Halfling Slinger

Arim Zeather's page

143 posts. Alias of CampinCarl9127.


Full Name

Arim Zeather

Race

Halfling

Classes/Levels

Swashbuckler 1

Gender

Male

Size

Small

Age

30

Alignment

CN

Deity

Besmara

Languages

Common, Halfling, Elven, Goblin

Strength 9
Dexterity 20
Constitution 12
Intelligence 15
Wisdom 10
Charisma 17

About Arim Zeather

STAT BLOCK:
Male Halfling Swashbuckler (Inspired Blade) 1
CN Small Humanoid (Halfling)
Init +5; Senses Perception +6
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DEFENSE
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AC 19, touch 16, flat-footed 14 (+3 armor, +5 dex, +1 size)
hp 12 (1d10+1+1)
Fort +2, Ref +8, Will +1 (+2 vs fear)
Defensive Abilities Dodging Panache, Opportune Parry and Riposte
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OFFENSE
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Speed 20 ft.

Melee Rapier +7 (1d4+5/18-20)
Dagger +1 (1d4-1/19-20)

Ranged Light Crossbow +6 (1d6/19-20)
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STATISTICS
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Str 9 (-1), Dex 20 (+5), Con 12 (+1), Int 15 (+2), Wis 10 (+0), Cha 15 (+2)
Base Atk +1; CMB -1; CMD 14
Traits Buccaneer's Blood, Slippery
Feats Weapon Focus (rapier), Fencing Grace
Skills Acrobatics +11, Bluff +6, Climb +5, Perception +6, Stealth +14, Swim +3
Languages Common, Halfling, Elven Goblin
SQ Deeds, Inspired Panache, Inspired Finesse
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EQUIPMENT
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Weapons rapier, dagger, light crossbow, buckler
Ammo crossbow bolt x10
Armor studded leather armor
Backpack silk rope 50 ft.
Belt Pouch 27gp, air crystal
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OTHER INFORMATION
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Carrying 23 lb.
Carrying Capacity 23/45/68
Favored Class Bonus
1st - HP

Background:

The small city of Bloodcove in the Mwangi Expanse was founded by some of the greatest pirate captains of the Shackles when they realized that they were getting too old for the pirating lifestyle. They saw legitimate trade as the easiest way to keep their coffers full and their lives easy. A fearsome pirate by the name of Blacksail Robert was growing old and decided to settle down in Bloodcove to live out the rest of his life...less mobile if not quietly. However as he docked for the last time on the red waters of the cove, there were whispers rising from the docks. Robert was known widely for two things: Raising midnight black sails, and surviving the Eye of Abendego.

Robert had used the Eye as a desperate last attempt to shake some law keeper's boats, and everybody thought he had perished in the massive permanent storm. But one year later he emerged from the storm and made a name for himself. Rumors started about how he had survived the storm. He was an avatar of Besmara, he can breath like a fish and traveled underwater, his ship is immune to storms. But the rumors started as he stepped on the docks of Bloodcove with a baby halfling boy in his arms. Old and tough and mean Blacksail Roberts was, but he raised that boy like his own. From her father's teachings he learned the ways of the pirate, and how to make a honest living.

After growing up Arim set out on his own, working his way around doing small odd jobs, mostly dumb muscle work. He always kept an ear out for somebody who needed a deckhand. Roberts wouldn't help him, telling him he would have to make his own way and not rely on others to get ahead in life. He had a growing compulsion to know who his real parents were, so after much convincing on his part his father gave him a lead, informing him of a notorious pirate hangout in Port Peril; the Formidably Maid. He set out to find his future and fortune, his aspirations boundless. But after a night of blurred dancing and romance he found himself tied up in a sack and brought onto a boat. Well it wasn't the best way to start out, but he'd be damned if he didn't crawl up from it into the tales of legends.

Appearance and Personality:

Arim is a slender, ruggedly handsome halfling with shiny black hair and pale blue eyes above a full black beard. His mouth always has a slight amused smirk that gives him a hint of slyness and treachery. He also has an uncountable number of baubles and trinkets on his person.

Arim is a wild spirit, but doesn't have a mean soul. While he lives like an outlaw and steals from the unknowing, he also doesn't kill or hurt anybody unless unnecessarily. He has a complex set of morals that sometimes confound his friends. He would cheat to win a hand of cards, but wouldn't steal from a poor farmer. He cuts purses to pay for drinks, but doesn't let any of the friends get black-out drunk. Beyond the veil of his tough, criminal exterior is a somewhat-caring individual who wants more from the world than a life of piracy; he wants a legacy of piracy, to have his name on the lips of pirates for centuries to come.

~Personal Formatting~

Statistics:
Male Halfling Swashbuckler (Inspired Blade) 1
CN Small Humanoid (Halfling)
Init +5; Senses Perception +6
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DEFENSE
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AC 19, touch 16, flat-footed 14 (+3 armor, +5 dex, +1 size)
hp 12
Fort +2, Ref +8, Will +1 (+2 vs fear)
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OFFENSE
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Speed 20 ft.

Melee Rapier +7 (1d4+5)
Dagger +1 (1d4-1)

Ranged Light Crossbow +6 (1d6)
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STATISTICS
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Str 9 , Dex 20, Con 12, Int 15, Wis 10, Cha 15
Base Atk +1; CMB -1; CMD 14
Traits Buccaneer's Blood, Slippery
Feats Weapon Focus (rapier), Fencing Grace
Skills (6 points; 4 swashbuckler, 2 INT)
ACP -1
(1) Acrobatics* +11
(1) Bluff +6
(1) Climb* +5
(1) Perception +6
(1) Stealth* +14
(1) Swim* +3
*ACP applies to these skill
Non-Standard Skill Bonuses
+4 Stealth (size)
+2 Perception (racial)
+2 Climb (racial)
+2 Acrobatics (racial)
+1 Intimidate (trait)
+1 Profession (sailor) (trait)
+1 Stealth (trait)
Languages Common, Halfling, Elven, Goblin

Special Abilities:

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SPECIAL ABILITIES
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Size Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.

Fearless Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.

Halfling Luck Halflings receive a +1 racial bonus on all saving throws.

Sure-Footed Halflings receive a +2 racial bonus on Acrobatics and Climb checks.

Keen Senses Halflings receive a +2 racial bonus on Perception checks.

Buccaneer’s Blood One of your ancestors was an infamous Free Captain of the Shackles, whose very name struck fear in the hearts of those who sailed the seas in search of an honest living. Piracy is in your blood, and you’ve always longed to follow in your forebear’s footsteps and plunder the shipping lanes. You gain a +1 trait bonus on Intimidate and Profession (sailor) checks. In addition, you gain a one-time +1 trait bonus to your Disrepute and Infamy scores.

Slippery You gain a +1 trait bonus on Stealth checks and Stealth is a class skill for you.

Deeds Swashbucklers spend panache points to accomplish deeds. Most deeds grant the swashbuckler a momentary bonus or effect, but some provide longer-lasting effects. Some deeds remain in effect while the swashbuckler has at least 1 panache point, but do not require expending panache to be maintained. A swashbuckler can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the swashbuckler has or spends the required number of panache points to perform the deed.

Derring-Do 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 (minimum 1).

Dodging Panache At 1st level, when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modifier (minimum 0) against the triggering attack. This movement doesn't negate the attack, which is still resolved as if the swashbuckler had not moved from 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 heavier than a light load.

Opportune Parry and Riposte 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.

Inspired Panache Each day, an inspired blade gains a number of panache points equal to her Charisma modifier (minimum 1) and Intelligence modifier (minimum 1). She gains panache from scoring a critical hit with a rapier.

Inspired Finesse 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.

Gear/Possessions:

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GEAR/POSSESSIONS
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Carrying Capacity
Light 0-23 lb. Medium 24-40 lb. Heavy 41-67.5 lb.
Current Load Carried 23 lb.

Money 27 GP 0 SP 0 CP
Rapier (20gp) (0.75 lb.)
Dagger (2gp) (0.75 lb.)
Light Crossbow (35gp) (3 lb.)
Crossbow Bolts x10 (1gp) (1 lb.)
Buckler (5gp) (3.75 lb.)
Studded Leather (25gp) (10 lb.)
Silk Rope 50 ft. (10gp) (3.75 lb.)
Air Crystal (50gp)