Cutthroat Lawyer

Amestra Veen's page

229 posts. Organized Play character for Nomadical.


Full Name

Amestra "Amy" Veen

Race

| HP: 93 / 93 | AC: 25 (T 17, FF 19, (+1 vs traps) CMD: 24 (+1 vs G/D/S) | F: +8, R: +17, W: +9 |

Classes/Levels

| Panache: 6 / 6, Inspiration 5 / 7; Active conditions: Speed 50, AC +4, Reach

Gender

Female LN Half-Elf Swashbuckler (Inspired Blade & Noble Fencer) 5 / Investigator (Sleuth) 5 / Sleepless Detective 1

Size

Medium

Alignment

LN

Deity

Magdh

Location

Erages (Kyonin)

Languages

Common, Elven, Varisian, Infernal, Tien, Hallit, Gnome, Lip Reading

Occupation

Cop, detective, Information broker (vanity)

Strength 9
Dexterity 20
Constitution 16
Intelligence 20
Wisdom 10
Charisma 12

About Amestra Veen

Offense
Melee: +1 Cunning Rapier +16/+11 (1d6+13, 15-20 / x2 | +5 extra to confirm crits = +4 untyped (Cunning), +1 trait
Ranged: +1 returning starknife +14/+9 (1d4+5, x3) | 20 feet; +1 extra to confirm crits (trait)
Studied Combat / Strike: Swift action, study target, +2 attack & damage. Expend it to gain +1d6 more, then may spend 1 Inspiration to reset as a swift action
Sneak Attack +1d6
Speed: 30ft
Initiative +9
BAB +8, CMB +7

Defense
AC: 25, Touch: 17, Flat Footed: 19 (+1 vs Traps)
(5 Armor, 2 shield, 5 Dex, 1 Natural, 1 Deflection, 1 Dodge)
CMD: 24 (+1 vs Grapple, Disarm, and Sunder)
Hp: 93
Fort: +8 (+2 vs Poisons)
Ref: +17 (+1 vs Traps)
Will: +9 (+2 vs Enchantments, +1 vs Mind Affecting, Immune to sleep effects)
Can gain the use of Evasion as an immediate action by spending 1 panache

Skills
Notes:
(F) Skills automatically add +1d6+1 from free uses of Inspiration (the +1 is already included)
(D) or (S) Skills may spend 1 point of panache to add +1d6 (exploding on results of 6)

Acrobatics +14 (D)
Appraise +14
Bluff +5 (S)
Climb +3 (D)
Craft (Alchemy) +17
Diplomacy +28 +1d6 (F) & (S) (+2 to Gather Information) (Includes +5 when “Language based”)
Disable Device +23 (+2 vs Traps)
Escape Artist +11 (D)
Heal +5+1d6 (F)
Knowledge (Arcana, Dungeoneering, History, Local, Nature, Planes, Religion) +18 +1d6 (F) (+2 to identify “non-humanoids”)
Knowledge (Engineering, Geography, Nobility) +14+1d6 (F)
Linguistics +17 +1d6 (F)
Perception +31 +1d6 (F) (+2 vs Traps)
Sense Motive +23+1d6 (F) (S)
Sleight of Hand +10
Spellcraft +15 +1d6 (F)
Stealth +19
Swim +4 (D)
UMD +15 (+2 w/ wands)

Uses Kn(Local) for Day Job with an extra +1 (Info Brokerage vanity & Emerald Spire Land Grab boon)

Swashbuckler Class Features
Panache (Ex): More than just a lightly armored warrior, a swashbuckler is a daring combatant. She fights with panache: a fluctuating measure of a swashbuckler’s ability to perform amazing actions in combat. At the start of each day, a swashbuckler gains a number of panache points equal to her Charisma modifier (minimum 1). Her panache goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1), though feats and magic items can affect this maximum. A swashbuckler spends panache to accomplish deeds (see below), and regains panache in the following ways.
Inspired Panache (Ex): Each day, an inspired blade gains a number of panache points (6) equal to her Charisma modifier (1) and Intelligence modifier (5), instead of just her Charisma modifier.

Unlike other swashbucklers, an inspired blade gains no panache from a killing blow. She gains panache only from scoring a critical hit with a rapier. This ability alters the panache class feature.

Critical Hit with a Rapier: Each time the swashbuckler confirms a critical hit with a rapier, she regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or a creature that has fewer Hit Dice than half the swashbuckler’s character level doesn’t restore panache.
Inspired Finesse (Ex): At 1st level, an inspired blade gains the benefits of Weapon Finesse with the rapier (this ability counts as having the Weapon Finesse feat for the purpose of meeting feat prerequisites) and gains Weapon Focus (rapier) as a bonus feat. This ability replaces swashbuckler finesse.
Aristocratic Discipline (Ex): At 2nd level, a noble fencer relies on his extremely honed training and discipline to protect his mind, rather than luck. The noble fencer gains a +1 bonus on Will saves against mind-affecting effects. This bonus increases by 1 at 6th level and every 4 swashbuckler levels thereafter. This ability replaces charmed life.
Nimble (Ex): At 3rd level, a swashbuckler gains a +1 dodge bonus to AC while wearing light or no armor. Anything that causes the swashbuckler to lose her Dexterity bonus to AC also causes her to lose this dodge bonus. This bonus increases by 1 for every 4 levels beyond 3rd (to a maximum of +5 at 19th level).

Bonus Feats: At 4th level and every 4 levels thereafter, a swashbuckler gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat feats. Swashbuckler levels are considered fighter levels for the purpose of meeting combat feat prerequisites.

Rapier Training (Ex): At 5th level, an inspired blade gains a +1 bonus on attack rolls and a +2 bonus on damage rolls with rapiers. While wielding a rapier, she gains the benefit of the Improved Critical feat. These attack and damage bonuses increase by 1 for every 4 levels beyond 5th (to a maximum of +4 on attack rolls and +5 on damage rolls at 17th level). This ability replaces swashbuckler weapon training.

Swash & Investigator Deeds
Social Panache (Ex): At 1st level, a noble fencer can spend 1 panache point when he attempts a Bluff, Diplomacy, Intimidate, or Sense Motive check to roll 1d6 and add the result to the check. He can do this after he rolls the check but before the result is revealed. If the result of the d6 roll is a natural 6, he rolls another 1d6 and adds it to the check. He can continue to do this as long as he rolls natural 6s, up to a number of times equal to his Charisma modifier (1). Just before a verbal duel, a noble fencer can spend up to 4 panache points. For each point he spends, he selects a tactic for which he has chosen Bluff, Diplomacy, Intimidate, or Sense Motive as an associated skill and gains an edge he can only use with that tactic. This deed replaces the dodging panache deed.
Derring-Do (Ex):  At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds 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 (5).

Daring (Ex): At 1st level, a sleuth can spend 1 luck point when he makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll d6 and add the result to the check. He can choose to add this die after he rolls. If the d6 roll is a natural 6, he rolls another d6 and adds it to the check. He can continue to do this as long as he rolls natural 6s, up to a number of times equal to his Intelligence modifier (5). [Note: does not stack with Derring-Do above.]
Opportunistic Evasion (Ex): At 1st level, when a sleuth succeeds at a Reflex saving throw against an effect that still deals damage on a successful save, he can spend 1 luck point as an immediate action to instead take no damage for that effect.

Sleuth’s Initiative (Ex): At 1st level, as long as the sleuth has at least 1 luck point, he gains a +2 bonus on initiative checks.

Opportune Parry and Riposte (Ex): At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and 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; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If her result is greater than the attacking creature’s result, the creature’s attack automatically misses. The swashbuckler must declare the use of this ability after the creature’s attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach. This deed's cost cannot be reduced by any ability or effect that reduces the number of panache points a deed costs.
Kip-Up (Ex): At 3rd level, while the swashbuckler has at least 1 panache point, she can kip-up from prone as a move action without provoking an attack of opportunity. She can kip-up as a swift action instead by spending 1 panache point.
Precise Strike (Ex): At 3rd level, while 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 the damage dealt. To use this deed, a swashbuckler cannot attack with a weapon in her other hand or use a shield other than a buckler. She can even use this ability with thrown light or onehanded piercing melee weapons, so long as the target is within 30 feet of her. Any creature that is immune to sneak attacks is immune to the additional damage granted by precise strike, and any item or ability that protects a creature from critical hits also protects a creature from the additional damage of a precise strike. This additional damage is precision damage, and isn’t multiplied on a critical hit. As a swift action, a swashbuckler can spend 1 panache point to double her precise strike’s damage bonus on the next attack. This benefit must be used before the end of her turn, or it is lost. This deed’s cost cannot be reduced by any ability or effect that reduces the amount of panache points a deed costs (such as the Signature Deed feat).
Swashbuckler Initiative (Ex): At 3rd level, while the swashbuckler has at least 1 panache point, she gains a +2 bonus on initiative checks. (Untyped. Stacks with bonus granted by Investigator)

Make It Count (Ex): When a sleuth uses studied strike, he can spend 1 luck point to apply an investigator talent that he doesn’t already know and which affects studied strike to his studied strike. He must be able to fulfill that talent’s prerequisites.

Run Like Hell (Ex): At 4th level, a sleuth can spend 1 luck point to gain a +20-foot bonus to his speed for 1 minute. Furthermore, while under the effect of this bonus, if he moves more than his normal speed in a round, he gains a +4 bonus to AC until the start of his next turn.

Second Chance (Ex): At 4th level, when a sleuth rolls an inspiration die or uses the Daring deed, he can spend 1 luck point to reroll the inspiration die. If he rolls a 6 or higher on this reroll, he does not regain a luck point, and no matter what he rolls on either roll, he must keep the reroll result, even if it is lower.

Investigator class features and Talents
Sleuth’s Luck (Ex): At 1st level, a sleuth gains a fluctuating pool of luck, measuring her ability to get out of scrapes. At the start of each day, a sleuth has a number of luck points equal to her Charisma modifier (1). Her luck goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (1), though feats, magic items, and spells that grant either grit or panache points can also grant a sleuth luck points equal to the amount of grit or panache they grant. A sleuth spends luck to accomplish deeds, and regains luck in the following ways. (See below for explanation regarding the interaction between panache and luck pools)

Rolling a Natural 20 on a Knowledge or Sense Motive Check: While on an investigation, a sleuth regains luck by uncovering secrets. Rolling a natural 20 on these skill checks while actively investigating causes the sleuth to regain 1 luck point. Such skill checks made for more mundane reasons (such as normal research or using Sense Motive to gain information during normal bargaining or while gambling) do not regain luck for the sleuth. Determining which skill checks qualify is up to the GM.

Rolling a 6 or Higher on an Inspiration Roll: When a sleuth rolls an inspiration die while on an investigation and the die comes up a 6 or higher, she regains 1 luck point. (If she rolls multiple inspiration dice at a time, she regains 1 luck point if the total is 6 or higher.) Like regaining luck via a natural 20 on a qualifying skill check, inspiration checks made for more mundane reasons don’t qualify for regaining luck. The GM is the final arbitrator for what rolls qualify. It’s possible for a investigator to regain 2 luck points on the same Skill check, if both the qualifying skill check is a natural 20 and any inspiration roll made is a 6 or higher. (Due to interaction with the Elf FCB, a 5 or 6 on the Inspiration die regains luck.

This and the 1st-level deeds below replace alchemy. A sleuth cannot take the alchemist discovery talent or any investigator talent that affects alchemy.
Grit, Luck, and Panache: Grit, luck, and panache represent three different means by which heroes can gain access to the same heroic pool, using it to accomplish fantastic feats. For characters with a mix of grit, luck, and panache, they pool the three resources together into a combined pool. (Those who use panache and luck do not gain twice their Charisma bonus in their pool.) For feats, magic items, and other effects, a panache user can spend and gain luck points in place of grit or panache points, and vice versa. (From Adv Class Guide sidebar, pg 102.)
Inspiration (Ex): An investigator is beyond knowledgeable and skilled—he also possesses keen powers of observation and deduction that far surpass the abilities of others. An investigator typically uses these powers to aid in their investigations, but can also use these f lashes of inspiration in other situations.

An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to (7) = 1/2 his investigator level (2) + his Intelligence modifier (5). An investigator’s inspiration pool refreshes each day, typically after he gets a restful night’s sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he’s trained in the skill.

Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator’s pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.

Trapfinding: An investigator adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device checks (2). An investigator can use Disable Device to disarm magical traps.

Poison Lore (Ex): An investigator has a deep understanding and appreciation for poisons. At 2nd level, he cannot accidentally poison himself when applying poison to a weapon. If the investigator spends 1 minute physically examining the poison, he can attempt a Knowledge (nature) check to identify any natural poison or Knowledge (arcana) check to identify any magical poison (DC = the poison’s saving throw DC). Lastly, once a poison is identified, he can spend 1 minute and attempt a Craft (alchemy) check (DC = the poison’s saving throw DC) to neutralize 1 dose of the poison. Success renders the dose harmless. The investigator has no chance of accidentally poisoning himself when examining or attempting to neutralize a poison.

Poison Resistance (Ex): At 2nd level, an investigator gains a +2 bonus on all saving throws against poison.

Investigator Talent (Ex or Su): At 3rd level and every 2 levels thereafter, an investigator gains an investigator talent. Except where otherwise noted, each investigator talent can only be selected once.

Expanded Inspiration (Ex): An investigator can use his inspiration ability when attempting Diplomacy, Heal, Perception, Profession, and Sense Motive checks without expending uses of inspiration, provided he’s trained in the skill.
Quick Study (Ex): An investigator can use his studied combat ability as swift action instead of a move action. (From Extra Talent feat)
Rogue Talent (Trap Spotter): Whenever she comes within 10 feet of a trap, she receives an immediate Perception check to notice the trap. This check should be made in secret by the GM.
Keen Recollection: At 3rd level, an investigator can attempt all Knowledge skill checks untrained.

Trap Sense (Ex): At 3rd level, an investigator gains an intuitive sense that alerts him to danger from traps, granting him a +1 bonus on Reflex saving throws to avoid traps and a +1 dodge bonus to AC against attacks by traps.

Studied Combat (Ex): With a keen eye and calculating mind, an investigator can assess the mettle of his opponent to take advantage of gaps in talent and training. At 4th level, an investigator can use a move action to study a single enemy that he can see. Upon doing so, he adds 1/2 his investigator level (2) as an insight bonus on melee attack rolls and as a bonus on damage rolls against the creature. This effect lasts for a number of rounds equal to his Intelligence modifier (5) or until he deals damage with a studied strike, whichever comes first. The bonus on damage rolls is precision damage, and is not multiplied on a critical hit. An investigator can only have one target of studied combat at a time, and once a creature has become the target of an investigator’s studied combat, he cannot become the target of the same investigator’s studied combat again for 24 hours unless the investigator expends one use of inspiration when taking the move action to use this ability.

Studied Strike (Ex): At 4th level, an investigator can choose to make a studied strike against the target of his studied combat as a free action, upon successfully hitting his studied target with a melee attack, to deal additional damage. The damage is 1d6 at 4th level. The damage of studied strike is precision damage and is not multiplied on a critical hit; creatures that are immune to sneak attacks are also immune to studied strike. The investigator must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. An investigator cannot use studied strike against a creature with concealment.

Sleepless Detective class features:
Canny Sleuth (Ex): A Sleepless detective adds her Intelligence bonus (5) on all Perception and Sense Motive checks, as well as on Diplomacy checks made to gather information, in addition to adding her Wisdom or Charisma modifier as normal.

Forensic Thaumaturgy (Su): A Sleepless detective can cast detect magic at will as a spell-like ability (caster level equal to her class level (1)). When using detect magic (or spells that function as detect magic, such as arcane sight), the detective treats recently ended magical effects as though they were one category stronger when determining how long a lingering aura remains, and by concentrating for an additional round can determine exactly how long the lingering aura has been there (effectively allowing the Sleepless detective to learn when the spell or magic item that caused the aura was cast or destroyed, respectively).

Sneak Attack (Ex): This ability is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 for every three levels beyond the first. If a Sleepless detective gets a sneak attack bonus from another source, the bonuses on damage stack.

Feats and Traits
Feats: Skill Focus (Perception), Weapon Finesse (Rapier only), Weapon Focus (Rapier), Fencing Grace, Combat Reflexes, Extra Investigator Talent (Quick Study), Alertness

Cunning: You gain 1 additional skill point per Hit Die. When you take this feat, you gain a number of skill points equal to your Hit Dice right away, and every time your Hit Dice increase in the future, you will gain an additional skill point as well. (It’s Toughness for skills instead of hp.)

Weapon Versatility: When wielding a weapon with which you have Weapon Focus, you can shift your grip as a swift action so that your weapon deals bludgeoning, piercing, or slashing damage instead of the damage type normally dealt by that weapon. You may switch back to the weapon’s normal damage type or another damage type as a swift action. If your base attack bonus is +5 or higher, using this feat is a free action instead.
Fey Obedience (Magdh): Each Eldest requires a different obedience, but each obedience takes only 1 hour to perform. Once you’ve performed the obedience, you gain the benefit of a special ability or resistance as indicated in the “Obedience” entry for that Eldest.
Magdh: Paint two dots above each ear to represent Magdh’s three sets of eyes. Cast leaves, bones, or coins into a bowl of clear water, and attempt to divine meaning from the way they land. You gain a +4 bonus on Intelligence-based skill checks. (Included by default in Skills above)

Traits: Anatomist [Combat] You gain a +1 trait bonus on all rolls made to confirm critical hits.
Clever Wordplay [Social] Choose one Charisma-based skill (Diplomacy). You attempt checks with that skill using your Intelligence modifier instead of your Charisma modifier.

Racial Traits and Languages
Medium: Half-elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half-elves have a base speed of 30 feet.
Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level. (Perception)
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial bonus on saving throws against enchantment spells and effects.
Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.
Multitalented: Half-elves choose two favored classes at 1st level and gain 1 additional hit point or skill point whenever they take a level in either one of those classes. (Swashbuckler & Investigator)
Investigator alternate favored class bonus (Elf) Gain a +1/4 bonus on all inspiration rolls.Taken 4 times for +1 total

Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Varisian, Infernal, Tien, Hallit, Iritaki, Gnome, and can Read Lips
Read Lips: [per PFS FAQ] When reading the lips of a speaking creature within 10 feet in normal lighting conditions, no skill check req’d. In dim lighting, extreme distances, or to read the lips of someone trying to hide their words from the reader, the reader must make Perception checks (DC determined by the GM based on the situation). A lip reader may only understand spoken words in a language it knows.

Ring of Culturemeld: Grants the wearer a +5 competence bonus on language-based Diplomacy checks. If worn by a half-elf, a ring of culturemeld grants the wearer the ability to speak and understand an additional language dependent on the local area. If the wearer spends 1 day in a settlement the size of a village or larger, the ring becomes attuned to any dominant language spoken there other than Common (such as Hallit, Skald, or Vudrani). After the ring is attuned, the wearer gains that language as a bonus language (if she didn’t already know it), though she can only speak and understand it. After 4 more days of attunement, the wearer gains the ability to read the language as well, though not the ability to write that language, and gains a +5 competence bonus on opposed Sense Motive checks against speakers of the attuned language. These benefits expire once the wearer has been out of contact with people who speak the attuned language for longer than 1 day or when the ring becomes attuned to a new language.

Items
+1 Mithral Chain Shirt
+1 Buckler
+1 Cunning Rapier
+1 Starknife
1 @ Dagger
Swordmaster's Flair Blue Scarf
Headband of Vast Intelligence (UMD & Stealth) +4
Belt of Physical Perfection +2
Sleeves of Many Garments
Cloak of Resistance +3
Ring of Protection +1
Amulet of Natural Armor +1
Jade Wayfinder
Handy Haversack
Concealable MW Thieves Tools hidden in Hollow Heel of boots (+8 to Sleight of Hand to keep hidden)
MW Manacles + Superior Lock
Boots of the Cat
Leipstadt Investigator's Hat
Instant Muzzle
Gloves of Marking
Heightened Ioun Torch: Spell Level 4, CL 10, continual flame w/ Heightened Spell applied overcomes Darkness and Deeper Darkness (Obtained from PFS# 146440-10 Character: Samathiel Quoy IAW continual flame rules)
Thaumatic coil: Masterwork tool +2 for UMD but only with wands
Ring of Culturemeld (See Languages section above)

Bandolier Contents:
Air Crystal
Potion of CLW
Potion of Monkey Fish
Oil of Bless Weapon
Potion of Fly (2)
Silver Sheen
Deep Sheen (as Silver Sheen except applies Cold Iron, from a chronicle)

Wands:
CLW 25 / 50 remaining
mending 50 / 50 remaining

In pack:
Amulet of the God Caller: Unique item from a chronicle: The wearer of this amulet grows a pair of gills, and can breathe underwater indefinitely. She also gains a swim speed equal to her base land speed.
Haunt Siphon (3): One is unused and in a Spring Loaded Wrist Sheath for use vs Haunts. Two others have been used and are in her pack, usable only as a Negative Energy grenade 1d6.
Potion of Heightened Awareness

Botting

Out of combat she will generally use skills to solve problems especially the ones associated with her past as a former city watch law enforcement officer, investigator, and member of the Sleepless Detectives.

In combat she will always expend 1 panache to grant herself reach with her rapier.* Then position herself in a second row, or somewhere to protect casters with combat reflexes and readied attacks.

*The reach she gains is not “a reach weapon.” It extends her natural reach with no penalty so that she threatens 5’ and 10’, but only with her rapier. It lasts 1 minute, usable as often as she wishes as long as she has panache to spend.