulk Level Price
Caltrops Caltrops 0 0.1 0 3 sp
Climbing Kit Climbing Kit 1 1 0 5 sp
Grappling Hook Grappling Hook 1 0.1 0 1 sp
Parrying Scabbard Parrying Scabbard 1 0.1 0 5 sp
Bags & Storage
Item Qty Bulk Level Price
Backpack Backpack 1 0 0 1 sp
  • Soap Soap
  • Torch Torch ×5
  • Bedroll Bedroll
  • Rations Rations ×2
  • Flint and Steel Flint and Steel
  • Rope Rope
  • Waterskin Waterskin
  • Chalk Chalk ×10
Treasure & Currency
Item Qty Bulk Level Price
Bloodstone Bloodstone 1 0 0 25 sp
Gold Pieces Gold Pieces 16 1 0 1 gp
Silver Pieces Silver Pieces 6 1 0 1 sp

Last synced: 2026-07-26 13:54