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About Ashlei 'Burnout' MamoudNecklace of Fireballs (Type III):
Necklace 7d6 5d6 3d6 (Reflex DC 14 half) Type III 1 — 1 — 4 =Available
Newest Treasure!:
Rod of Wonder! Rod of Wonder:
[dice=Rod of Wonder Activation roll!]1d100[//dice] Aura moderate enchantment; CL 10th; Slot none; Price 12,000 gp; Weight 5 lbs.
Ring of the Iron Skull:
Aura faint divination; CL 5th Slot ring; Price 10,800 gp; Weight — DESCRIPTION Crudely cut amethysts and a single engraved skull decorate the band of this thick iron ring. The ring grants its wearer a +5 competence bonus on Appraise checks to determine the most valuable item in a treasure hoard and a +5 competence bonus on Heal checks to ascertain details of a dead creature’s demise.Once per day as a standard action, the wearer can touch the ring to a corpse or piece of a corpse to learn the dead creature’s name, gender, race, and profession or role, as well as the manner of the creature’s death. The wearer also becomes aware of the location of other pieces of the corpse if they’re within 1,200 feet.If the body part comes from a creature that’s still alive or undead, the wearer gains no information. The ring of the iron skull must be worn for 24 hours before it starts to function for the wearer. CONSTRUCTION Requirements Forge Ring, blood biography (Advanced Player’s Guide 206), locate object; Cost 5,400 gp Shortcuts:
[dice=Underwater Crossbow/80ft Range Inc.]1d20 + 17 – 2[/dice]
[dice=Swim]1d20 + 8[/dice]
[dice=Acrobatics]1d20 + 13[/dice] [dice=Profession (Sailor)]1d20 + 15[/dice] [dice=Know(Local)]1d20 +12[/dice]
[spoiler=Disrupting Counter]Performing a *Disrupting Counter (Ex): When an opponent makes a melee attack against her, she can spend 1 panache point to make an attack of opportunity against the attacking foe. This attack of opportunity can be made with either a dagger or a starknife. If the attack hits, the opponent takes a –4 penalty on all attack rolls until the end of its turn.[//spoiler] Full ATTACK(Melee Starknife!)
Full ATTACK(Thrown Dagger!)
[dice=+1 Starknife(Thrown w/PBS)]1d20 + 19[/dice]
Vs. Incorporeal
[dice=Dagger(Melee)]1d20 + 17[/dice]
[spoiler=Opportune Parry and Riposte]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] [spoiler=Opportune Parry!]Spending a Panche point and an AoO to Parry the next melee attack! [dice=Starknife Parry!]1d20 + 18[/dice][//spoiler] [spoiler=Riposte!!][dice=+1 Starknife]1d20 + 18[/dice]
[dice=FIRE! Reflex DC15 for 1/2]5d4[/dice]
[dice=Alchemist’s Fire Ranged Touch Attack w/PBS]1d20 + 16[/dice]
[spoiler=Alchemist’s Fire]Alchemist’s fire is a mix of several volatile liquids that ignite when exposed to air. You can throw a flask of alchemist’s fire as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet. A direct hit deals 1d6 points of fire damage. Every creature within 5 feet of the point where the flask hits takes 1 point of fire damage from the splash. On the round following a direct hit, the target takes an additional 1d6 points of damage. If desired, the target can use a full-round action to attempt to extinguish the flames before taking this additional damage. Extinguishing the flames requires a DC 15 Reflex save. Rolling on the ground provides the target a +2 bonus on the save. Leaping into a large body of water or magically extinguishing the flames automatically smothers the fire.[//spoiler] [dice=Escape Artist skill vs DC Grappler's CMD (Standard Action) to escape a Grapple! + Derring-Do (Cost is 1 Panache for +1d6 to the roll!)]1d20 + 10 + 1d6[/dice] ------ [dice=Tanglefoot Bag Ranged Touch Attack! w/PBS]1d20 + 16[/dice] [spoiler=Tanglefoot Bag]DESCRIPTION: A tanglefoot bag is a small sack filled with tar, resin, and other sticky substances. When you throw a tanglefoot bag at a creature (as a ranged touch attack with a range increment of 10 feet), the bag comes apart and goo bursts out, entangling the target and then becoming tough and resilient upon exposure to air. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty to Dexterity and must make a DC 15 Reflex save or be glued to the floor, unable to move. Even on a successful save, it can move only at half speed. Huge or larger creatures are unaffected by a tanglefoot bag. A flying creature is not stuck to the floor, but it must make a DC 15 Reflex save or be unable to fly (assuming it uses its wings to fly) and fall to the ground. A tanglefoot bag does not function underwater. A creature that is glued to the floor (or unable to fly) can break free by making a DC 17 Strength check or by dealing 15 points of damage to the goo with a slashing weapon. A creature trying to scrape goo off itself, or another creature assisting, does not need to make an attack roll; hitting the goo is automatic, after which the creature that hit makes a damage roll to see how much of the goo was scraped off. Once free, the creature can move (including flying) at half speed. If the entangled creature attempts to cast a spell, it must make a concentration check with a DC of 15 + the spell’s level or be unable to cast the spell. The goo becomes brittle and fragile after 2d4 rounds, cracking apart and losing its effectiveness. An application of universal solvent to a stuck creature dissolves the alchemical goo immediately.[//spoiler] [spoiler=Targeted Throw (Cost 1 Panache)]*Targeted Throw (Ex): At 7th level, a flying blade can target individual body parts. This deed functions as the swashbuckler’s targeted strike deed, but the flying blade can also use this deed when making ranged attacks with either a dagger or a starknife as long as the target is within 60 feet of the flying blade. This deed replaces targeted strike.
[spoiler=Bleeding Wound (Ex)]At 11th level, a flying blade can deal bleed damage as part of an attack. This deed functions as the swashbuckler’s bleeding wound deed, but the flying blade can also use this deed when making ranged attacks with either a dagger or a starknife as long as the target is within 60 feet of the flying blade. This deed alters bleeding wound.
Swashbuckling!:
Panache 4/day (Based on Cha) +1 with Favored Class bonuses! *Unlike other swashbucklers, a flying blade regains panache only when she confirms a critical hit or makes a killing blow with a dagger or starknife. NOTE: (Favored Class bonus) +4 towards 1/4 to earn +1 permanent Panache (Completed at 8th level!). *Starting (at 11th level) +1 towards next 1/4 to earn next +1 Panache Deeds
*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. This deed's cost cannot be reduced by any ability or effect that reduces the number of panache points a deed costs. *Subtle Throw (Ex): At 1st level, a flying blade can spend 1 panache point as part of a ranged attack with a dagger or starknife to make it without provoking attacks of opportunity. At 6th level, as a swift action she can spend 1 panache point to make all of her ranged attacks with daggers or starknives without provoking attacks of opportunity until the start of her next turn. This deed replaces dodging panache. *Disrupting Counter (Ex): At 3rd level, when an opponent makes a melee attack against her, she can spend 1 panache point to make an attack of opportunity against the attacking foe. This attack of opportunity can be made with either a dagger or a starknife. If the attack hits, the opponent takes a –4 penalty on all attack rolls until the end of its turn. This deed replaces kip-up. *Precise Throw (Ex): At 3rd level, as long as she has at least 1 panache point, a flying blade can use her precise strike with a thrown dagger or starknife as long as the target is within 60 feet of her, and she increases the range increment of these weapons by 5 feet. She can spend 1 panache point when she throws a dagger or a starknife to ignore all range increment penalties with that ranged attack. This deed replaces menacing swordplay. *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). *Flying Blade Training (Ex): At 5th level, a flying blade gains a +1 bonus on attack and damage rolls when using daggers or starknives in combat. When a flying blade wields a dagger or starknife, she gains the benefit of the Improved Critical feat with those weapons. Additionally, a flying blade increases the range increment of a thrown dagger or starknife by 5 feet. The increase of range increment stacks with that of precise throw.
*Swashbuckler’s Grace (Ex): At 7th level, while the swashbuckler has at least 1 panache point, she takes no penalty for moving at full speed when she 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 she could make a melee attack against with a wielded light or one-handed piercing weapon. When she does, the creature is denied its Dexterity bonus to AC until the start of the swashbuckler’s next turn. *Targeted Throw (Ex): At 7th level, a flying blade can target individual body parts. This deed functions as the swashbuckler’s targeted strike deed, but the flying blade can also use this deed when making ranged attacks with either a dagger or a starknife as long as the target is within 60 feet of the flying blade. This deed replaces targeted strike.
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.
*Bleeding Wound(Ex): At 11th level, a flying blade can deal bleed damage as part of an attack. This deed functions as the swashbuckler’s bleeding wound deed, but the flying blade can also use this deed when making ranged attacks with either a dagger or a starknife as long as the target is within 60 feet of the flying blade. This deed alters bleeding wound.
*Evasive (Ex): At 11th level, while a swashbuckler has at least 1 panache point, she gains the benefits of the evasion, uncanny dodge, and improved uncanny dodge rogue class features. She uses her swashbuckler level as her rogue level for improved uncanny dodge. *Subtle Blade (Ex): At 11th level, while a swashbuckler has at least 1 panache point, she is immune to disarm, steal, and sunder combat maneuvers made against a light or one-handed piercing melee weapon she is wielding. SKILLZ
Crunch:
___________________________________________ Race Ifrit Gender Female Age 21 Alignment/Class CN Swashbuckler 11 (Flying Blade) Init+4 (+6 w any Panache) Senses Perception +14 (Darkvision) 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.
With at least 1 panache point: Gains Evasion, Uncanny Dodge, and Improved Uncanny Dodge rogue class features. (Equal to Rogue level!) With at least 1 panache point: Gains immunity to disarm, steal, and sunder combat maneuvers made against a light or one-handed piercing melee weapon she is wielding. Deathless Armor
Scorching Weapons + Inner Flame:
Charmed life 5/day
Melee
~+1 Silversheen Starknife +18 (1d4+3/19-20x3)+1d6 fire(w/swift), +9 precision(w/panache),+4 Startoss Style bonus Ranged(+5ft Range Inc with any Panache)
~(+1)Silversheen Starknife +18(1d4+3/19-20x3/25 ft.)+1d6 fire(w/swift), +6 precision (w/panache),+4 Startoss Style bonus
~Crossbow +15(1d8/19-20/ft.)
Special Attacks
Feats
[spoiler=Startoss Comet (Combat)]
Feats 2 Get
Background Skills (2/lvl)
Languages Common, Ignan (Int bonus)
*Besmara's Blessing (Campaign):
Racial Traits
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*Adding an effective +2 Bonus to my Mithral Chain Shirt (4000gp)
Handy Haversack (1000gp creation cost)
Personal Treasure:
Newly Bought Potions (x1)
Amulet of Natural Armor +1
+1 dagger (1)
Magnifying Glass Doses of 'blue whinnis' (3)
6x flasks of acid,
A headband of mental prowess +2 (Charisma, Intelligence, Bluff) -Wearing!
Background:
Ashlei was born near the docks of Katapesh on a day that was holy to the church of Seranrae. Her mother, a Priestess of Besmara and Pesh addict, almost sold her into slavery when she saw her beautiful red curls, but the intense blue eyes of the child changed her mind. The priestess raised the girl in her faith, but the girl's nature was just too chaotic, willful, and fiery for the Besmaran to accept her as a priestess or inquisitor. This was especially true when her unknown heritage of fire came to fruition. With the pirate goddess's affinity for water and the cold deeps distinctly important to the local Besmarans, the dislike for the obvious fire in her blood erupted among the faithful of the local Besmaran church. This brought an end to Ashlei's connection to her mother and her once home in Katapesh. With nary a tear in her eye, she immediately grabbed the first ship heading for the Shackles she could find and has not looked back since. Despite the priestess' misgivings of her nature, Ashlei has never let go of her faith in the pirate queen or the life of an adventurous pirate!
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