Vorrea Talminari

Ashlei 'Burnout' Mamoud's page

1,375 posts. Alias of Jeremy Clements.


Full Name

Ashlei 'Burnout' Mamoud

Race

Ifrit

Classes/Levels

Swashbuckler Level 11(Flying Blade) | HP 99/99(0NL)| Init. +4 (+6) | Speed 30ft | AC 25, touch 19, FF 16 | CMD 29 | Fort +6 : Ref +12 : Will +4| Burning Hands: 1/Day (DC15)| Perc +14 | Panache: 5 Pts / -0| Active:

Gender

Female

Strength 12
Dexterity 18
Constitution 14
Intelligence 14
Wisdom 11
Charisma 19

About Ashlei 'Burnout' Mamoud

Necklace of Fireballs (Type III):

Necklace 7d6 5d6 3d6 (Reflex DC 14 half)

Type III 1 — 1 — 4 =Available
NOTES: This item appears to be a string or cluster of spherical beads, sometimes with the ends tied together to form a necklace.(It does not count as an item worn around the neck for the purpose of determining which of a character’s worn magic items is effective.) If a character holds it, however, all can see the strand as it really is—a golden chain from which hang a number of golden spheres. The spheres are detachable by the wearer (and only by the wearer), who can easily hurl one of them up to 70 feet. When a sphere arrives at the end of its trajectory, it detonates as a fireball spell (Reflex DC 14 half). -- If the necklace is being worn or carried by a character who fails her saving throw against a magical fire attack, the item must make a saving throw as well (with a save bonus of +7). If the necklace fails to save, all its remaining spheres detonate simultaneously, often with regrettable consequences for the wearer.

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.
DESCRIPTION: A rod of wonder is a strange and unpredictable device that randomly generates any number of weird effects each time it is used. Activating the rod is a standard action. Typical powers of the rod include the following.
d% Wondrous Effect
*01—05 Target affected by slow for 10 rounds (Will DC 15 negates).
*06—10 Faerie fire surrounds the target.
*11—15 Deludes the wielder for 1 round into believing the rod functions as indicated by a second die roll (no save).
*16—20 Gust of wind, but at windstorm force (Fortitude DC 14 negates).
*21—25 Wielder learns the target’s surface thoughts (as with detect thoughts) for 1d4 rounds (no save).
*26—30 Stinking cloud appears at 30-foot range (Fortitude DC 15 negates).
*31—33 Heavy rain falls for 1 round in 60-foot radius centered on the rod wielder.
*34—36 Summons an animal—a rhino (01—25 on d%), elephant (26—50), or mouse (51—100).
*37—46 Lightning bolt (70 foot long, 5 foot wide), 6d6 points of damage (Reflex DC 15 half).
*47—49 A stream of 600 large butterflies pours forth and flutters around for 2 rounds, blinding everyone within 25 foot (Reflex DC 14 negates).
*50—53 Target is affected by enlarge person if within 60 feet of rod (Fortitude DC 13 negates).
*54—58 Darkness, 30-foot-diameter hemisphere, centered 30 feet away from rod.
*59—62 Grass grows in 160-square-foot area before the rod, or grass existing there grows to 10 times its normal size.
*63—65 Any nonliving object of up to 1,000 pounds of mass and up to 30 cubic feet in size turns ethereal.
*66—69 Reduce wielder two size categories (no save) for 1 day.
*70—79 Fireball at target or 100 feet straight ahead, 6d6 points of damage (Reflex DC 15 half).
*80—84 Invisibility covers the rod’s wielder.
*85—87 Leaves grow from the target if within 60 feet of the rod. These last 24 hours.
*88—90 10—40 gems, value 1 gp each, shoot forth in a 30-foot-long stream. Each gem deals 1 point of damage to any creature in its path: roll 5d4 for the number of hits and divide them among the available targets.
*91—95 Shimmering colors dance and play over a 40-foot-by-30-foot area in front of rod. Creatures therein are blinded for 1d6 rounds (Fortitude DC 15 negates).
*96—97 Wielder (50% chance) or the target (50% chance) turns permanently blue, green, or purple (no save).
*98—100 Flesh to stone (or stone to flesh if the target is stone already) if the target is within 60 feet (Fortitude DC 18 negates).

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=Damage]1d8[/dice]

[dice=Swim]1d20 + 8[/dice]
[dice=Bluff]1d20 + 20[/dice]
[dice=Climb]1d20 + 10[/dice]

[dice=Acrobatics]1d20 + 13[/dice]

[dice=Profession (Sailor)]1d20 + 15[/dice]

[dice=Know(Local)]1d20 +12[/dice]
[dice=Intimidation]1d20 + 12[/dice]
[dice=Diplomacy]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!)
[dice=+1 Starknife]1d20 + 18[/dice]
[dice=Magic/Silver Damage+Scorching+Precision]1d4 + 3 + 1d6 + 9 + 4[/dice]
+
[dice=+1 Starknife]1d20 + 13[/dice]
[dice=Magic/Silver Damage+Scorching+Precision]1d4 + 3 + 1d6 + 9 + 4[/dice]
+
[dice=+1 Starknife]1d20 + 8[/dice]
[dice=Magic/Silver Damage+Scorching+Precision]1d4 + 3 + 1d6 + 9 + 4[/dice]

Full ATTACK(Thrown Dagger!)
[dice=Dagger(Thrown w/PBS)]1d20 + 17[/dice]
[dice=Damage+Scorching+Precision]1d4 + 4 + 1d6 + 9 + 4[/dice]
+
[dice=Dagger(Thrown w/PBS)]1d20 + 12[/dice]
[dice=Damage+Scorching+Precision]1d4 + 4 + 1d6 + 9 + 4[/dice]
+
[dice=Dagger(Thrown w/PBS)]1d20 + 8[/dice]
[dice=Damage+Scorching+Precision]1d4 + 4 + 1d6 + 9 + 4[/dice]

[dice=+1 Starknife(Thrown w/PBS)]1d20 + 19[/dice]
[dice=Magic/Silver Damage+Scorching+Precision]1d4 + 4 + 1d6 + 9 + 4[/dice]

Vs. Incorporeal
[dice=+1 Starknife(Thrown w/PBS) vs. Incorporeal]1d20 + 19[/dice]
[dice=Magic/Silver Damage+Scorching(NO Precision!)]1d4 + 4 + 1d6 + 0 + 4[/dice]

[dice=Dagger(Melee)]1d20 + 17[/dice]
[dice=Damage+Scorching+Precision]1d4 + 3 + 1d6 + 9 + 4[/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=Magic/Silver Damage+Scorching+Precision]1d4 + 3 + 1d6 + 9 + 4[/dice][//spoiler]

[dice=FIRE! Reflex DC15 for 1/2]5d4[/dice]
[spoiler=Burning Hands SLA!]Any creature in the area of the flames takes 1d4 points of fire damage per caster level (maximum 5d4). Flammable materials burn if the flames touch them. A character can extinguish burning items as a full-round action.[//spoiler]

[dice=Alchemist’s Fire Ranged Touch Attack w/PBS]1d20 + 16[/dice]
[dice=Fire Damage w/PBS]1d6+1[/dice]
+
[dice=Alchemist’s Fire Ranged Touch Attack w/PBS]1d20 + 11[/dice]
[dice=Fire Damage w/PBS]1d6+1[/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.
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.[//spoiler]

[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.
When the swashbuckler hits a living creature with a light or one-handed piercing melee weapon attack, as a free action she can spend 1 panache point to have that attack deal additional bleed damage. The amount of bleed damage dealt is equal to the swashbuckler’s Dexterity modifier (minimum 1). Alternatively, the swashbuckler can spend 2 panache points to deal 1 point of Strength, Dexterity, or Constitution bleed damage instead (swashbuckler’s choice). Creatures that are immune to sneak attacks are also immune to these types of bleed damage. [//spoiler]

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
*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).

*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.
Every 4 levels thereafter, the bonus on attack and damage rolls increases by 1, and the range increment increases by 5 feet.
This ability replaces swashbuckler weapon training.

*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.
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.

*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.
When the swashbuckler hits a living creature with a light or one-handed piercing melee weapon attack, as a free action she can spend 1 panache point to have that attack deal additional bleed damage. The amount of bleed damage dealt is equal to the swashbuckler’s Dexterity modifier (minimum 1). Alternatively, the swashbuckler can spend 2 panache points to deal 1 point of Strength, Dexterity, or Constitution bleed damage instead (swashbuckler’s choice). Creatures that are immune to sneak attacks are also immune to these types of bleed damage.

*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
*If you have 3 or more ranks in Acrobatics(YES!), you gain a +3 dodge bonus to AC when fighting defensively instead of the usual +2, and a +6 dodge bonus to AC when taking the total defense action instead of the usual +4.

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.
_____________________________________________
DEFENSE
_____________________________________________
AC 25, touch +19, flat-footed +16
(+5 Armor, +4 Dex, +1 Feat, +1 Natural Armor, +3 Nimble, +1 Deflection)
Hp 99 (includes +4 favored class bonus)
Temp hp [ ]
Fort +6, Ref +12, Will +4

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
*10 points of positive or negative energy damage per attack that the wearer would normally take. The wearer has a 25% chance to ignore negative levels from any attack.

Scorching Weapons + Inner Flame:
*You gain a +4 bonus on saving throws against fire attacks and spells with the fire descriptor or light descriptor.

Charmed life 5/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.
_____________________________________________
OFFENSE
_____________________________________________
Speed 30

Melee
~Dagger +17(1d4+3/16-20x2)+1d6 fire(w/swift), +9 precision (w/panache),+4 Startoss Style bonus

~+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)
~Dagger +17(1d4+3/16-20x2/15ft.) +1d6 fire(w/swift), +9 precision (w/panache),+4 Startoss Style bonus
NOTE a +1 to Hit and Damage with PBS

~(+1)Silversheen Starknife +18(1d4+3/19-20x3/25 ft.)+1d6 fire(w/swift), +6 precision (w/panache),+4 Startoss Style bonus
NOTE a +1 to Hit and Damage with PBS

~Crossbow +15(1d8/19-20/ft.)
NOTE a +1 to Hit and Damage with PBS

Special Attacks
*Burning Hands SLA 1/Day (Caster level = Class Level; DC 11 + Charisma modifier) Reflex DC15 (5d4 fire)
_____________________________________________
STATISTICS
_____________________________________________
Str 12, Dex 18, Con 14, Int 12(14), Wis 11, Cha 17(19)
Base Atk +11/+6/+1; CMB +12; CMD 29

Feats
1st Lvl Scorching Weapons (+1 fire damage with metal weapons)
1st Lvl Class Bonus) Weapon Finesse with Daggers and Starknives
3rd Lvl Dodge (+1 AC and CMD)
4th Lvl (Class Bonus) Quickdraw
5th Lvl Point Blank Shot
5th Lvl (Class Bonus) Improved Critical w/Daggers and Starknives.
7th Lvl Inner Flame (+1d6 fire instead with Scorching Weapons and any grappling)
8th Lvl Weapon Focus (Starknife)
9th Lvl Startoss Style (+2 Damage w/Starknives and Daggers)
11th Lvl Startoss Comet (+2 Damage w/Starknives and Daggers, plus additional!)

[spoiler=Startoss Comet (Combat)]
You can aim a thrown weapon so it strikes two foes.
Prerequisite(s): Dex 13, Point-Blank Shot, Startoss Style, Weapon Focus with the chosen weapon.
Benefit(s): As a standard action, you can make a single ranged thrown weapon attack at your full attack bonus with the chosen weapon. If you hit, you deal damage normally and can make a second attack (at your full attack bonus) against a target within one range increment of the first. You determine cover for this attack from the first target’s space instead of your space.
You can make only one additional attack per round with this feat. If you have Vital Strike, Improved Vital Strike, or Greater Vital Strike, you can add the additional damage from those feats to the initial ranged attack (but not the second attack).
[//spoiler]

Feats 2 Get
*Startoss Shower - 12th!
*Improved Disarm ?
*Weapon Trick(One-Handed Weapons)
*Combat Reflexes ?
*Vital Strike ?
____________________________________________
SKILLS 5/lvl (includes +2 from favored class bonus)
____________________________________________
Skills
+13 Acrobatics (Dex) *
+20 Bluff (Cha+Headband Bonuses)
+10 Climb (Str) *
+12 Diplomacy (Cha+HB)
+10 Escape Artist (Dex) *
+12 Intimidate (Cha+HB) *
+12 Knowledge (local) (Int+HB) *
+14 Perception (Wis) *
+8 Sense Motive (Wis)
+8 Sleight of Hand (Dex)
+8 Swim (Str)

Background Skills (2/lvl)
+15 Profession (Sailor) - Can Re-roll 1/week (Trait)
+12 Craft (Woodworking)
+7 Profession (Siege Gunner/Engineer)

Languages Common, Ignan (Int bonus)
____________________________________________
SPECIAL QUALITIES
____________________________________________
Traits
*Sun Blessed (Magic):
Your birth came at a time when the sun was auspiciously aligned with your birth sign. As a result, you have a natural affinity for light and life. Benefit(s) Whenever you're affected by a healing effect that would heal more hit points than your maximum hit point total, you gain the excess healing as temporary hit points. You can gain up to a number of temporary hit points per day equal to your character level in this way. These temporary hit points last for 1 minute.

*Besmara's Blessing (Campaign):
You were born aboard a ship at sea or down by the docks in a port city on an auspicious day. Old salts and sea dogs nod knowingly and say that Besmara the Pirate Queen, goddess of piracy, sea monsters, and strife, has marked you for a greater destiny. You don’t know anything about that, but you’ve always felt more at home on the sea than on land, and your keen eyes can easily pick out a sail on the distant horizon. You gain a +1 trait bonus on Perception and Profession (sailor) checks. In addition, once per week you can re-roll a Profession (sailor) check and take the higher result (you must announce that you are using this ability before the results of the check are known).

Racial Traits
*Energy Resistance: Ifrits have fire resistance 5.
*Spell-Like Ability (Sp): Ifrits can use burning hands 1/day as a spell-like ability (caster level equals the ifrit's level; DC 11 + Charisma modifier).
Darkvision: Ifrits can see perfectly in the dark up to 60 feet.
*Fire in the Blood: Ifrits with this racial trait mimic the healing abilities of the mephits, gaining fast healing 2 for 1 round anytime they take fire damage (whether or not this fire damage gets through their fire resistance). The ifrits can heal up to 2 hit points per level per day with this ability, after which it ceases to function. This racial trait replaces fire affinity.
*Mostly Human: A few ifrits have appearances much closer to those of their human ancestors; in fact, they may not even realize their true race. Such geniekin appear to be human, save perhaps minor features like unusual eye color, and they count as humanoid (human) as well as outsider (native) for all purposes (such as humanoid-affecting spells such as charm person or enlarge person). These geniekin do not automatically gain their associated elemental language (but may select it as a bonus language if their Intelligence is high enough). This ability alters the geniekin's type, subtype, and languages.

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EQUIPMENT AND GOLD
(Remaining money is currently 458gp, 8sp and 20 cp)
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Gear
+1 Silversheen Starknife (2750gp)
6x Daggers (12gp)
Mithral Chain Shirt (1100gp)
Belt of Tumbling/Blinkback Belt (800gp+3250gp)
*+4 competence bonus on Acrobatics checks made to move through a threatened square or through an enemy’s space
*Up to two one-handed melee weapons or up to four light melee weapons can be hung from the belt in straps or sheaths. When the wearer draws a weapon attached to this belt and throws it before the end of her next turn, the weapon teleports back to its strap or sheath immediately after the attack is resolved.
Boots of the Cat (1000gp)
*Always takes the minimum possible damage from falls (as if the GM had rolled a 1 on each die of damage incurred by the fall) and at the end of a fall always lands on his feet.
Feather Tokens (Anchor) 50gp
1x potion of Protection from Evil (50gp)
3x potions of cure light wounds(150gp)
Thunderstone (30gp)
Alchemist's Fire x2 (40gp)
Fighter's Kit (9gp)
*This kit includes a backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), and a waterskin.

*Adding an effective +2 Bonus to my Mithral Chain Shirt (4000gp)
+1 with 'Deathless' ability
*Cold Iron Dagger (4gp)
*Swan Boat Feather Token x2 (225gp each with Neela Crafting!)

Handy Haversack (1000gp creation cost)
*This backpack can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds. While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a move action, but it does not provoke the attacks of opportunity that retrieving a stored item usually does.

Personal Treasure:
one MW Dagger!
+1 spiked gauntlet
Crossbow, light (underwater) w/20 bolts (underwater, the crossbow has a range increment of 20 feet) -Worth 70 gps!

Newly Bought Potions (x1)
*Touch of the Sea
*Feather Fall
*Oil of Dazzling Blade
*Oil of Alter Winds
*Air Bubble
*Endure Elements

Amulet of Natural Armor +1
Cloak of protection +1

Wasp Nest of Swarming
Vambraces of Defense (+1 Deflection)

+1 dagger (1)
MW dagger (1)
MW whip,
Vials of acid (3)
Tanglefoot bags (3-2=1)

Magnifying Glass

Doses of 'blue whinnis' (3)
Potion of Cure Moderate Wounds (1)

6x flasks of acid,
4x flasks of alchemist’s fire,
2x vials of antitoxin,
3x smokesticks,
1x tanglefoot bags
4x thunderstones.
~
1x Single ounce of sovereign glue,
5x uses of universal solvent(jar)
~
1x Potion of Cure moderate wounds
299gp + 7sp after making Necklace of Fireballs!

A headband of mental prowess +2 (Charisma, Intelligence, Bluff) -Wearing!
+630g in gems, 455gp, 465sp
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APPEARANCE
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Height 5'10"
Weight 160 lbs
Eye Color Intense Blue
Hair Color Fiery Red
Region of Origin Katapesh
Deity Besmara

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!