Characters/Cap'n Robin Stryker
Cap'n Robin Stryker
| Cap'n Robin Stryker | |
|---|---|
|
|
|
| Level | 1 |
| Size | Medium |
| Key Ability | STR |
| Hero Points | 1 |
| Defenses & Combat | |
| HP | 22/22 |
| AC | 15 |
| Saving Throws | Fort +4, Ref +7, Will +5 |
| Perception | +0 |
| Speed | 25 ft. |
| Attributes | |
| STR +1 | |
Details
- Ancestry:
Tanuki - Heritage:
Steadfast Tanuki - Background: Aspiring Free-Captain
- Class:
Swashbuckler - Key Ability: STR
- Hero Points: 1
Identity
- Age: 33
⚔ Defense & Saves
- HP: 22/22
- AC: 15
- Perception: +0 (Untrained)
- Speed: 25 ft. (land)
- Fortitude: +4 (Trained)
- Reflex: +7 (Expert)
- Will: +5 (Expert)
📊 Ability Scores
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| +1 | +2 | +1 | +0 | +0 | +1 |
🎓 Skills
| Skill | Modifier | Proficiency |
|---|---|---|
| Acrobatics | +2 | Untrained |
| Arcana | +0 | Untrained |
| Athletics | +4 | Trained |
| Crafting | +0 | Untrained |
| Deception | +4 | Trained |
| Diplomacy | +4 | Trained |
| Intimidation | +1 | Untrained |
| Medicine | +0 | Untrained |
| Nature | +0 | Untrained |
| Occultism | +0 | Untrained |
| Performance | +4 | Trained |
| Religion | +0 | Untrained |
| Sailing | +0 | Untrained |
| Society | +0 | Untrained |
| Stealth | +2 | Untrained |
| Survival | +0 | Untrained |
| Thievery | +2 | Untrained |
💰 Wealth & Carry
| Coin | Bulk | Invested |
|---|---|---|
| None | 0 | 0/10 |
✨ Feats & Features
Heritage
Steadfast Tanuki (tanuki)- Your pride in your true tanuki form knows no bounds. You gain your choice of Everyday Form or Teakettle Form as a bonus ancestry feat.
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
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 (attack, 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 @Check[thievery|defense:reflex] 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 (swashbuckler)- You knock weapons from the hands of your foes with style. When you Disarm, the action gains the bravado trait.
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.
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 (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 (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 (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- 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)- 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.
Teakettle Form (tanuki)- Your shapeshifting is advanced enough to take the form of not just creatures, but objects as well. When you Change Shape, you can assume the form of a simple tool or object of 1 Bulk or less, such as a teakettle or umbrella. When transformed into an object, you can function as that object for allies to use; for instance, turning into a crowbar so you can help an ally pry open a crate. You can speak while in object form, but you can't attack, cast spells, or move except to Crawl (usually by hopping or flopping across the ground in an undignified manner).
Actions
Change Shape (concentrate, polymorph)- You return to your natural shape or adopt a new shape as described by the source of this action.
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.
Last synced: 2026-06-01 19:18