TRAITS Besmara's Blessing: +1 on Perception & Profession (Sailor). May reroll a Prof (sailor) check 1/week & take the higher roll.
Courageous: +2 to saves vs. Fear effects
Two-Weapon Finesse: Gain Weapon Finesse with one-handed & light piercing weapon; gain TWF when wielding same + 1-handed firearm.
Swashbuckler Weapon Training: Gain effects of Improved Critical feat with all one-handed or light piercing melee weapons. Gain +1 hit/damage with same (addt’l +1/4 lvls beyond 5th)
PANACHE: regain panache by scoring a crit or a killing blow with a light or one-handed piercing melee weapon, or a one-handed firearm
CHARMED LIFE: 3/day, may add Cha bonus to a save before it's rolled.
NIMBLE (+1): Dodge bonus to AC when wearing light/no armor (+1/4 lvls beyond 3rd)
Derring-Do (Ex): Spend 1 panache point while making 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): 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 his previous 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 perform this deed only while wearing light armor or no armor, and while carrying no heavier than a light load.
Melee Shooter (Ex): As a swift action when wielding both a light or one-handed piercing melee weapon and a one-handed firearm, the picaroon can spend 1 panache point to avoid provoking attacks of opportunity with the first ranged attack he makes with the firearm during his turn.
Menacing Swordplay: 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 use Intimidate to demoralize that opponent as a swift action instead of a standard action.
Precise Strike: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 a natural weapon), adding his swashbuckler level to the damage dealt. To use this deed, a swashbuckler cannot attack with a weapon in his off hand or use a shield other than a buckler. He can use this ability even with thrown light or one-handed piercing melee weapons, so long as the target is within 30 feet of his. 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 his 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 (such as the Signature Deed feat).
Swashbuckler Initiative: 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 a light or one-handed piercing melee weapon that's unhidden and ready to draw, he can draw that weapon as part of the initiative check.
Quick Clear: As a standard action the picaroon can spend 1 panache point to remove the broken condition from a single one-handed firearm he is currently wielding, as long as the firearm gained that condition through a misfire.
Ring of Protection +1 Amulet of Natural Armor +1
+1 Rapier, Tooth (May do bludgeoning damage)
-shot + powder | | | | | | |
Dagger X 4
Sling + 20 bullets
flint & steel
Torches X 10
The Lookout (Pendant of baby orangutan skull)
Alchemist's fire |
tindertwig | |