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About Annie HightowerAnnie Hightower
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Deeds:
Derring-Do (Ex): 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 (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. Kip-Up (Ex): At 3rd level, while the swashbuckler has at least 1 panache point, she can kip-up from prone as a move action without provoking an attack of opportunity. She can kip-up as a swift action instead by spending 1 panache point. Menacing Swordplay (Ex) : At 3rd level, while she has at least 1 panache point, when a swashbuckler hits an opponent with a light or one-handed piercing melee weapon, she can choose to use Intimidate to demoralize that opponent as a swift action instead of a standard action. Precise Strike (Ex) : At 3rd level, while she has at least 1 panache point, a swashbuckler gains the ability to strike precisely with a light or one-handed piercing melee weapon (though not natural weapon attacks), adding her swashbuckler level to the damage dealt. To use this deed, a swashbuckler cannot attack with a weapon in her other hand or use a shield other than a buckler. She can even use this ability with thrown light or one-handed piercing melee weapons, so long as the target is within 30 feet of her. Any creature that is immune to sneak attacks is immune to the additional damage granted by precise strike, and any item or ability that protects a creature from critical hits also protects a creature from the additional damage of a precise strike. This additional damage is precision damage, and isn't multiplied on a critical hit. As a swift action, a swashbuckler can spend 1 panache point to double her precise strike's damage bonus on the next attack. This benefit must be used before the end of her turn, or it is lost. This deed's cost cannot be reduced by any ability or effect that reduces the amount of panache points a deed costs (such as the Signature Deed feat). Swashbuckler Initiative (Ex) : At 3rd level, while the swashbuckler has at least 1 panache point, she gains a +2 bonus on initiative checks. In addition, if she has the Quick Draw feat, her hands are free and unrestrained, and she has any single light or one-handed piercing melee weapon that isn't hidden, she can draw that weapon as part of the initiative check. Feats:
Athletic: +2 on all Climb and Swim checks, +4 if you have 10 or more ranks. Fencing Grace: When wielding a rapier one-handed, you can add your Dexterity modifier instead of your Strength modifier to that weapon's damage. The rapier must be one appropriate for your size. In addition, if you have the panache class feature, you gain a +2 bonus to CMD against attempts to disarm you of your rapier while you have at least 1 panache point. Improved Initiative: +4 Initiative. Quick Draw: You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action. A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow). Alchemical items, potions, scrolls, and wands cannot be drawn quickly using this feat. Special Abilities:
Acrobat: +1 bonus on Acrobatics checks, -2 penalty instead of -5 when using the Climb skill to attempt an accelerated climb.
Armor Proficiency: Light, Buckler
Combat Gear:
+1 Rapier (2320 GP, 2WGT) Dagger (1GP, 1WGT) Explorer's Outfit (8GP, 8WGT) Masterwork Buckler (155GP, 5WGT) Mithril Shirt (1100 GP, 10 WGT) Gear:
Carried: Platinum: 0
Encumbrance: 26WGT Light Load.
Skills:
Skills/Level: 7 Total Mod = Skill + Ranks + Misc Acrobatics (Dex) 10 = 4 + 2 + 4 Bluff (Cha) 7 = 3 + 1 + 3 Climb (Str) 8 = 1 + 2 + 5 Diplomacy (Cha) 10 = 3 + 4 + 3 Intimidate (Cha) 11 = 3 + 4 + 4 Knowledge (local) 9 = 2 + 3 + 3 Perception (Wis) 8 = 1 + 4 + 3 Profession(Sailor) (Wis) 11 = 1 + 4 + 6 Stealth (Dex) 8 = 4 + 1 + 3 Swim (Str) 10 = 1 + 2 + 7 Levels:
Favored Class: Swashbuckler Level 1: Swashbuckler; FCB: +1/4 Panache Level 2: Swashbuckler; FCB: +1/4 Panache Level 3: Swashbuckler; FCB: +1/4 Panache Level 4: Swashbuckler; FCB: +1/4 Panache Level 4 Stat Increase: +1 Int =============================== Human Bonus Feat: Athletic Level 1 Feat: Fencing Grace Level 3 Feat: Quickdraw Level 4 Swashbuckler Bonus Feat: Improved Initiative Char Stuff:
Height: 5'2" Weight: 130# Hair/Eyes: Brown Annie Hightower is an attractive young woman of Chelaxian descent, although there is a little Mwangi blood mixed in there somewhere. She’s relatively short with a strong, athletic body that is generally hidden by her loose-fitting clothing. She often wears a long-sleeved white tunic with brown fleece pants and black, calf-high leather boots. She accessorizes with a large leather belt and a black cavalier hat with a huge red feather from some tropical bird, leather gloves with widely flared cuffs, and ties it all off with a red scarf that attempts to hold her hair long in check. She has light brown hair and eyes and skin tanned by the tropical sun. Annie is charming and calm. She enjoys ship life and causing mischief. Annie Hightower was born on the ocean, and the ocean has always been her life and home. She never knew her mother, as she came to the Shackles to adventure, not to raise a child. Her father was a former Chelaxian sailor who came to the Shackles seeking freedom from the oppressive government. He followed in his famous-pirate-great-grandfathers steps, found himself a ship and a crew, and started intercepting known smugglers to ‘help’ them get rid of their illegal goods. Her father raised her on his ship, she was fourteen before she set foot on actual solid ground. She quickly grew strong and dexterous climbing the rigging and running across the spars. She was taught everything there was to know about sailing and ships and took quickly to any lessons. She also proved equally adept with a rapier as with diplomacy. Her father wasn’t an out-and-out pirate. They preferred to relieve undocumented ships of undocumented cargo, rather than raid legitimate business ships and bring the wrath of governments and employers. Things haven’t been going so well lately, though, and after a dry streak that has lasted several months, she decides to separate from her father and the crew that was her family to seek her fortune and fame on her own. She found herself in Port Peril, hoping to use her name to acquire a ship and a crew to expand the family business. Dice:
[Dice=Rapier 18–20/×2]1d20 + 10[/dice] [Dice=Piercing Damage]1d6 + 5 + 4[/dice] Parry/Riposte first enemy to attack me in melee.
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