Elf

Arakyrial's page

29 posts. Organized Play character for Woodenman.


Full Name

Arakyrial

Race

Panache 1/4 - Charmed Life 2/3 -

Classes/Levels

Active Conditions: Nil

Gender

NG M Swashbuckler 5 - HP 36/36 - AC 21, T 16, FF 15 - F+5 R+11, W+4 (+2 vs Ench) - Init: +7 - Perc +9 (LLV), SM +3 -

Languages

Common, Elven, Goblin, Orc

About Arakyrial

PFS #:127693-2 Faction: Silver Crusade
Sex:M Race:Elf Class/Level: Swashbuckler 5
XP: 14 Fame: 28 PP: 24
Alignment:NG Size:Medium Type (Subtype): Humanoid (Elf)
Init +7; Perception +9 (LLV)

DEFENSE
AC 21, touch 16, flat-footed 15 (5 Dex, 4 Armor, 1 Shield, 1 Dodge)
HP 36 (5d10 +5 Con +1 FCB)
Fort +5, (+1 Base, +1 Con, +2 Cloak, +1 Trait)
Ref +11, (+4 Base, +5 Dex, +2 Cloak)
Will +4 (+1 Base, -1 Wis, +2 Feat, +2 Cloak)
+2 vs Enchantment spells & effects
Immune to Sleep effects

OFFENSE
Speed 30ft
Melee
1) +1 Rapier +13, 1d6+10, 15-20/x2 (+5 precision damage if Panache >1)
(Hit: +5 Dex, +5 BAB, +1 Enh, +1 WF, +1 RT, Damage: +5 Dex, +1 Enh, +2 WS, +2 RT)
2) Mwk Cold Iron Rapier +13, 1d6+9, 15-20/x2 (+5 precision damage if Panache >1)
(Hit: +5 Dex, +5 BAB, +1 Enh, +1 WF, +1 RT, Damage: +5 Dex, +2 WS, +2 RT)

Ranged
Mwk Composite Longbow +11, 1d8, 20/x3

STATISTICS
Str 10 , Dex 21 (+5), Con 12 (+1), Int14 (+2), Wis 8 (-1), Cha 14 (+2)
BAB +5, CMB +5 (+10), CMD 20 (22 vs Disarm)
Languages: Common, Elven, Goblin, Orc

Traits & Feats
Anatomist, Forlorn, Fencing Grace, Weapon Focus: Rapier, Iron Will, Combat Reflexes, Weapon Specialization: Rapier, Improved Critical: Rapier

Skills (4 pts +2 Int per level + 4 FCB)
+13* Acrobatics (5 ranks, 5 Dex, 3 CS)
+6 Bluff (1 rank, 2 Cha, 3 CS)
+4* Climb (1 rank, 3 CS)
+10 Diplomacy (5 ranks, 2 Cha 3 CS)
+10* Escape Artist (2 ranks, 5 Dex, 3 CS)
+10 Intimidate (5 ranks, 2 Cha 3 CS)
+10 Knowledge – Local (5 ranks, 2 Int, 3 CS)
+6 Knowledge – Nobility (1 rank, 2 Int, 3 CS)
+9 Perception (5 ranks, -1 Wis, 3 CS, 2 Race)
+9* Ride (1 rank, 5 Dex, 3 CS)
+3 Sense Motive (1 Rank, -1 Wis, 3 CS)
+9* Sleight of Hand (1 Rank, 5 Dex, 3 CS)
+4* Swim (1 Rank, 3 CS)

Equipment:

Combat Gear (27 lbs)
Mithril Chain Shirt (+4 AC, +6 Max Dex, 12.5 lbs) 1100gp
Masterwork Buckler (+1 AC, 5lbs) 155gp
Magic +1 Rapier (2 lbs) 2320gp
Mwk Cold Iron Rapier (2lbs) 340 gp
Darkwood Composite Longbow (1.5lb) 130gp
Arrows x10 (1.5lb) 0.5gp
Arrows, Blunt x10 (1.5lb) 0.5gp
Belt of Incredible Dexterity +2 (1 lb) 4000 gp

Other Gear (7.5 lbs)
Masterwork Backpack (2lb), Shining Wayfinder (1lb, 2PP), Cloak of Resistance (+2, 4000gp), Weapon Cord, 1x Antiplague, 1x Antitoxin, 1x Alchemists Fire (1lb), 1x Acid Flask (1lb), 1x Holy Water (1lb), 1x Bladeguard (1lb), Smoked Goggles, Earplugs, Book of War Prayers (½ lb), Skeleton Key, Meditation Tea, Oil of Bless Weapon, Wand of Cure Light Wounds 42/50 (2 PP),

Owned but carried by others....
Bedroll (5lbs), Winter Blanket (3lbs), Cold Weather Outfit (7lbs)

Money
1582gp 7sp 7cp

Encumbrance (11 Str / 10 Str)
Light Load: Up to 38 (33) lbs
Medium Load: 39 to 76 (66)lbs
Heavy Load: 77 to 115 (100) lbs

Racial Abilities:

Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses: Elves receive a +2 racial bonus on Perception skill checks.
Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
Desert Runner: Some elves thrive in the deepest deserts, forever roaming across burned and parched lands. Elves with this racial trait receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue, exhaustion, or ill effects from running, forced marches, starvation, thirst, or hot or cold environments.

Class Features:

Weapon and Armor Proficiency: Swashbucklers are proficient with simple and martial weapons, as well as light armor and bucklers.
Inspired Panache (Ex): Each day, an inspired blade gains a number of panache points equal to her Charisma modifier (minimum 1) and Intelligence modifier (minimum 1), instead of just her Charisma modifier. Unlike other swashbucklers, an inspired blade gains no panache from a killing blow. She gains panache only from scoring a critical hit with a rapier. This ability alters the panache class feature.
Inspired Finesse (Ex): At 1st level, an inspired blade gains the benefits of Weapon Finesse with the rapier (this ability counts as having the Weapon Finesse feat for the purpose of meeting feat prerequisites) and gains Weapon Focus (rapier) as a bonus feat. This ability replaces swashbuckler finesse.
Charmed Life (Ex): At 2nd level, the swashbuckler gains a knack for getting out of trouble. Three times per day as an immediate action before attempting a saving throw, she can add her Charisma modifier to the result of the save. She must choose to do this before the roll is made. At 6th level and every 4 levels thereafter, the number of times she can do this per day increases by one (to a maximum of 7 times per day at 18th level).
Nimble (Ex): At 3rd level, a swashbuckler gains a +1 dodge bonus to AC while wearing light or no armor. Anything that causes the swashbuckler to lose her Dexterity bonus to AC also causes her to lose this dodge bonus. This bonus increases by 1 for every 4 levels beyond 3rd (to a maximum of +5 at 19th level).
Rapier Training (Ex): At 5th level, an inspired blade gains a +1 bonus on attack rolls with rapiers and a +2 bonus on damage rolls with rapiers. While wielding a rapier, she gains the benefit of the Improved Critical feat. These bonuses increase by 1 for every 4 levels beyond 5th (to a maximum of +4 on attack rolls and +5 on damage rolls at 17th level).
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 (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 (min. 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.
Demoralize: You can use this skill to cause an opponent to become shaken for a number of rounds. The DC of this check is equal to 10 + the target’s Hit Dice + the target’s Wisdom modifier. If you are successful, the target is shaken for 1 round. This duration increases by 1 round for every 5 by which you beat the DC. You can only threaten an opponent in this way if it is within 30 feet and can clearly see and hear you. Using demoralize on the same creature only extends the duration; it does not create a stronger fear condition. A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks.
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 onehanded 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.

Scenarios Played & Boons:

[u]Previous Activity[/u]
5-08 The Confirmation – 430 gp
Confirmed Field Agent: Having successfully completed and documented your Confirmation, one of the Three Masters has formally recognized you as a field agent and given you a Wayfinder engraved with your name and the date of your graduation. If this is the first time you have received this boon for any of your characters, you receive this wayfinder for free; otherwise, you may acquire it buy spending 1 prestige point. Furthermore, if you assign this chronicle sheet to a character whose starting XP is 0, you reduce the cost of any wayfinder enhancement vanities you purchase to modify this wayfinder by 1 (to a minimum of 1).
Explore, Report, Cooperate: You have an exemplary sense of what makes an excellent Pathfinder. As a free or immediate action, you may consider whether a particular action you name – such as subduing but not killing an enemy, befriending an NPC, or recovering a particular item – would help realise the goals of the Pathfinder Society. The GM then informs you whether the action’s impact would be positive (contributes to meeting a secondary success condition for the scenario), negative (opposes the secondary success condition) or negligible (neither contributes to or opposes the secondary success condition). If none of those three options accurately reflects the actions impact on the PC’s fulfilment of the second success conditions, the GM may respond with a phrase of 5 words or less. Once you use this boon, cross it off your chronicle sheet.
Friend of Janira Gavix: The field agent who oversaw your confirmation is appreciative of your bravery and camaraderie in the face of danger. She helps you perform research, granting you a +1 bonus on Knowledge checks attempted while you are in the Grand Lodge.

3-21 Temple of Empyreal Enlightenment – 512 gp
Boons: Nil

3-01 Frostfur Captives – 502 gp
Boons: Nil

5-12 Bitter Bargain – 478.5 gp
Boons: Nil

5-15 Race to Seekers Folly – 515 gp
Boons: Nil

5-19 Horn of Aroden – 511 gp
Horn of Aroden: You recovered the Horn of Aroden, a relic once used to bolster the forces of good and defeat Deskari’s minions. This instrument is powerless now, but the Pathfinder Society is certain that it may be useful in the upcoming expedition to Jormurdun and in Mendev’s fight against the Worldwound.

6-08 The Segang Expedition – 1176 gp
Boons: Nil

5-16 Sanctum of the Sages – 1282 gp
Mythic Legacy: Although your mythic power was short-lived, you have retained a small reserve of that legendary essence for use later. When you activate this ability as a free action, choose one feat that you have. For one round (or as long as it takes to complete a skill check modified by the feat), you gain the benefits of the mythic version of that feat as if you had also expended one use of mythic power. When you use this boon, cross it off your Chronicle sheet.

6-09 By Way of Bloodcove – 1258 gp
Boons: Nil

5-02 Wardstone Patrol – 1280 gp
Hero of the Inheritor: [ ] [ ] [ ] Takes of your selfless & altruistic acts have filtered back to the Church of Iomedae in Nerosyn, which recognises you as a shining example of the faith’s central tenets. While in Mendev, you may purchase the following spellcasting services at half of the normal price: cure light wounds, cure moderate wounds, cure serious wounds, make whole, remove blindness/deafness, remove curse, remove disease, remove paralysis or lesser restoration.Every time you use this boon, check of the boxes. After you check the last box, cross this boon off your chronicle sheet.
Mendevian Commendation: You have received a medal for your service to Mendev & the Fifth Crusade. For every Mendevian Commendation you have, you gain a +1 cumulative bonus on Charisma based skill & ability checks made to influence crusaders of Mendev (maximum +3).

7-15 The Deepmarket Deception – 1293 gp
Curious Pipefox:Yrishi the pipefox wishes to continue adventuring with you. You can ask her to perform research for you. Cross this boon of your chronicle sheet before attempting a Knowledge (History or Religion) check to treat your result as if it were 25, even if you are not trained in the skill. Alternatively, you may gain a +5 bonus on the check.

6-01 Trail By Machine – 1845 gp
Envoy of Peace: Redeeming a few wayward souls makes the task easier in the future. You gain a +1 bonus to Diplomacy checks made against creatures with a hostile starting attitude toward you, and you reduce the penalty to use a weapon to deal nonlethal damage by 1. You can cross this boon off your Chronicle sheet to reroll such a Diplomacy check or nonlethal roll and use the higher result.

6-18 From Under Ice – 1886 gp
Warm Friend in a Cold Land: You have befriended Uliyara, a stilyagi Jadwiga, and she proves to be a valuable ally in Irrisen. Whenever you are in Irrisen, you can apply a +2 circumstance bonus on all Diplomacy checks. You may additionally bring Uliyara along with you on one mission to any location, allowing her to grant you the effects of this boon outside of Irrisen. When you use this boon outside of Irrisen, cross it off of your Chronicle sheet.

2-13 Murder on the Throaty Mermaid – 1309 gp
Boons: Nil

Chronicles Assigned.....To be Applied when higher level
6-98 Serpents Rise (Activates @ Level 6)
4-26 The Waking Rune (Activates @ Level 7)
7-98 Serpents Ire (Activates @ Level 7)

Description
Physical Stats Age: 120 yrs, Height: 6ft, Weight: 140 lbs

Attack Macros:

[ dice=Acrobatics to avoid AoO]1d20+13[/dice]
[ dice=Parry if attacked...]1d20+13[/dice]
[ dice=Riposte]1d20+13[/dice]
[ dice=Stab]1d20+13[/dice]
[ dice=Magical Piercing Damage (incl 5 precision)]1d6+15[/dice]

[ dice=Confirm Crit]1d20+14[/dice]
[ dice=Bonus Crit Damage]1d6+10[/dice]