Count Lucinean Galdana

Artevious de Poisson's page

606 posts. Alias of Stalwart.


Full Name

Artevious de Poisson

Race

| HP: 32/42| AC: 19 (15 Tch, 14 Ff) | CMB: +5, CMD: 20 | F: +3, R: +9, W: +0 | Init: +7 | Perc: +6, SM: -1

Classes/Levels

| Speed 30ft | Panache: 4/4 | Active conditions: None

Gender

CG Male Human Swashbuckler 4

Size

Medium

Age

22

Alignment

Chaotic Good

Deity

Cayden Cailean

Location

The Shackles

Strength 12
Dexterity 21
Constitution 14
Intelligence 10
Wisdom 8
Charisma 14

About Artevious de Poisson

You may not have heard of me. I forgive you, for you no doubt have heard of my father, the Scourge of the Shackles, Captain Ricardo de Poisson! My mother, Desna rest her soul, was his most famous of dalliances, the Contessa de la Montagne. She put to pen his most famous adventures. Throughout Cheliax, Taldor, Sargava, and beyond, her bodice-ripping yarns of the dashing and heroic Captain Poisson were shared and adored amongst the most discerning readers. Well, until the Thrune defeats by the pirates of the Shackles led to a general disfavor of piracy. But who could forget Le Pirate de Poisson: The Curse of the Black Whale, or Le Pirate de Poisson: On Stranger Beaches? And At Wave's End is a classic in any tongue.

As my father's legend grew, and my mother, Desna rest her soul, filled me with his tales, I knew I must follow in his wake. I must take up the mantle of pirate and restore it to the glory that the Cheliax ministers of information have stripped from it.

When my mother perished, there was little left of her estate. It wasn't her fault; all artists are destined to be remembered more fondly after their deaths. But inheriting a complete set of her novels was better than gold or jewels; they're my direct link to my father.

I had studied the legends and lore of the pirate as any would do. I knew sailing theory, but more, I knew the pirate codes, their honor and their brotherhood. My first steps upon a wooden deck were breathtaking. I mean, sure, it was just a river boat, and there weren't sails, so much as oarmen, but I assure you, the seasickness I got was very real!

My first sea voyage was even more wondrous, during which I met an order of Rahadoumi with an usually strong brotherhood. They espoused an honor code completely counter to the Chelaxian diabolocism that had impoverished my mother and I. Strangely, they seemed not to be impressed with my parentage, but they saw something in me nonetheless. They espoused a loyalty to one another -- much like my father's dedication to his crew which they returned in kind. "Together for one," they would say, "and each to the other."

My destination, however, was the Shackles. The waters of my father. When we parted, they bade me farewell and wished me good fortune. I promised to carry on their code for the good of the waters of the Shackles. To defend my crew, and loyally lead them to glory and fame! As the next Captain Poisson!

Artevious de Poisson
Male human swashbuckler 4
Medium humanoid (human)
Initiative +7; Perception +6
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DEFENSE
=============================
AC 19, touch 15, flat-footed 14 (+5 Dex, +3 armor, +1 nat.)
hp 42 (4d10+11)
Fort +3, Ref +9, Will +0 (+2 vs fear effects)
Defensive Abilities Charmed Life 3/day (+2)
=============================
OFFENSE
=============================
Speed 30ft
Melee cutlass +10 (1d6+7/18-20) or dagger +7 (1d4+5/19-20)
Ranged shortbow +9 (1d6/x3/100ft)
Special Attacks deeds (Precise Strike +4)
=============================
STATISTICS
=============================
Strength 12 (+1), Dexterity 21 (+5), Constitution 14 (+2), Intelligence 10 (+0), Wisdom 8 (-1), Charisma 14 (+2)
Base Atk +4; CMB +5; CMD 20
Feats Extra Panache, Slashing Grace, Weapon Focus (cutlass) Weapon Specialization (cutlass)
Skills Acrobatics +12, Climb +6, Diplomacy +10, Intimidate +7, Knowledge (local) +4, Perception +6, Perform (oratory) +10, Profession (sailor) +5, Swim +5
ACP -1
Traits Barroom Tailspinner, Courageous
Languages Common (Taldane)
SQ deeds (derring-do, dodging panache +2, opportune parry and riposte), kip up, menacing swordplay, precise strike, panache (4), swashbuckler finesse, charmed life (3/day, +2 to saving throw)
=============================
EQUIPMENT
=============================
Weapons cutlass, shortbow, dagger, +1 short sword
Ammo common arrows x20,
Armor studded leather armor, traveler's outfit
Slotted Items
Neck: Amulet of Natural Armor +1
Wands, Rods, Etc
Backpack bedroll, trail rations (5 days), waterskin, tankard, complete set of Le Pirate de Poisson novels
Belt Pouch flint and steel, 140gp 6sp 2cp
=============================
OTHER INFORMATION
=============================
Carrying 40lb
Carrying Capacity 55lb/110lb/230lb
Favored Class Bonuses
1st — hit point
2nd — hit point
3rd — hit point
4th — hit point
Ability Score Increases
4th — Dex

Shisumo's Campaign:

You may not have heard of me. I forgive you, for you no doubt have heard of my father, the Scourge of the Shackles, Captain Ricardo de Poisson! My mother, Desna rest her soul, was his most famous of dalliances, the Contessa de la Montagne. She put to pen his most famous adventures. Throughout Cheliax, Taldor, Sargava, and beyond, her bodice-ripping yarns of the dashing and heroic Captain Poisson were shared and adored amongst the most discerning readers. Well, until the Thrune defeats by the pirates of the Shackles led to a general disfavor of piracy. But who could forget Le Pirate de Poisson: The Curse of the Black Whale, or Le Pirate de Poisson: On Stranger Beaches? And At Wave's End is a classic in any tongue.

As my father's legend grew, and my mother, Desna rest her soul, filled me with his tales, I knew I must follow in his wake. I must take up the mantle of pirate and restore it to the glory that the Cheliax ministers of information have stripped from it.

When my mother perished, there was little left of her estate. It wasn't her fault; all artists are destined to be remembered more fondly after their deaths. But inheriting a complete set of her novels was better than gold or jewels; they're my direct link to my father.

I had studied the legends and lore of the pirate as any would do. I knew sailing theory, but more, I knew the pirate codes, their honor and their brotherhood. My first steps upon a wooden deck were breathtaking. I mean, sure, it was just a river boat, and there weren't sails, so much as oarmen, but I assure you, the seasickness I got was very real!

My first sea voyage was even more wondrous, during which I met an order of Rahadoumi using Alkenstar weapons. The Pistoleers. They espoused an honor code completely counter to the Chelaxian diabolocism that had impoverished my mother and I. Strangely, they seemed not to be impressed with my parentage, but they saw something in me nonetheless. They espoused a loyalty to one another -- much like my father's dedication to his crew which they returned in kind. "Together for one," they would say, "and each to the other."

My destination, however, was the Shackles. The waters of my father. When we parted, they bequeathed me a pistol, the symbol of their order. I promised to use it for the good of the waters of the Shackles. To defend my crew, and loyally lead them to glory and fame! As the next Captain Poisson!

Male Human Cavalier 3 (Luring Cavalier/Musketeer)
CG Medium humanoid (human)
Init +4; Perception +4
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DEFENSE
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AC 17, touch 14, flat-footed 13
(armor +3, Dex +4)
hp 28 (3d10+6) 20
Fort +5, Ref +5, Will 0 (+1 vs fear)

------------------------------------------------------------------------
OFFENSE
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Spd 30 ft.
Melee: Rapier +4 (1d6+1, 18-20/x2)
Ranged Pistol +7 (1d8, /x4)
=> Deadly Aim +6 (1d8+2 /x4)
Combat Options: Far Challenge (Swift action: 1 target, ranged attacks gain bonus damage)
Panache (Trick Shot Deed), Point Blank Shot, Aid Another +3, Careful Aim, Deadly Aim
Current Panache 2
------------------------------------------------------------------------
STATISTICS
------------------------------------------------------------------------

Str 12 (+1), Dex 18 (+4), Con 14 (+2), Int 10 (0), Wis 8 (-1), Cha 14 (+2)
Base Atk +3; CMB +4; CMD 18
Feats Amateur Gunslinger, Gunsmithing, Deadly Aim, Point Blank Shot, Precise Strike
Skills Acrobatics +5, Climb +5, Diplomacy +9, Knowledge (Local) +1, Perception +5, Perform (Oratory) +8, Profession (Sailor) +5, Swim +7
Traits: Barroom Talespinner; Courageous
Languages: Common
SQ: Gifted Firearm, Far Challenge, Tactitian, Order of the Dragon
)Gear: pistol, powder horn (5 doses of powder), rapier, studded leather, backpack, bedroll, gunsmith’s kit, 18 doses of powder, 23 bullets, rope (50 ft.), trail rations (4 days), waterskin, tankard, complete set of Le Pirate de Poisson novels, oil of magic weapon 175 gp

[Spoiler=Experience]50 (Barefoot Samms)
100 (Cutthroat Grok)
100 (First day's work)
200 (Morning fisticuffs)
200 (Gear)
100 (Entertainment)
150 (Rosie Cusswell)
150 (Rats in the walls -- er, bilges)
150 (Fishguts)
100 (Crimson Cogward)
50 (Scrimshaw)
100 (Owlbear bout)
150 (Saving Miss Rosie)
150 (Any Storm in a Port)
200 (Reefclaw stew)
100 (Shortstone)
50 (Badger)
50 (Tilly)
550 (Taking the Man's Promise)
??? (Mutiny!)
300 (Grindylow raid)
200 (Feelin' froggy)
240 (Ghoulfriends)
340 (Crabs on the beach)
300 (Chokers)
350 (Botfly swarm)
200 (Stirge nest)
400 (Grindys in the grotto)
5,440 (total)

Game info:
[spoiler=Far Challenge] Once per day, a luring cavalier can use his far challenge ability as a swift action. When he does, the luring cavalier chooses one target within sight to challenge. The luring cavalier’s ranged attacks deal extra damage whenever the attacks are made against the target of his challenge. This extra damage is equal to the luring cavalier’s level. The luring cavalier can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level. Furthermore, once per day, the luring cavalier may spend a use of his far challenge ability to double the potential extra damage of his ranged attack. Before making the attack roll, he can choose to spend a use of his challenge to deal twice his cavalier level in extra damage on a successful hit instead of just his cavalier level in extra damage. If the attack misses, the use of the challenge is wasted.

Challenging a foe requires subtle deceits and strategies. The cavalier must make it look like he is a soft target. The subject of the far challenge gains a +4 bonus on attack rolls made against him. This challenge remains in effect until the target is dead or unconscious, until the target hits the luring cavalier with a melee attack, or until the combat ends. If this challenge ends because the target hits the luring cavalier with a melee attack, this challenge changes to the effects of the normal cavalier challenge, and gains any order benefit the luring cavalier has.

Far challenge replaces the challenge ability.

Challenge: Once per day, a cavalier can challenge a foe to combat. As a swift action, the cavalier chooses one target within sight to challenge. The cavalier’s melee attacks deal extra damage whenever the attacks are made against the target of his challenge. This extra damage is equal to the cavalier’s level. The cavalier can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level.

Challenging a foe requires much of the cavalier’s concentration. The cavalier takes a –2 penalty to his Armor Class, except against attacks made by the target of his challenge.

The challenge remains in effect until the target is dead or unconscious or until the combat ends. Each cavalier’s challenge also includes another effect which is listed in the section describing the cavalier’s order.

[spoiler=Tactician]At 1st level, a cavalier receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. As a standard action, the cavalier can grant this feat to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two levels the cavalier possesses. Allies do not need to meet the prerequisites of these bonus feats. The cavalier can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every 5 levels thereafter.

[spoiler=Gifted Firearm]At 1st level, a musketeer is gifted by his order with a firearm (either a pistol or a musket). This weapon is both a symbol of the cavalier’s duty and a focus for much of his talent. He cannot sell this weapon. He also gains the Gunsmithing feat. Beginning at 8th level, the musketeer can focus himself when wielding his gifted weapon. As a standard action, he can focus himself to gain a number of benefits for 1 minute per cavalier level. The musketeer can use this ability twice per day, plus one additional time per day for every four levels beyond 8th, to a total of five times per day at 20th level.

At 8th level, the cavalier gains the benefit of the Improved Critical feat. At 11th level, he can reduce the misfire chance of his weapon by 1 (to a minimum of 1, as with the reliable firearm special ability), and at 17th level, the musketeer can double the range increment of his weapon (as the distance special ability). These abilities do not stack with the magical weapon special abilities that they duplicate. Finally, at 20th level, during a period of such focus, the musketeer can engage in a flurry of gunfire. The cavalier can expend one of his daily challenges to make a full attack with his firearm. The musketeer ignores the normal load times for his weapon, but must still expend enough doses of powder and enough bullets to complete each attack.

If the musketeer’s gifted firearm is destroyed, the cavalier loses this ability for 30 days while a replacement weapon is crafted for him. During this 30-day period, the musketeer takes a –1 penalty on weapon and damage rolls.

This ability replaces the standard cavalier’s mount ability.

[Spoiler=Careful Aim]
Careful Aim (Ex): At 3rd level, when a luring cavalier makes a ranged attack with his highest base attack bonus, he can ignore the penalties for firing up to three range increments away. If he is using a firearm, he can target touch AC up to two range increments away. This effect stacks with effects that allow the cavalier to make ranged attacks farther without penalty or that allow him to target touch AC with a firearm beyond the first range increment. This ability replaces cavalier's charge.
[spoiler=Order of the Dragon]Edicts: The cavalier must remain loyal to his allies and must always work to further the aims of the group. He must protect his allies from harm and defend their honor when called into doubt.

Challenge: Whenever an order of the dragon cavalier issues a challenge, his allies receive a +1 circumstance bonus on melee attack rolls against the target of his challenge whenever he is threatening the target. This bonus increases by +1 for every four levels the cavalier possesses.

Skills: An order of the dragon cavalier adds Perception (Wis) and Survival (Wis) to his list of class skills. In addition, whenever an order of the dragon cavalier uses Survival to provide food and water for his allies or to protect his allies from harsh weather, he receives a bonus on the check equal to 1/2 his cavalier level (minimum +1).

Order Abilities: A cavalier that belongs to the order of the dragon gains the following abilities as he increases in level.

[Spoiler=Aid Allies] Aid Allies (Ex): At 2nd level, whenever an order of the dragon cavalier uses the aid another action to assist one of his allies, the ally receives a +3 bonus to his Armor Class, attack roll, saving throw, or skill check. At 8th level, and every six levels thereafter, this bonus increases by an additional +1.

[spoiler=traits]Courageous: You gain a +2 trait bonus on Saving Throws against fear effects.

Barroom Talespinner: You gain a +1 trait bonus on Diplomacy checks and one category of Perform checks, and one of these skills is a class skill for you. In addition, once per week you can make a DC 15 Knowledge (Local) or Intelligence check to see if you know a popular legendary pirate tale, the telling of which grants you a +1 trait bonus on checks made to influence NPCs on the Wormwood.

[spoiler=Panache (Ex)]Panache acts like grit, except whenever grit uses a character's Wisdom or Wis modifier in a calculation, panache instead uses Charisma or Cha modifier.

[spoiler=Trick Shot (Ex)]As a standard action you may make one attack from a firearm. If the attack hits, deal damage normally, but also make a CMB check to perform a disarm, sunder, or trip attack on the target. You do not provoke an attack of opportunity for using this deed (beyond the normal attack of opportunity provoked by making a ranged attack), and do not suffer any special penalty if your CMB check misses the target's CMD by 10 or more. This deed costs 1 panache, +1 panache for every range increment to your target beyond the first range increment (2 panache for targets in your 2nd range increment, 3 panache for targets in your 3rd range increment, and so on).