Mermaid

Aisling Starswimmer's page

3 posts. Organized Play character for thistledown.


Full Name

Aisling (Ash-lyn) Starswimmer

Race

NG Female Mermaid, 8th Level Thrower

Classes/Levels

Speed 25, Swim 30

Gender

HP 72/72 | AC 23, T 16, FF 17 | CMD 23 (can't be tripped) | Fort +10, Ref +12, Will +5 | Init +8 | Per +5

Age

19

Deity

Desna - the boss of Stupid Sarenrae and her stupid sun

Languages

Aquan, Azlanti, Common, Kelish

Homepage URL

https://www.artstation.com/artwork/2xbrEv

Strength 10
Dexterity 20
Constitution 14
Intelligence 12
Wisdom 10
Charisma 20

About Aisling Starswimmer

Sarenrae has one star. Desna has all the stars. Therefor, Desna is Sarenrae's boss.

Aisling
Female Mermaid Swashbuckler (Flying Blade) 5 / Monk (Far Strike, Sensei) 1 / Fighter (Weapon Master) 1 / Bloodrager (Urban, Id Rager) 1
NG Medium humanoid (aquatic)
Init +8; Senses low-light vision; Perception +5
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Defense
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AC 23, touch 16, flat-footed 17 (+5 armor, +5 Dex, +1 dodge, +2 natural)
hp 72 (8 HD; 1d8+7d10+21)
Fort +10, Ref +12, Will +5
Defensive Abilities charmed life 3/day, nimble +1
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Offense
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Speed 25 ft., swim 30 ft.
Melee +1 answering mithral starknife +15/+10 (1d4+13/19-20/×3+5 Precision) or
. . +1 starknife +15/+10 (1d4+12/19-20/×3+5 Precision) or
. . dagger +13/+8 (1d4+1/17-20+5 Precision) or
. . unarmed strike +7/+2 (1d6)
Ranged +1 answering mithral starknife +15/+10 (1d4+13/19-20/×3+5 Precision) or
. . +1 starknife +15/+10 (1d4+12/19-20/×3+5 Precision) or
. . dagger +13/+8 (1d4+1/17-20+5 Precision)
Special Attacks bloodrage (6 rounds/day), deeds (derring-do, opportune parry and riposte, precise strike, swashbuckler initiative), panache (5)
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Statistics
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Str 10, Dex 20, Con 14, Int 12, Wis 10, Cha 20
Base Atk +7; CMB +7; CMD 23 (can't be tripped)
Feats Improved Unarmed Strike, Point-Blank Shot, Precise Shot, Quick Draw, Skill Focus (Diplomacy), Starry Grace[UI], Startoss Comet, Startoss Shower, Startoss Style, Weapon Focus (starknife)
Traits indomitable faith, tactician
Skills Acrobatics +11 (+7 to jump), Bluff +9, Climb +5, Craft (painting) +3, Diplomacy +19, Escape Artist +9, Handle Animal +9, Heal +1, Intimidate +9, Knowledge (local) +5, Knowledge (nature) +5, Knowledge (planes) +8, Knowledge (religion) +5, Linguistics +5, Perception +5, Perform (sing) +11, Ride +9, Sense Motive +4, Sleight of Hand +9, Stealth +11, Survival +4 (+6 to avoid becoming lost), Swim +12, Use Magic Device +6
Languages Aquan, Azlanti, Common, Kelish
SQ advice 1 rounds/day (inspire courage +1), amphibious, atavistic avatar, controlled bloodrage, fast movement, swashbuckler finesse
Combat Gear wand of cure light wounds (50 charges), scent salts (3); Other Gear mithral shirt +1, +1 answering mithral starknife, +1 starknife, dagger, blinkback belt[UE], cloak of resistance +1, gauntlets of the deep, headband of alluring charisma +2, wayfinder[ISWG], kelp tea, masterwork tool, portion of hero's feast (chron 18) (worth 2.5 gp), heavy horse (combat trained), bit and bridle, collapsible bathtub, dandy brush, exotic military saddle, hammock, imperial conquest, mundane sureseal bladder, saddlebags, scimitar, starknife, waterskin, woven kelp marine rope, 6,841 gp, 5 sp
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Special Abilities
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Advice (standard action, 1 rounds/day) (Ex) A sensei's advice is identical to bardic performance (using oratory), allowing him to inspire courage at 1st level, inspire competence at 3rd level, and inspire greatness at 9th level, as a bard of the sensei's level, usable a total number of rounds
Amphibious (Ex) You can survive indefinitely on land.
Atavistic Avatar (Su) When raging, you count as both a spiritualist and a phantom.
Bloodrage (6 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Charmed Life +5 (3/day) (Ex) Choose to add Charisma bonus to save before roll is made.
Controlled Bloodrage Gain lesser bonus split as desired, but without normal drawbacks.
Deeds
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Nimble +1 (Ex) +1 dodge bonus to AC.
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Starry Grace Use Dexterity on starknife damage rolls.
Startoss Comet (Starknife) Make single atk. at full atk. bonus, if it hits, make second atk. at target in 1 range inc.
Startoss Shower (Starknife) Startoss Comet: can continue attacking foes in 1 range inc.
Startoss Style +6 (Starknife) Gain bonus dmg to thrown weapons.
Swashbuckler Finesse Use Dex for att with light/1-hand pierce wep. Use Cha instead of Int for combat feat pre-reqs.
Swim (30 feet) You have a Swim speed.

Designer Comment thread on Startoss Shower: https://paizo.com/threads/rzs2t62h&page=2?Startoss-Shower-WHOA
Damage Breakdown: 1d4+1 (+1 Weapon Starknife) +5 (dex from Starry Grace) + 6 (Startoss Style Chain) +1 (Flying Blade 5) = 1d4+13 damage
+5 Precision (Flying Blade 5)
+1 if ranged (Point-Blank Shot)

Bot Me!:

Combat start: Swift: Startoss Style.

If I rage (always for dex) my hit and damage go up by 2, my reflex save goes up by 2, and my AC (& touch) goes up by 1. If I am attacked while raging, my weapon goes from 1d4 to 1d6 vs the most recent attacker. As I only have 6 rounds of rage though, I am quite sparing with its use.

If not threatened: Throw starknife, have it bounce to two more targets, each in 30' of previous. Determine cover from previous target.
Assuming Point-Blank Shot
[dice=Each Target]d20+16[/dice]. 19-20x3 threat range.
[dice=Piercing for each target]1d4+14+5Precision[/dice]
Starknife automatically returns to Belt. Quickdraw Starknife back to hand.

If threatened, 5' step and do above.
If steping won't solve, spend 1 panache to throw without provoking.

If attacked in melee, two options (until I get Combat Reflexes. Grr)
First option: spend 1 panache on Opportune Parry & Riposte: I make an AoO with the starknife at -2 for each size bigger than me they are, but +4 because it's an Answering Weapon.
[dice=Melee Starknife Parry]d20+19[/dice]. 19-20x3 threat range. (Assume medium size)
If my attack roll beats their's, their attack misses. If it does, I riposte as an immediate action.
[dice=Melee Starknife Parry]d20+19[/dice]. 19-20x3 threat range.
[dice=Piercing]1d4+17+5Precision[/dice].
The riposte could be thrown instead, but as that itself provokes, it'd be rare circumstances when I'd do so.

Second Option: spend 1 panache on Disrupting Counter: I make an AoO with the starknife
[dice=Melee Starknife]d20+15[/dice]. 19-20x3 threat range.
[dice=Piercing]1d4+13+5Precision[/dice]. If hit, their attack is at -4