Swampwalker

Arjun Srivastava's page

609 posts. Alias of Tanner Nielsen.


Full Name

Arjun Srivastava

Race

Vishkanya

Classes/Levels

Swashbuckler (Inspired Blade) 11 -- HP 123 : AC 26 CMD 26 TAC 20 FAC 17 : F+8 R+15 W+5 : INIT+8 Perception+16

Gender

Male

Age

26

Alignment

Lawful Evil

Deity

Besmara

Location

Port Peril

Languages

Common, Vishkanya

Occupation

Pirate

Strength 8
Dexterity 22
Constitution 16
Intelligence 10
Wisdom 10
Charisma 18

About Arjun Srivastava

Description:

Hair: None
Eyes: White
Height: 6'1"
Weight: 130lb

You see a scruffy-looking man with a shoulder-length black hair and tanned skin. His eyes are a pearly white, with no visible iris, though they are usually hidden underneath a bandanna tucked low over his brow. He has a thin nose, high cheek bones, and a strong jaw. He is dressed in black leathers, with a rapier at his belt and a dagger. He is tall, with a slim frame and straight posture.


Personality:

No one would ever call Arjun a friendly person. Or nice, or caring, or warm, or anything of that sort. He has a tendency of scaring children who cross his path and a disconcerting disregard for people around him. Professional? Of course. Competent? Very much. Meticulous? Sometimes tediously so. But never friendly. It is difficult to know whether or not Arjun cares for or approves any person or thing in particular - most of the time he is quick to recognize faults, especially his own, and is terse with praise. He is the sort of person you want tackling a tough project, but would never invite to a dinner party. Not that it would have bothered him, of course.

Background:

Arjun hails from the island-nation of Jalmeray. His family of vishkanya, ostracized and shunned as outsiders due to their appearance, was a somewhat notorious clan of thieves, burglars, bandits and assassins that specializes in guile and stealth. For generations they found liberation and lucrative work in criminal enterprises and were content to stay in Jalmeray. Much to their shock and dismay, Arjun's grandfather Nopor announced one day that he intended to become a pirate on the high seas. He left abruptly, leaving the clan to believe that he was destined to never return.

He did return, several years later, with stories to tell. He had become a Free Captain of the Shackles - with a flotilla of raiders at his command and a small hill of treasure in his holds. Quieting the naysayers and impressing the clan elders, Arjun's family took to piracy with enthusiasm. They found that their abilities and talents were well suited to a life of piracy, and trained Arjun while still very young in the skills she would need to succeed.

When he reached adulthood, Arjun left his home to strike out and make a name for himself. He went to a tavern called the Bloody Barrel, a notorious pirate hangout in Port Peril, eager to start his career as a buccaneer. While he was there, however, a dashing and flirtatious corsair caught his eye, and after a whirlwind night of booze and romance, he found himself beaten senseless and stuffed in a sack, carried off to who knows where.


Racial Abilities:

Low-Light Vision - Vishkanyas can see twice as far as humans in conditions of dim light.
Keen Senses - Vishkanyas receive a +2 racial bonus on Perception checks.
Limber: Vishkanyas gain a +2 racial bonus on Escape Artist and Stealth checks.
Poison Resistance - A vishkanya has a racial bonus on saves against poison equal to its Hit Dice.
Poison Use (Ex) - Vishkanyas are skilled with poison and never accidentally poison themselves when using or applying poison.
Toxic (Ex) - A number of times per day equal to its Constitution modifier (minimum 1/day), a vishkanya can envenom a weapon that it wields with its toxic saliva or blood (using blood requires the vishkanya to be injured when it uses this ability). Applying venom in this way is a swift action.
Weapon Familiarity - Vishkanyas are always proficient with blowguns, kukri, and shuriken.
Languages - Vishkanyas begin play speaking Common and Vishkanya. Vishkanyas with high Intelligence scores can choose any of the following bonus languages - Aklo, Draconic, Elven, Goblin, Sylvan, and Undercommon.

Water-breathing (Su) - Permanent. Quest reward.


Equipment and Money:

+1 answering toxic rapier (32,320gp, 2lb), weapon cord (1sp, --lb), masterwork blowgun (302gp, 1lb), blowgun darts (10) (5sp, 1lb), dagger (3) (6gp,3lb), +2 mithral chain shirt (5,250gp, 12.5lb), belt of physical might +2 (Dex/Con) (4,000gp, --lb), headband of alluring charisma +2 (4,000gp, --lb), gloves of dueling (15,000gp, --lb), cloak of resistance +2 (4,000gp, --lb), ring of protection +1 (1,000gp, --lb), boots of the cat (1,000gp, --lb), plume of panache (1,000gp, --lb), chalk (white, red, green, blue) (1sp, --lb), twine (50ft) (1cp, --lb), whetstone (2cp, --lb), signal whistle (8sp, --lb), iron holy symbol (5sp, 0.5lb), potion of invisibility (--lb, 300gp), vials of sleep venom (30) (30gp, --lb), bandoleer (2) (1gp, --lb).

At the bottom of the chest lies a ring. It appears to be made out of mithril with small lines of some other mineral entwined within it.

2,788.97 gp

Weight: 20.0lb
Load: Light


Combat Statistics:

HP 123 (10+3, 8+3, 6+3, 10+3, 6+3, 6+3, 10+3, 8+3, 6+3, 10+3, 10+3)
Spd 30ft
Initiative +8
CMB +10 (+11 BAB, -1 Str)
Base Attack +11

Melee
+1 answering toxic rapier +24, 1d6+24/15-20x2
+28 opportune party and riposte
+28 confirm critical hit
sleep venom DC 22

Ranged
masterwork blowgun +18, 1d2/20x2 (20')

AC 26, touch 20, flat-footed 17 (+6 armor, +6 Dex, +3 dodge, +1 deflection)
CMD 26 (10 base, +11 BAB, -1 Str, +6 Dex, +0 Size)
Fortitude +8 (+3 base, +3 Con, +2 item)
Reflex +15 (+7 base, +6 Dex, +2 item)
Will +5 (+3 base, +0 Wis, +2 item)


Skills:

[4 class, 1 favored class]

Acrobatics +20 (11 ranks, 3 class, 6 Dex)
Craft (alchemy) +16 (11 ranks, 3 class, 0 Int, 2 item)
Intimidate +23 (11 ranks, 3 class, 4 Cha, 4 feat, 1 trait)
Perception +16 (11 ranks, 3 class, 0 Wis, 2 race)
Stealth +23 (11 ranks, 3 class, 6 Dex, 2 race, 1 trait)


Class Abilities:

Inspired Panache (Ex) - Each day, an inspired blade gains a number of panache points equal to his Charisma modifier (minimum 1) and Intelligence modifier (minimum 1), instead of just his Charisma modifier. Unlike other swashbucklers, an inspired blade gains no panache from a killing blow. He 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, he can add his Charisma modifier to the result of the save. He must choose to do this before the roll is made. At 6th level and every 4 levels thereafter, the number of times he can do this per day increases by one (to a maximum of 7 times per day at 18th level). [5/day]

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 his Dexterity bonus to AC also causes him to lose this dodge bonus. This bonus increases by 1 for every 4 levels beyond 3rd (to a maximum of +5 at 19th level). [+3]

Bonus Feats - At 4th level and every 4 levels thereafter, a swashbuckler gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat feats. Swashbuckler levels are considered fighter levels for the purpose of meeting combat feat prerequisites.

Rapier Training (Ex) - At 5th level, an inspired blade gains a +1 bonus on attack rolls and a +2 bonus on damage rolls with rapiers. While wielding a rapier, he gains the benefit of the Improved Critical feat. These attack and damage 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). This ability replaces swashbuckler weapon training. [+2 attack, +3 damage]

DEEDS

Derring-Do (Ex): At 1st level, a swashbuckler can spend 1 panache point when he makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. He can do this after he makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, he rolls another 1d6 and adds it to the check. He can continue to do this as long as he rolls natural 6s, up to a number of times equal to his 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 his 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, he 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 he 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 his 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 he has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack he 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.

Kip-Up (Ex): At 3rd level, while the swashbuckler has at least 1 panache point, he can kip-up from prone as a move action without provoking an attack of opportunity. He can kip-up as a swift action instead by spending 1 panache point.

Menacing Swordplay (Ex): At 3rd level, while he has at least 1 panache point, when a swashbuckler hits an opponent with a light or one-handed piercing melee weapon, he 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 he 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 his swashbuckler level to the damage dealt. To use this deed, a swashbuckler cannot attack with a weapon in his other hand or use a shield other than a buckler. He can even use this ability with thrown light or one-handed piercing melee weapons, so long as the target is within 30 feet of him. 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 his precise strike’s damage bonus on the next attack. This benefit must be used before the end of his 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.

Swashbuckler Initiative (Ex): At 3rd level, while the swashbuckler has at least 1 panache point, he gains a +2 bonus on initiative checks. In addition, if he has the Quick Draw feat, his hands are free and unrestrained, and he has any single light or one-handed piercing melee weapon that isn’t hidden, he can draw that weapon as part of the initiative check.

Swashbuckler’s Grace (Ex): At 7th level, while the swashbuckler has at least 1 panache point, he takes no penalty for moving at full speed when he uses Acrobatics to attempt to move through a threatened area or an enemy’s space.

Superior Feint (Ex): At 7th level, a swashbuckler with at least 1 panache point can, as a standard action, purposefully miss a creature he could make a melee attack against with a wielded light or one-handed piercing weapon. When he does, the creature is denied its Dexterity bonus to AC until the start of the swashbuckler’s next turn.

Targeted Strike (Ex): At 7th level, as a full-round action the swashbuckler can spend 1 panache point to make an attack with a single light or one-handed piercing melee weapon that cripples part of a foe’s body. The swashbuckler chooses a part of the body to target. If the attack succeeds, in addition to the attack’s normal damage, the target suffers one of the following effects based on the part of the body targeted. If a creature doesn’t have one of the listed body locations, that body part cannot be targeted. Creatures that are immune to sneak attacks are also immune to targeted strikes. Items or abilities that protect a creature from critical hits also protect a creature from targeted strikes.

===Arms: The target takes no damage from the attack, but it drops one carried item of the swashbuckler’s choice, even if the item is wielded with two hands. Items held in a locked gauntlet cannot be chosen.
===Head: The target is confused for 1 round. This is a mind-affecting effect.
===Legs: The target is knocked prone. Creatures with four or more legs or that are immune to trip attacks are immune to this effect.
===Torso or Wings: The target is staggered for 1 round.

Inspired Strike (Ex): At 11th level, an inspired blade can spend 1 panache point when making an attack with a rapier to gain an insight bonus on that attack roll equal to his Intelligence modifier (minimum +1). When an inspired blade hits with an attack augmented by inspired strike, he can spend 1 additional panache point to make the hit a critical threat, though if he does so, he does not regain panache if he confirms that critical threat. The cost of this deed cannot be reduced by abilities such as Signature Deed. This ability replaces bleeding wound.

Evasive (Ex): At 11th level, while a swashbuckler has at least 1 panache point, he gains the benefits of the evasion, uncanny dodge, and improved uncanny dodge rogue class features. He uses his swashbuckler level as his rogue level for improved uncanny dodge.

Subtle Blade (Ex): At 11th level, while a swashbuckler has at least 1 panache point, he is immune to disarm, steal, and sunder combat maneuvers made against a light or one-handed piercing melee weapon he is wielding.


Traits:

Buccaneer's Blood - +1 trait bonus on Intimidate and Profession (sailor) checks. In addition, you gain a one-time +1 trait bonus to your Disrepute and Infamy scores.
Silent Hunter - You gain a +1 trait bonus on Stealth checks, and Stealth is always a class skill for you.

Feats:

1 - Fencing Grace
Class 1 - Weapon Finesse (rapier)
Class 1 - Weapon Focus (rapier)
3 - Sleep Venom
Class 4 - Weapon Specialization
5 - Ability Focus (Toxic)
Class 5 - Improved Critical (rapier)
7 - Combat Reflexes
Class 8 - Greater Weapon Focus (rapier)
9 - Critical Focus
11 - Call Out
Pirate Lord - Infamous

Current Status:

Charmed Life 5/5
Panache 4/4 +1/day

Toxic 3/3 - Fort DC 22
Vishkanya Venom: Injury; frequency 1/round for 6 rounds; effect [dice]1d2[/dice] Dex; cure 1 save.

OR

Vishkanya Venom: Injury; frequency 1/round for 6 rounds; initial effect staggered [dice]1d4[/dice] rounds; secondary effect unconscious 1 minute; cure 1 save.