Arueshalae

"Aicila"'s page

1 post. Alias of Mightypion.


Full Name

Aicila

Race

Demonspawn tiefling

Classes/Levels

Insinuator 4/Falcata Swashbuckler 1/Fractured mind+Exciter 1

Gender

Female

Size

Medium (1m92 without horns)

Age

Classified

Special Abilities

smite impudence 2/2 lay on hands 5/5 panache 3/3 Dim Door 1/1 Rapture 6/6

Alignment

Totally professional

Deity

Depends on who is paying

Location

classified

Languages

Common, Abyssal, Celestial, Thassilonian

Occupation

Mercenary

Strength 18
Dexterity 14
Constitution 14
Intelligence 10
Wisdom 8
Charisma 16

About "Aicila"

Chaotic Evil Totally professional native outsider
HP=44/44
AC=23/22/11
Fort=12 Ref=10 Will=10 (+4 vs mind effecting)
CMD=20 23 vs trip or bullrush
Speed=20 feet
Senses=darkvision 60
Resist Cold 5; Resist Fire 5; Resist Electricity 5

Traits and feats

Level 1: Fey Foundling
Level 3: Deft maneuvers
Level 5: Item mastery teleportation
Insinuator 4 Bonus feat: Combat reflexes

EITR: Power attack

Offense: Falcata (2 handed) +9 d8+12 X3 19+

Class features Insinuator:

Insinuator:
Invocation (Ex)

At the start of each day, an insinuator can meditate for 10 minutes to contact and barter with an outsider to empower him for a day. An insinuator can freely invoke an outsider of his own alignment. He can instead invoke an outsider within one step of his own alignment by succeeding at a Diplomacy or Knowledge (religion) skill check (DC = 15 + the insinuator’s antipaladin level). While invoking the power of an outsider, the insinuator radiates an alignment aura that matches that of the outsider’s, and becomes vulnerable to alignment-based effects that target that outsider’s alignment (such as smite evil or chaos hammer). None of an insinuator’s supernatural or spell-like class abilities function unless he has invoked the power of an outsider, and the alignment of the being invoked may affect how some abilities function.

This ability replaces aura of evil.
Detect Balance (Sp)

At will, an insinuator can detect strong moral leanings. This functions as detect evil or detect good, but does not actually reveal the target’s alignment, only whether the target is neutral (rather than good or evil) and the relative strength of that aura.

This ability alters detect good.
Smite Impudence (Su)

Once per day, an insinuator can beseech the forces empowering him to punish their shared enemies. As a swift action, the insinuator chooses one target within sight to smite.

An insinuator cannot use smite against a target that shares an alignment with the outsider he has invoked for the day. The insinuator adds his Charisma bonus on his attack rolls and half his insinuator level on all damage rolls made against the target of his smite. If the target is an outsider, dragon, or divine spellcaster with an alignment opposed to that of the outsider he has invoked for the day, the bonus damage on the first successful attack increases to 1 point of damage per antipaladin level the insinuator has.

Regardless of the target, the smite attack automatically bypasses any damage reduction the creature might possess. In addition, each time the insinuator declares a smite, he gains a number of temporary hit points equal to his antipaladin level.

The smite effect remains until the target is defeated or the next time the insinuator rests and regains his uses of this ability.

At 4th level and at every 3 levels thereafter, the insinuator can use smite one additional time per day, to a maximum of seven times per day at 19th level.

This ability replaces smite good.
Selfish Healing (Su)

Beginning at 2nd level, an insinuator can heal his wounds by touch. This is treated exactly like the paladin’s lay on hands class feature, except it can be used only to heal the insinuator and cannot be used on other creatures.

This ability replaces touch of corruption.
Aura of Ego (Su)

At 3rd level, an insinuator radiates an aura that bolsters allies and deters enemies. Each ally within 10 feet gains a +2 morale bonus on saving throws against fear effects. Enemies within 10 feet take a –2 penalty on saving throws against fear effects. This ability functions only while the insinuator is conscious, not if he is unconscious or dead.

This ability replaces aura of cowardice.
Stubborn Health (Ex)

At 3rd level, an insinuator takes only half damage from diseases and poisons, and none of his ability scores can be reduced below 1 by these effects.

This ability replaces plague bringer.
Greeds (Su)

Beginning at 3rd level, an insinuator can heal himself of certain conditions. This functions as the mercy paladin class ability, but these mercies can only be applied to the insinuator himself.

This ability replaces cruelty.
Channel Energy (Su)

At 4th level, an insinuator can channel negative energy, treating his antipaladin level as his effective cleric level. If he invokes a neutral outsider for the day, he may instead chose during the invocation to channel positive energy, but treats his effective cleric level as half his antipaladin level. Using this ability consumes two uses of his selfish healing ability. This is a Charisma-based ability.

This ability alters channel negative energy.
Bonus Feats

At 4th level, an insinuator gains one bonus feat, which must be selected from the list of combat feats or Skill Focus. At 7th level and every 3 antipaladin levels thereafter, the insinuator gains one additional combat or Skill Focus feat.

This ability replaces antipaladin spells.

Class features fractured mind/exciter:

Emotional Spellcasting

A fractured mind’s ability to cast spells is tied to the force of her own spirit rather than her connection to the spirit world. As a result, she uses her Charisma score rather than her Wisdom score to determine the highest spell level she can cast, the saving throw DCs of spells she casts, and her bonus spells per day.

This ability alters spellcasting.

Merged Phantom

An exciter internalizes his phantom and merges it completely within his mind. He cannot fully manifest his phantom outside of his own body in incorporeal or ectoplasmic form. Emotional focus abilities that affect or require a manifested phantom are lost, except for any aura gained by the phantom at 7th level; if the phantom gains an aura at 7th level, this aura functions despite the phantom not being manifested, and is centered on the exciter.

This ability alters phantom and emotional focus and replaces the 6th-level phantom recall.
Rapture (Su)

An exciter gains the ability to enter an ecstatic state in which he’s consumed and overwhelmed by his passions and driven into a fighting fury. This functions similarly to a bloodrager’s bloodrage, treating his spiritualist level as his bloodrager level, though he doesn’t qualify for feats or other elements that require rage or bloodrage. When entering a rapture, the exciter loses all other benefits from having his phantom confined in his consciousness (such as the Skill Focus feats and bonus against mind-affecting effects), but he can choose to exchange the normal +4 morale bonus to his Strength and Constitution scores normally gained from bloodrage for a +4 morale bonus to his Dexterity and Charisma scores or a +2 morale bonus to his Strength, Dexterity, Constitution, and Charisma scores. In addition to the fatigue for ending a bloodrage, an exciter can’t enter a rapture again for 1 minute after ending his last rapture.

This ability replaces a spiritualist’s ability to manifest his phantom and use emotional focus abilities that require a manifested phantom.
Fast Movement (Ex)

An exciter’s land speed is faster than normal for his race by 10 feet. This benefit applies only when he is wearing light armor, medium armor, or no armor and is not carrying a heavy load. This doesn’t stack with the barbarian ability of the same name.

This ability replaces etheric tether.

class features falcata Swashbuckler:

Weapon and Armor Proficiency

Swashbucklers are proficient with simple and martial weapons, as well as light armor and bucklers.
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.

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.

Known Deeds:
Dodging Panache (Ex): 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 (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.

Falcata Emphasis (Ex)

At 1st level, a falcata swashbuckler is proficient with falcatas and can treat a falcata as a one-handed piercing melee weapon for the purposes of the swashbuckler’s finesse as well as all feats and class abilities that refer to such a weapon.

This ability replaces the derring-do deed.

slice of life:

Yes Mr. Client? I ask as my client, a Magnamarian noble, touches my elbow

What would it cost to have you not call me client, I have a name, a literally noble one even
He asks

A fair bit, at this point it typically becomes the other type of *escort service* I answer

For just calling me by my actual name? He asks

Dear Mr. Client, I am part Succubus as you likely guessed from my rather fine shape, once we are on a first name basis, then we actually go out, date, I slip in my professional vigilance and you die because of it. I enjoy working for you Mr. Client, reasonable place, good salary, and the threat of that mass murderer, while real, is managable.
I answer, politely, and of course it works. Obviously my superiors wouldnt mind getting their wings wrapped around Magnimars nobility, but that is much better done by playing it slow and hard to get.