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About Ashe StormwardenAshe Stormwarden
Defense:
AC 16 touch 13 flat-footed 13 (+3 dex +3 armor) HP 12 (+2 con) Saves Fort +2 Refl +5 Will -1 Offense:
Speed 30 Melee rapier +4 (1d6+3), dagger +4 (1d4+3) Ranged shortbow +4 (1d6) Panache 34 Statistics:
Str 10 Dex 17 Con 14 Int 14 Wis 9 Cha 16 Base Attack +1; CMB +2; CMD 14 Feats Automatic Weapon Finesse, Power Attack, Combat Expertise, Deadly Aim Class Finesse (add dex to damage per finesse rogue) Level Weapon Focus: Rapier, Extra Panache Traits
Skills
Adventuring: (Per Level: +4 class, +2 int, +1 favored class, +1 racial)
Background:
Languages: Neralian, Kesadrian, Elven Carrying Capacity 116 (medium) Gear: swashbuckler’s kit (pack, bedroll, pouch, flint/steel, pot, mess kit, rope, soap, 10 torches, 5 days rations, waterskin), studded leather armour, 30 sheets paper, scroll case, short bow, 20 arrows, dagger, Money: 74.88 Special Abilities:
Panache
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 (E Critical Hit with a Light or One-Handed Piercing Melee Weapon: Each time the swashbuckler confirms a critical hit with a light or one-handed piercing melee weapon, she regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or a creature that has fewer Hit Dice than half the swashbuckler's character level doesn't restore panache. Killing Blow with a Light or One-Handed Piercing Melee Weapon: When the swashbuckler reduces a creature to 0 or fewer hit points with a light or one-handed piercing melee weapon attack while in combat, she regains 1 panache point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the swashbuckler's character level to 0 or fewer hit points doesn't restore any panache. Swashbuckler Finesse
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 (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 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. This deed's cost cannot be reduced by any ability or effect that reduces the number of panache points a deed costs. [spoiler=Description]
Personality:
Ashe is intense and impassioned about her beliefs, or her drinking, or whatever she happens to be doing at the time. She does nothing by half-measures and is almost stupidly brave. She is quick-witted and has an acerbic, sometimes appallingly dark sense of humour. Everything she does is driven by her dreams of Neralus, and the privileged, noble life that she believes is her birthright. Ashe is still emotionally recovering from the loss of everyone she knew, and near-brush with death. As a result she is highly suspicious and volatile. Currently, she is looking for any kind of stability in her life. Although her passion for the overthrow of the Kesadrians still burns, it will have to wait while she gets her life back on track. Background:
Ashe doesn't know her last name. The records are hidden by the Kesadrians, but she's convinced that it was an important one. It had to have been. Her adopted parents told many stories about the power of her mother and father, how they were rulers of a Neralian city-state who brought peace and freedom to its people. Ashe never knew if these stories were to make her feel special, or because she was special. Her parents names - her family name - was never told to her for her own safety. She doesn't even know what city she's from originally. She has vague, vague memories of her actual parents. Of fear and poverty, and of death. She knew the Kesadrians came for them in the years after the war, and that she was passed to trusted friends before the deaths that they knew were coming. Because of this, Ashe grew up in Durmstadt bitterly resenting the Kesadrians. Her adopted parents were merchants before the war, but afterwards found themselves toiling as textile labourers under the Kesadrians. Being educated, they imparted everything they could to her. Her adopted father, apparently once a decent swordsman, taught her what he could about swordplay so that she could fight if necessary. Ashe's teen years were tumultuous. Dreaming of a world that could be and chafing at the tyranny she lived in, she grew up breaking every rule she could find short of landing her in jail. As she grew older, she joined with a particularly passionate teenage gang with vague goals but a need to do something. Her political games became increasingly high-stakes and involved as she actively worked to sew sedition in Durmstadt. This culminated in their gang murdering a Kesadrian merchant who had the misfortune to cross their path, as a heated confrontation turned into a fight the merchant had no chance of winning. She and her friends immediately went into hiding, but there was no chance for them. The killing was not planned and their response was sloppy, and they were found out by Kesadrian soldiers. Ashe fought bravely, and she and her friends lost. Every one of them was slaughtered except for Ashe, who was badly wounded, and barely escaped with her life. Ashe fled the city as soon as she was able, and was smuggled to Whispering Falls through a sympathizer. There, she has laid low with the money stolen from the merchant. She has recently recovered enough from her injuries to begin planning her next move, knowing full well she is wanted for murder in her home city. |