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Name:ZenithPlayer:redeuxKey:#REF!
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Light BlueNo Panache
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Ancestry:Kayal (Fetchling)Traits:Fetchling
Duskwalker
Humanoid
Chaotic
Good
Level:7
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Heritage:DuskwalkerAge:Light PurpleACTIVELY Adjusted for Panache
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Background:Martial DisciplineGender:nonbinary (They/them)Click to view Version 4.0.0 updatesVersion 2.2.2Version 4.0.0
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Class:Swashbuckler (Gymnast)Size:MediumNotes: Click/Hover over cells with a black triangle in the top-right cornerDo NOT request to edit this document, this is a template for everyone.
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Alignment:CGDeity:Cosmic CaravanType:BipedProficiency | U: +0 | T: 2+Level | E: 4+Level | M: 6+Level | L: 8+Level
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Languages:Common, Shadowtongue, Varisian (PFS regional)◈Single Action ◈◈Two-Action Activity ◈◈◈Three-Action Activity ⟐Free Action ⤾Reaction
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SensesSkillsUntrained Improvisation?
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TotalWISTEMLItemTempHero PointsSkill NameAbilityTotalAbilityTEMLItemPenaltyConditional[dice=Perception]1d20+11[/dice]
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Perception+11=+02AcrobaticsDEX+16=+410[dice=Acrobatics]1d20+16[/dice]
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Vison / Other Senses Tumble ThroughDEX+17=+410+1 w/ Panache[dice= Tumble Through Vs Reflex DC]1d20+17[/dice] [ooc]if success-> gain panache[/ooc]
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Speed (ft)Darkvision, lifesense (imprecise 10ft)ArcanaINT-1=-10[dice=Arcana]1d20+-1[/dice]
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TypeAdjustedBaseTemp
Vivacious
AthleticsSTR+18=+410[dice=Athletics]1d20+18[/dice]
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Land352515Notes Grapple vs Fort DC, Shove vs Fort DC, Trip vs Reflex DCSTR+19=+410+1 w/ Panache, Titan Wrestler"[dice= Grapple vs Fort DC, Shove vs Fort DC, Trip vs Reflex DC]1d20+19[/dice] [ooc]if success-> gain panache[/ooc]
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Burrow0 ftSchool: Spells | highest dealt dmg 51 Assurance (Athletics)STR21=+410-4[dice= Assurance (Athletics)]21[/dice]
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Climb0 ft◆ ◇ Reaction (↺)
[url=https://2e.aonprd.com/Actions.aspx?ID=35]Grapple[/url]
[url=https://2e.aonprd.com/Actions.aspx?ID=40]Trip[/url]
[url=https://2e.aonprd.com/Actions.aspx?ID=29]Tumble Through[/url]


[ooc]Actions: ◆Grapple ◆Strike ◆Strike
Reaction ↺ If an enemy damages, grabs, or grapples ally when both the enemy and ally are within 15 feet of Zenith: Liberating Step! [/ooc]
[spoiler=Liberating Step]You free an ally from restraint. If the trigger was an ally taking damage, the ally gains resistance to all damage against the triggering damage equal to 2 + your level [ooc]Resist All 9[/ooc]. The ally can attempt to break free of effects grabbing, restraining, immobilizing, or paralyzing them. They either attempt a new save against one such effect that allows a save, or attempt to Escape from one effect as a free action. If they can move, the ally can Step as a free action, even if they didn’t need to escape.[/spoiler]

[dice=Strike w/ Gauntlet]1d20+16[/dice]
[dice=B dmg]2d4+6[/dice]| [dice=if panache, precision]3[/dice] | [ooc]If crit, DC 23 Fort save or slowed 1 until end of Zenith's next turn[/ooc]

[dice=Strike w/ Eclipse (cold iron, returning starknife)]1d20+16[/dice]
[dice=S dmg]2d4+6[/dice] | [dice=if panache, precision]3[/dice] | [dice=if crit, deadly]1d6[/dice] | [ooc]If crit, 1d6+1 persist bleed[/ooc] | [ooc]If crit and enemy does not have darkvision, blinded for 1 round[/ooc]
CraftingINT-1=-10[dice=Crafting]1d20+-1[/dice]
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Fly0 ftprovisions (2x moderate healing potions) - for 5-03DeceptionCHA+11=+20[dice=Deception]1d20+11[/dice]
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Swim0 ftQuick SwimToggle PANACHE?DiplomacyCHA+11=+20[dice=Diplomacy]1d20+11[/dice]
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Leap15 ft15Long Jump
DC = Distance - 5
IntimidationCHA+2=+20[dice=Intimidation]1d20+2[/dice]
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DefensesLore: WarfareINT+8=-10[dice=Lore: Warfare]1d20+8[/dice]
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Hit PointsMax HPTempDamageLore: ScoutingINT+8=-10[dice=Lore: Scouting]1d20+8[/dice]
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Current99=99+-0/0Lore: Shadow PlaneINT+11=00Hireling[dice=Lore: Shadow Plane]1d20+11[/dice]
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AncestryClassCONLevelMiscLore: INT-1=-10[dice=Lore: ]1d20+-1[/dice]
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Max HP99=8+ (11+2) *7+MedicineWIS+0=00[dice=Medicine]1d20+0[/dice]
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DyingWoundedDoomedResistances & ImmunitiesNatureWIS+0=+00[dice=Nature]1d20+0[/dice]
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OccultismINT+8=-10[dice=Occultism]1d20+8[/dice]
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Armor ClassTotalAbilityTEMLItemTempPerformanceCHA+2=+20[dice=Performance]1d20+2[/dice]
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AC26=+1Trained (+9)6ShieldReligionWIS+9=+00[dice=Religion]1d20+9[/dice]
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Saving ThrowTotalAbilityTEMLItemTempConditionalSocietyINT-1=-10[dice=Society]1d20+-1[/dice]
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Fortitude+13=+2
[dice=Fortitude, DC ]1d20+13[/dice]
StealthDEX+13=+40[dice=Stealth]1d20+13[/dice]
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Reflex+17=+4S -> CS (Evasion)
[dice=Reflex, DC ]1d20+17[/dice]
SurvivalWIS+11=+00Hireling[dice=Survival]1d20+11[/dice]
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Will+11=+0
[dice=Will, DC ]1d20+11[/dice]
ThieveryDEX+13=+40[dice=Thievery]1d20+13[/dice]
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WeaponsFinisherWeapon SpecializationGreater W SpecConditions
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Weapon NameLabel:To HitAbilityProficiencyItemLabel:DamageBPSOther DamageAbilityConditionValueRounds
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TypeHandsRange (ft)ReloadTraitsBulkNotesGroupBlinded
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Unarmed Atk (Fist)Attack:+15DEX411Damage:1d4+6+3 PrecisionSTR4Clumsy1[dice=Unarmed Atk (Fist)]1d20+15[/dice]
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Unarmed1h5ftAgile, finesse, nonlethal, unarmed0magicBrawlingConfused
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KukriAttack:+16DEX411+1Damage:2d6+6+3 PrecisionSTR4Controlled[dice=Kukri]1d20+16[/dice]
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Martial1h5ftAgile, finesse, tripLcrit specializationKnifeDazzled
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ShortswordAttack:+16DEX411+1Damage:2d6+6+3 PrecisionSTR4Deafened[dice=Shortsword]1d20+16[/dice]
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Martial1h5ftagile, finesse, versatile SLa rusted shortsword | crit specializationSwordDrained0
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GauntletAttack:+16STR411+1Damage:2d4+6+3 PrecisionSTR4Enfeebled0[dice=Strike w/ Gauntlet]1d20+16[/dice]
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Simple1h5ftagile, free-handLcrit specializationBrawlingFascinated
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Eclipse: +1 Striking Returning, Cold iron StarknifeAttack:+16DEX411+1Damage:2d4+6+3 PrecisionSTR4Fatigued[dice=Strike w/ Starknife Vs]1d20+16[/dice]
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Martial1h5ftAgile, deadly d6, finesse, thrown 20ft, versatille S, Ghost HunterLFlying Blade: Precise Strike within first range increment | crit specialization | Unique: On Crit: creatures without darkvision are blinded for 1 roundKnifeFlat-Footed
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WhipAttack:+16DEX411+1Damage:2d4+6+3 PrecisionSTR4Fleeing[dice=Whip]1d20+16[/dice]
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Martial1h5ftdisarm, finesse, nonlethal, reach, trip1crit specializationFlailFrightened0
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Attack:+4STR40Damage:1d4+0+3 Precision0Grabbed
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1h5ftImmobilized
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Paralyzed
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ArmorShieldAmmunitionTotal Bulk:0.00Petrified
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NameCategoryNameQtyAmmunitionNotesBulkProne
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+1 Half PlateHeavyAQuickened0
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ACDex CapPenaltySpeedStrengthTraitsACSpeedBroken?BulkARestrained
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61-31016n/aNoASickened0
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HPHardnessMax HPBTBulkTraits 2HPHardnessMax HPBTASlowed0
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36936183n/a10AStunned0
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GroupNotes + RunesNotes + RunesAStupefied0
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Platepotency, Padded Armor underneathAUnconcious
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Actions and ActivitiesTemporary Effects
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Name# ActionsTraitsEffectsDurationFrequencyActiveTypeValueRounds
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Confident FinisherFinisher, SwashbucklerYou make an incredibly graceful attack, piercing your foe’s defenses. Make a Strike with a weapon or unarmed attack that would apply your precise strike damage, 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.
Melee Atk
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Eclipse: LightcommandFrequency once per day; Effect Eclipse’s blades glow like starlit night sky, causing it to shed light as a torch until you deactivate it as a single action, which has the concentrate trait.Ranged Atk
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Lifting BeltInteractYou lift an object of up to 8 Bulk as though it were weightless. This requires two hands, and if the object is locked or otherwise held in place, you can attempt to Force it Open using Athletics as part of this activation. The object still has its full weight and Bulk for all other purposes—you just ignore that weight. The effect lasts until the end of your next turn.Agile Dmg
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Bracelet of DashingFrequency once per day; Effect You gain a +10-foot status bonus to Speed for 1 minute.Melee Dmg
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Radiant Wayfindercommand, evocation, good, lightEffect The wayfinder glows with a spiritual radiance, revealing that which is hidden.
This has the effects of faerie fire, except the effect occurs in a 10-foot radius centered around you.
You can safely use this benefit once per adventure. You can attempt to use it a second time, overcharging the wayfinder at the
risk of destroying it. When you do so, roll a DC 10 flat check. On a success, the wayfinder is broken. On a failure, the wayfinder
is destroyed. If anyone tries to overcharge a wayfinder that’s already been overcharged, the item is automatically destroyed
(even if it has been repaired) and does not provide the activated benefit.
Ranged Dmg
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Precise Strike"You strike with flair. When you have panache and you 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. Increase the amount of additional damage on a Strike and the number of additional dice on a finisher by one at 5th, 9th, 13th, and 17th levels.

Flying Blade
You've learned to apply your flashy techniques to thrown weapons as easily as melee attacks. When you have panache, you apply your precise strike damage on ranged Strikes you make with a thrown weapon within that weapon's first range increment. The thrown weapon must be an agile or finesse weapon. This also allows you to make a thrown weapon ranged Strike for Confident Finisher and any other finisher that includes a Strike that can benefit from your precise strike."
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PanacheWhile you have panache, you gain a +5-foot status bonus to your Speeds and gain a +1 circumstance bonus to checks to Tumble Through or to take any actions that give you panache due to your style. The precise strike class feature also causes you to deal extra precision damage while you have panache. Powerful finisher actions, including Confident Finisher can be used only while you have panache and cause you to lose your panache.
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GymnastYou reposition, maneuver, and bewilder your foes with daring feats of physical prowess. You are trained in Athletics. You gain panache during an encounter whenever you successfully Grapple, Shove, or Trip a foe.
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Free Actions and Reactions
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NameConditionsTraitsEffectsActive
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Opportune RiposteTrigger A foe within your reach critically fails a Strike against you.SwashbucklerYou take advantage of an opening from your enemy's fumbled attack. You either make a melee Strike against the triggering foe or attempt to Disarm it of the weapon it used for the Strike.
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Liberating StepTriggerAn enemy damages, Grabs, or Grapples your ally, and both are within 15 feet of you.ChampionYou free an ally from restraint. If the trigger was an ally taking damage, the ally gains resistance to all damage against the triggering damage equal to 2 + your level. The ally can attempt to break free of effects grabbing, restraining, immobilizing, or paralyzing them. They either attempt a new save against one such effect that allows a save, or attempt to Escape from one effect as a free action. If they can move, the ally can Step as a free action, even if they didn’t need to escape.
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Eclipse: StealthTriggerYou attempt a Stealth check to Hide or Sneak, but you haven’t rolled yet;EnvisionFrequency three times per day; Effect You absorb light, gaining a +2 status bonus to the Stealth check.
[ooc]↺ Absorb Light (Eclipse); [b]Trigger[/b] You attempt a Stealth check to Hide or Sneak, but you haven’t rolled yet; [b]Frequency[/b] three times per day; [b]Effect[/b] You absorb light, gaining a +2 status bonus to the Stealth check. [/ooc]
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