Seltyiel

Aelwynd Swiftblade's page

271 posts. Organized Play character for Greymore.


Full Name

Aelwynd Swiftblade

Race

11 | HP: 91/91, AC 30 ,T21, FF22, CMD:29, Fort:+12*(+5 more vs disease/poison), R+23, Will:+13*(15 v Encht/18vMind Effect)*, Init:+13, Percep:+23*(24* vs Traps) |

Classes/Levels

Panache 11/11|Charmed Life(+3) 6/6|Inspiration 4/4 | Active Effects:

Gender

Dashing Half Elf

Size

Just under six feet, but a svelte 155 pounds

Age

Shh...Not tellin'

Special Abilities

Too many to count. He is all kinds of special.

Alignment

Shifty but good.

Deity

Cayden and Besmara, but he carries more than a dozen holy symbols of various gods

Languages

Ancient Osiriani, Common, Elven, Polyglot, Sylvan, Thassilonian, Giant, Goblin, Orc, Undercommon

About Aelwynd Swiftblade

Aelwynd Swiftblade Swiftblade

Male half-elf (Wildborn) investigator (sleuth) 1/swashbuckler (inspired blade) 10 (Pathfinder RPG Advanced Class Guide 30, 56, 101, 125)
CG Medium humanoid (elf, human)
Init +13; Senses low-light vision; Perception +23 (+18 to hearing checks)
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Defense
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AC 30, touch 21, flat-footed 22 (+6 armor, +2 deflection, +6 Dex, +2 dodge, +1 insight, +1 natural, +2 shield)
hp 91 (11 HD; 1d8+10d10+11)
Fort +12, Ref +23, Will +13 (+3 bonus vs. mind-affecting effects); +2 vs. enchantments, +2 circumstance bonus vs. effects that require hearing
Defensive Abilities charmed life 6/day, nimble +2; Immune sleep
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Offense
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Speed 40 ft.
Melee Consequence(+1 adamantine answering rapier) +20/+15 (1d6+12/15-20+10 Precision)

Parry/Riposte Unbuffed:
[dice=Answering Parry]d20+24[/dice] spend 1 panache, and one AoO
[dice=Answering Riposte]d20+24[/dice] Immediate action
[dice=Magic Adamantine Piercing Damage+precision]d6+15+10[/dice]

Parry/Riposte w/Divine Favor:
[dice=Answering Parry]d20+26[/dice] spend 1 panache, and one AoO
[dice=Answering Riposte]d20+26[/dice] Immediate action
[dice=Magic Adamantine Piercing Damage+precision]d6+17+10[/dice]

Ranged underwater light crossbow +16 (1d8/19-20)
Special Attacks deeds (derring-do, dodging panache, kip-up, menacing swordplay, opportune parry and riposte, precise strike, superior feint, swashbuckler initiative, swashbuckler's grace, targeted strike), panache (11)
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Statistics
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Str 7, Dex 22, Con 12, Int 18, Wis 10, Cha 17
Base Atk +10; CMB +9; CMD 29
Feats Antagonize[UM], Combat Reflexes, Disarming Threat Deed[ACG], Fencing Grace[UI], Seize Advantage[ACG], Skill Focus (Intimidate), Steadfast Personality[ACG], Weapon Focus (rapier), Weapon Specialization (rapier), Weapon Versatility
Traits fate's favored, warrior of old

Skills:
Heroism/Add +2 to skills
Acrobatics +21 (+25 to jump)
Bluff +19
Climb +2
Craft (alchemy) +8
Craft (ships) +6
Diplomacy +11(+2 with aquatic or water subtypes/deep sea pendant boon from AP56 Raiders of the Fever Sea)
Disable Device +22
Disguise +7
Escape Artist +10
Fly +6
Handle Animal +4
Heal +4
Intimidate +24
Knowledge (arcana) +8+d6
Knowledge (dungeoneering) +8+d6
Knowledge (engineering) +8+d6
Knowledge (geography) +8+d6
Knowledge (history) +8+d6
Knowledge (local) +9+d6
Knowledge (nature) +8+d6
Knowledge (nobility) +8+d6
Knowledge (planes) +8+d6
Knowledge (religion) +8+d6
Linguistics +8+d6
Perception +23(24 vs traps)
Perform (dance) +7
Perform (oratory) +9
Profession (sailor) +9
Ride +6
Sense Motive +5
Sleight of Hand +10
Spellcraft +8+d6
Stealth +12
Survival +0 (+2 to avoid becoming lost)
Swim +7(+8 w/ touch of the sea)
Use Magic Device +19; Racial Modifiers +2 Perception

Languages Ancient Osiriani, Common, Elven, Giant, Gnome, Goblin, Orc, Polyglot, Sylvan, Thassilonian, Undercommon
SQ deed: daring, deed: opportunist evasion, deed: sleuth's initiative, elf blood, inspiration (4/day), inspired panache, sleuth's luck, trapfinding +1
Combat Gear cold iron crossbow bolts (50), potion of darkvision, potion of feather step, scroll of bless weapon, lesser (x2) restoration, scroll of delay poison, false life, see invisibility, scroll of fly, scroll of heroism, water breathing, universal solvent (3), wand of cure light wounds, wand of divine favor (50 charges), wand of heightened awareness (50 charges), wand of longstrider (50 charges), wand of touch of the sea (50 charges), air crystal, alchemical grease[APG] (5), alchemist's fire, antiplague[APG] (3), antitoxin (3), bladeguard[APG], caltrops, cold iron (5), deodorizing agent, liquid traction[ACG], smelling salts[APG], stillgut[ARG] (2), tanglefoot bag (2), troll oil[UE] (2), troll styptic (2), vermin repellent[UE], weapon blanch (cold iron)[APG], weapon blanch (silver)[APG]; Other Gear +1 mithral kikko armor[UC], +1 buckler, consequence(+1 adamantine answering rapier), barbed bolt (20), underwater light crossbow[ARG], amulet of natural armor +1, belt of incredible dexterity +4, boots of elvenkind, cape of daring deeds[ACG], cracked dusty rose prism ioun stone, dusty rose prism ioun stone, eyes of the eagle, four-leaf clover[OA], handy haversack, headband of vast intelligence +4, plume of panache[ACG], plume of panache[ACG], ring of eloquence[ACG], ring of protection +2, swordmaster's flair (blue scarf)[ACG], swordmaster's flair (green glove)[ACG], wayfinder[ISWG], air bladder[UE], earplugs[APG], grappling bolt[UE], ink, inkpen, masterwork thieves' tools, masterwork tool, masterwork tool, masterwork tool, masterwork tool, paper (5), pirate clothes, pirate's tricorn hat (worth 10 gp), potion sponge[ARG] (6), sealing wax, signet ring, silk rope (50 ft.), smoked goggles[APG], tattoo[UE], wax key blank[UE], weapon cord[APG], wooden holy symbol of Angelic Ankh/Sarenrae, wooden holy symbol of Butterfly/Desna, wooden holy symbol of Chained Skull/Zon-Kuthon, wooden holy symbol of Dripping Leaf/Gozreh, wooden holy symbol of Multicolored Songbird/Shelyn, wooden holy symbol of Red pentagram/Asmodeus, wooden holy symbol of Rose on bloody street/Milani, wooden holy symbol of Sipraling Comet/Pharasma, wooden holy symbol of Skull and Crossbones/Besmara, wooden holy symbol of Sword and Sun/Iomedae, wooden holy symbol of Sword In Mountain/Gorum, wooden holy symbol of Tankard/Cayden Cailean, wooden holy symbol of Three Daggers/Calistria, wooden holy symbol of Two-Toned Mask/Nethys, wrist sheath, spring loaded, wrist sheath, spring loaded, 2,069 gp, 5 sp, 6 cp
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Special Abilities
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Antagonize Use Diplomacy or Intimidate as Standard action to goad creatures (DC=10+HD+WisMod)
Charmed Life +3 (6/day) (Ex) Choose to add Charisma bonus to save before roll is made.
Combat Reflexes (7 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Deed:Disarming Threat Even your threats are curiously charming. Benefit: When you succeed at an Intimidate check to force an opponent to act friendly they don't turn hostile or turn you in.
Deed:Daring spend 1 luck, +1d6 to acrobatics, clim,
Deed:Derring-do(+6 extra dice) use 1 panache, +1d6 to escape artist, fly, ride or swim. On a 6, roll another die.
Deed:Dodging Panache(+3) as immediate action, use 1 panache to move 5' and gain +3 to AC vs attack.
Deed:Kip-Up while have 1 panache, stand up from prone as move action w/out AoO, or as swift for 1 panache.
Deed:Menacing Swordplay While 1 panache, as swift action when hit, attempt demoralize check.
Deed:Opportune Parry and Riposte 1 panache and 1 AoO to attempt parry a melee attack, then counterattack.
Deed:Opportunist Evasion spend 1 luck to take no damage after successful Reflex save.
Deed:Precise Strike +10 while 1 panache, bonus to attack/dam with light/one hand piercing weapon
Deed:Sleuth's Initiative while have 1 luck, use free hand to draw light/1 hand melee weap as part of initiative.
Deed:Superior Feint while have panache, as stand action, deliberately miss foe to deny Dex AC until next turn.
Deed:Swashbuckler Initiativewhile have 1 panache, use free hand to draw light/1 hand melee weap as part of initiative.
Deed:Swashbuckler's Grace while have panache, no acrobatics penalty to move full speed through threatened areas.
Deed:Targeted Strike Spend 1 panache as full-rd action to attack part of foe's body:
*Arms-Target takes no damage but drops one carried item of swashbuckler's choice, even if items is held in two hands
*Head-Target confused 1 round(mind-affecting effect)
*Legs-Target falls prone. Targets with 4 or more legs, or that are immune to tripping, are immune to this effect.
*Torso/Wings-Target is staggered for 1 round
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Fencing Grace Use Dexterity on rapier damage rolls
Inspiration (+1d6, 4/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Inspired Panache (Ex) Gain no panache from killing blow, only from rapier crits.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Nimble +2 (Ex) +2 dodge bonus to AC.
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Seize Advantage When opp uses Pwr Atk and you ripo with opp par and ripo deed add their extra dmg to yours.
Sleuth's Luck fluctuating pool of luck
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Weapon Versatility Weapon w/ Weapon Focus: shift grip to alter damage to B/P/S (free act.).
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The Fearsome Tide is his ship, which he captains after restoring it to working order in Plunder & Peril:Black Coral Cove
Day Job Intimidate(Caravan)
Disrepute= 20 Infamy=30

Background:
Aelwynd's mother, Captain Melisande Valmont, was a beautiful human woman of great magical skill, charm and extremely questionable morals. As a "free trader" of the Arcadian Sea on the infamous ship Royal Fortune, Melisande frequently traveled the Arcadian Sea and across the Mwangi in search of magical bounty. She had originally taken up the life of a sea rake in service to the lords of the city of Absalom, and she was quite active in their conflict with the masters of Cheliax to the north. After several hard years, when her signed on service was done, she found that the life on the open sea, free from the service to other masters, was much more to her liking. She took to that new life with passion and never looked back.
Aelwynd's father, Tueval Whispersong, was blessed with a magical voice and a mind for history. Tueval was a teacher of the young elves of the Mwangi and he had never raised his hand in anger. He sometimes visited with the humans of nearby settlements, learning their histories and more interesting legends. One such legend spoke of a hidden trove of knowledge buried by sea faring adventurers in times past.
Melisande and Tueval had a chance meeting one day in a wayside inn while researching the same legend of a mysterious treasure. The two opposites fell for each other like an anchor in the deep sea, fast and hard but never finding a secure hold. The brief time they were together was passionate, but it was just not meant to be. Melisande was a carefree spirit that could never be tied to one person or place for long. When the time came to part ways, Melisande took back to her ship and to the sea, though unbeknownst to her, she was with child.
When Melisande first discovered her condition, she made quick council with her most trusted crew member, Mik the Quick, a rapscallion of some repute and maritime skill. She headed for the safe haven on the island of Minot.
Melisande choose to raise her son Aelwynd among the human rakes of Minot and apprentice him to Mik for tutelage in the fine art of seafaring, swordplay and song as soon as he came of age. The most influential rakes in Aelwynd's life, other than Mik, where Asper, Draeden, Fin and Fole. All Salted men that taught Aelwynd many important life lessons, both on the high seas and on land.
As the years rolled on and he grew up, Aelwynd proved more than adept at many skills as he was blessed with a keen eye and steady hands and a fearlessness to try anything. That, and what many would call an unfair amount of luck, saw Aelwynd through several tough scrapes over the years. Scrapes he had no right to survive let alone end out on top of.

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Personality:

Aelwynd Swiftblade is a care free rapscallion who loves the high seas, carousing with free flowing drinks, dancing and the spinning of epic yarns. Where he comes from and where he is going is something he only ever talks about with an air of mystery, a twinkle in his eyes and a devilish grin.
Always with a kind observation, or a word of humor and charm, Aelwynd makes friends wherever he goes, especially if they happen to be attractive, male or female. His striking good looks coupled with his considerable charm often make him very desirable and he uses this to his advantage whenever the need arises. Information gathering is always the most fun when it involves a trist and pillow-talk.
Aelwynd is very loyal to those he calls friends, fiercely defending their honor whenever the need calls for it. He also enjoys a challenge of almost any sort, whether it be a test of his blade or his wit. He often seeks to find a diplomatic solution to a problem first, with the use of his blade as the second, and final solution.
He views his swordplay as nothing less than art and he considers himself a true artist. He uses his skill with dance in his art as much as his skill with reading others body language. He carries himself with grace and confidence, though on occasion he has been known to swagger if the mood hits him. To watch him fight is more akin to watching a brilliant dance performance, though he prefers a more stealthy approach to combat if at all possible. The rapier is his preferred weapon as it's flexibility and sharp point combined with it's light weight and balance suit his style of quick strikes the best. Aelwynd is not adverse to using dubious actions to gain an upper hand in a combat and a quick death for an opponent is preferred over a long and messy combat. He always strives to avoid combat until it seems he has no other alternative.
His obvious skill with a blade and his equally obvious charm aside, there is a hint of darkness behind his eyes that few can see. Perhaps it is his past that lingers there, or some deviousness yet to be discovered. Perhaps even he does not know what it is, but it is there nonetheless.
He often dresses in fine clothes, though whenever the moment calls for it, he is prepared with a disguise that he can adjust to almost any situation, his favorite being a pirate. The challenge is more than half the fun he is often heard saying.
Some think Aelwynd is a thrill seeker, as he seems to have no fear and the more dangerous the challenge the more he seems to enjoy himself.

PFS Stuff:
Player: Greymore
Character: Aelwynd Swiftblade
PFS#: 133512-8
Faction: Liberty's Edge
Day Job: [dice=Intimidate]d20+20[/dice] (Caravan/Prestige)
Aelwynd's Chronicles

Boons:
Rum Punch Champion: You participated in the festival of games honoring Cayden Cailean, breaking several records and earning more than a few rewards. Drunk's Fortitude as a free action before rolling a save vs a spell or effect that would sicken or nauseate, you can a +2 bonus on the save. After the first use of this boon you may spend 2 disrepute to use again.(From Plunder and Peril, Rum Punch)
Fearsome Reputation: When you make an Intimidate check or save vs a fear effect, you may spend 1 point of Disrepute to gain a +1 bonus to the roll. For every additional point of Disrepute you spend, increase the bonus by 1 to a maximum of +5.(AP 55: The Wormwood Mutiny)
Gift of the Ghaele: One time use/May cast Continual Flame, Dispel Magic, Lesser Globe of Invulnerability, or Restoration with a CL= to my Character level. (4-19 The Night March of Kalkamedes)
Impossible Feat: One time use/ Before attempting a skill check, saving throw, or attack roll, you may add 1 d6 to the result of the check. If you roll a 6, roll the die again and combine the result. This may be repeated up to two times, for a maximum additional bonus of +18.(07-09 The Blakros Connection)
Resisting the Blackcove Taint: +1 (untyped) save vs transmutation(From Shore to Sea/Module)
Aquel's Favor: Two Uses/Surround yourself in holy radiance as a standard action, gaining benefits similar to an angel's protective aura for 1 round per character level you have. Bonus is +4 Deflection to AC and +4 Resistance bonus to Saves to anyone within 20'. Otherwise this acts as a Magic Circle against Evil, with a 20' radius and CL = to your character level.(08-20 Torrent's Last Will)
Sacred Scorpion Tattoo: You have earned the trust and respect of Anahita and Ardashir. The girtablilu siblings gave you a tattoo on your neck using cacuts flower ink and a scorpion's stinger.
Whenever the tattoo is visible, you gain scorpion empathy(as wild empathy using your char level as your effective druid level,
save that it works only on scorpions) and a +2 diplomacy checks to influence girtablilus. However you suffer a permanent -2 on Fort saves vs girtablilu and scorpion venom.(07-11 Ancients' Anquish)
Magnamarian Debt(half cost raise dead, resurrection and true resurrection) from Race for the Runecarved Key
Formidable RenounWhen facing worshipper of Lissala may add +2 to intimidate check to demoralize and do it as a move action once per encounter instead of a standard(from Race for the Runecarved Key)