Nurah Dendiwhar

Drusillia's page

167 posts. Organized Play character for heavydisking.


Full Name

Drusillia Fernfoot

Classes/Levels

"Dru" female halfling swashbuckler (mouser) 1 / slayer 1 | HP 18/18, panache 3/4 | AC 20 (21 vs larger), T 15 (16 vs larger), FF 16 | F +3, R +8 (+9 vs trample), W -1 (+1 vs fear) | CMB +1, CMD 15 | Spd 30' | Perc +4, SM +2 | Init +4

Strength 10
Dexterity 18
Constitution 12
Intelligence 10
Wisdom 7
Charisma 18

About Drusillia

Drusillia “Dru” Fernfoot
female halfling swashbuckler (mouser) 1 / slayer 1
chaotic good small humanoid (halfling)

Init +4; Senses; Perception +4

Experience: 3 Fame: 6 Prestige: 4
PFS ID# 161871-5 Faction: The Exchange

DEFENSE
AC
20, touch 15, flat-footed 16 (+4 dex, +4 armor, +1 shield, +1 size)
HP 18 (2d10 +2 Con)
Fort +3, Ref +8 (+9 vs trample), Will -1 (+1 vs fear)
Special Defenses +2 AC when fighting defensively or full defense, +1 AC vs larger foes, dodging panache

OFFENSE
Speed
30 feet
Melee mwk rapier +8 (1d4, 18-20/x2, P) or cold iron flail +3 (1d6, B, disarm, trip) or sap +3 (1d4, B, nonlethal)
Ranged sling +7 (1d3, 50 feet, B)
Special Attacks panache 4/4, studied target, underfoot assault, +1 damage when flanking, derring-do

STATISTICS
Str
10 (+0), Dex 18 (+4), Con 12 (+1), Int 10 (+0), Wis 7 (-2), Cha 18 (+4)
BAB +2, CMB +1, CMD 15

Feats
Cautious Fighter:
When fighting defensively or using total defense, your dodge bonus to AC increases by 2.

Traits
Indomitable Faith:
Bonus trait from chronicle You gain a +1 trait bonus on Will saves.
Dangerously Curious: You gain a +1 bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you.
Dirty Fighter: When you hit a foe you are flanking, you deal 1 additional point of damage (this damage is added to your base damage, and is multiplied on a critical hit). This additional damage is a trait bonus.

Skills 4/level (swashbuckler) + 6/level (slayer) = 10
Acrobatics +7, Bluff +8, Diplomacy +8, Knowledge (local) +4, Perception +4, Profession (merchant) +2, Sense Motive +2, Stealth +11, Survival +2 (+3 to follow tracks), Use Magic Device +9
AC Penalty -1

Languages
Common, Halfling

Racial Abilities
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.
Underfoot: Halflings must train hard to effectively fight bigger opponents. Halflings with this racial trait gain a +1 dodge bonus to AC against foes larger than themselves and a +1 bonus on Reflex saving throws to avoid trample attacks. This racial trait replaces halfling luck.
Fleet of Foot: Some halflings are quicker than their kin but less cautious. Halflings with this racial trait move at normal speed and have a base speed of 30 feet. This racial trait replaces slow speed and sure-footed.
Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.
Keen Senses: Halflings receive a +2 racial bonus on Perception checks.
Favored Class Bonus (Slayer): Add a +1/4 dodge bonus to Armor Class against the slayer’s studied target. (x1)

SQ
Weapon and Armor Proficiency:
Swashbucklers are proficient with simple and martial weapons, as well as light armor and bucklers. A slayer is proficient with all simple and martial weapons, as well as with light armor, medium armor, and shields (except tower shields).
Panache: 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.
Critical Hit with a Light or One-Handed Piercing Melee Weapon: Each time the swashbuckler confirms a critical hit with a light or one-handed piercing melee weapon, 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.
Killing Blow with a Light or One-Handed Piercing Melee Weapon: When the swashbuckler reduces a creature to 0 or fewer hit points with a light or one-handed piercing melee weapon attack while in combat, she regains 1 panache point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the swashbuckler’s character level to 0 or fewer hit points doesn’t restore any panache.
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.
Underfoot Assault: At 1st level, if a foe whose size is larger than the mouser’s is adjacent to her and misses her with a melee attack, the mouser can as an immediate action spend 1 panache point to move 5 feet into an area of the attacker’s space. This movement does not count against the mouser’s movement the next round, and it doesn’t provoke attacks of opportunity. While the mouser is within a foe’s space, she is considered to occupy her square within that foe’s space. While the mouser is within her foe’s space, the foe takes a –4 penalty on all attack rolls and combat maneuver checks not made against the mouser, and all of the mouser’s allies that are adjacent to both the foe and the mouser are considered to be flanking the foe. The mouser is considered to be flanking the foe whose space she is within if she is adjacent to an ally who is also adjacent to the foe. The mouser can move within her foe’s space and leave the foe’s space unhindered and without provoking attacks of opportunity, but if the foe attempts to move to a position where the mouser is no longer in its space, the movement provokes an attack of opportunity from the mouser. This deed replaces opportune parry and riposte.
Swashbuckler Finesse: At 1st level, a swashbuckler gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and she can use her Charisma score in place of Intelligence as a prerequisite for combat feats. This ability counts as having the Weapon Finesse feat for purposes of meeting feat prerequisites.
Studied Target: A slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target. If a slayer deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll). At 5th, 10th, 15th, and 20th levels, the bonuses on weapon attack rolls, damage rolls, and skill checks and to slayer DCs against a studied target increase by 1. In addition, at each such interval, the slayer is able to maintain these bonuses against an additional studied target at the same time. The slayer may discard this connection to a studied target as a free action, allowing him to study another target in its place. At 7th level, a slayer can study an opponent as a move or swift action.
Track: A slayer adds 1/2 his level (minimum 1) to Survival skill checks made to follow tracks.

GEAR
Combat Gear
mithral shirt, buckler, masterwork rapier, cold iron flail, sap, sling, 10 sling bullets, 2 flasks acid

Other Gear antitoxin, wand of cure light wounds (43 charges), explorer’s outfit, monk’s kit (includes a backpack, a belt pouch, a blanket, rope, soap, torches (10), trail rations (5 days), and a waterskin)

Money 45.9 gp

FLUFF
Description

Dru is a cute, sassy halfling lass with blond hair and big blue eyes. She has a smile on her face even when sticking a rapier into your innards.

History
Dru was always a little too rambunctious for her halfling village. She gravitated towards worship of Cayden Cailean which certainly raised eyebrows as well. She of course spent a great deal of time in taverns and soon became acquainted with any number of merchants, drivers, and travelers. When her home life became simply too stifling, she took on as an apprentice to a travelling merchant and set off to seek her fortune. Soon she had signed up as a member of the Exchange and begun working for the Pathfinder Society.

Age 27

Chronicles

7-00: The Sky Key Solution:
Champion of Time: You survived the Society's ill-advised jaunt through time and survived. You gain one of the following boons depending on your role in the victory. Each references traits that appear on pages 327-330 of Pathfinder RPG Advanced Player's Guide. Record the number of the character who earns this trait below, and include a copy of this Chronicle sheet with that character.
Defender of Time: You boldly stood against an unceasing horde of time-knitted duplicates afforded your companions the chance to defeat Lady Arodeth, and your bravery attracts members of the Harbingers of Fate with courage and reliability to join the Pathfinder Society. You may use this boon when making a new Pathfinder Society character to grant your new character one of the following as a bonus trait: courageous, indomitable faith, or resilient.

Scenario played by Barl Kestad 161871-1

0-08 Slave Pits of Absalom:
XP 1
Fame/Prestige 2
Gold 457
[/b] Day Job Gold[/b] none

Items Available for Purchase
potion of cure moderate wounds (300 gp)

7-22 Bid for Alabastrine:
XP 1
Fame/Prestige 2
Gold 506
[/b] Day Job Gold[/b] 0

Boons
New Contacts (The Exchange): You convinced one of the bidders at the auction to work with the Exchange in the future. This contact helps you acquire an item that would normally be beyond your reach. You can count your fame as 2 higher for the purpose of a single purchase, to a maximum of twice your XP. When you do so, check off the box before this boon. In addition, your conversations with your new contact taught you information that may assist you on future missions. Each potential contact grants you a +2 bonus on a relevant Knowledge check (before rolling). Cyran: Knowledge (planes), Irith: Knowledge (nobility), Vayde: Knowledge (religion). When you use this bonus, cross the contact’s name off your Chronicle sheet.
Prophet’s Ally: By helping Passad secure a district in Alabastrine, you proved to him that the Pathfinder Society remains a valuable ally. If you follow the Prophecies of Kalistrade, he assists you in your business ventures. You can purchase the following modified version of the Prophets of Kalistrade vanity for 4 Prestige Points (Pathfinder Society Field Guide 61). If you already have the vanity, it upgrades to the version below.
Prophets of Kalistrade (4 PP): You adhere to the philosophy of the Prophecies of Kalistrade. As such, you follow strict sexual and dietary restrictions, and hold the amassing of vast personal wealth as your primary motivation in life, and have no patron deity. So long as you maintain these strictures, you can spend 1 PP to reroll a Day Job check. You must take the result of the reroll, even if it is lower. When you spend 1 PP to reroll a Day Job check, you may increase the cap on your earnings. A DC 45 Day Job check now earns you 200 gp, and a DC 50 Day Job check earns you 300 gp. Alternatively, you can spend 1 PP before using a reroll that you gain from another source to receive this expanded range of rewards for the Day Job check. You can’t spend more than 1 PP from this vanity on a single Day Job check.
Items Available for Purchase
headband of unshakeable resolve (5,600 gp; Pathfinder RPG Ultimate Equipment 251)
miser’s mask (3,000 gp; Ultimate Equipment 246)
wand of summon monster II (10 charges; 900 gp, limit 1)

0-01 Silent Tide:
XP 1
Fame/Prestige 2
Gold 453
[/b] Day Job Gold[/b] 0

Items Available for Purchase
potion of blur (300 gp)
scroll of arcane lock (175 gp)
scroll of cure moderate wounds (200 gp)
scroll of delay poison (200 gp)