| Speed 30ft | Panache: 3/3 | Fire Healing: 1/1 | Charmed Life: 3/3 | Active conditions: None
M div-spawn tiefling swashbuckler 1
About Atar Bilaruh
Male div-spawn tiefling swashbuckler 1
CG Medium outsider (native)
Init +4; Senses darkvision 60 ft.; Perception +4
AC 17, touch 14, flat-footed 13 (+2 armor, +4 Dex, +1 shield)
hp 19 (1d10+1)
Fort +1, Ref +7, Will +1
Resist cold 5, electricity 5, fire 5
Speed 30 ft.
Melee rapier +7 (1d6/18-20)
Ranged shortbow +7 (1d6/×3)
Special Attacks deeds (derring-do, dodging panache, opportune parry and riposte), panache (3)
Str 10, Dex 18, Con 13, Int 10, Wis 10, Cha 16
Base Atk +2; CMB +6; CMD 16
Feats Agile Maneuvers, Combat Expertise, Deadly Aim, Power Attack, Weapon Focus
Traits anatomist, trap finder
Skills Acrobatics +9, Bluff +8, Intimidation +7, Diplomacy +10, Disable Device +10, Linguistics +3, Perception +4, Sleight of Hand +8, Perform (dance) +7; Racial Modifiers +2 Diplomacy, +2 Linguistics
Languages Abyssal, Common, Kelish, Goblin
SQ finesse weapon attack attribute, swashbuckler finesse, charmed life
Other Gear leather armor, darkwood buckler, arrows (20), rapier, shortbow, backpack, bedroll, 33 gp, 9 sp
Agile Maneuvers Use DEX instead of STR for CMB
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deeds Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Swashbuckler Finesse Use Dex for att with light/1-hand pierce wep. Use Cha instead of Int for combat feat pre-reqs.
Weapon Focus (Light Blades) Choose one weapon group. You become better at using that type of weapon.
Atar is the offspring of a desert div who seduced a woman from a nomadic Qadiran tribe of fire-worshippers. Upon birth, his mother discovered that the child was not only monstrous in appearance but also mindless as a result of not having a soul. After countless attempts of every sort, she stumbled upon a possible solution: through a series of rituals, Atar's mother could sacrifice her soul in order to give one to her child. Against the advice of the tribe, she went through with the ritual, extinguishing her existence for ever in order to give her child a chance at a life worth living.
Though the ritual worked, the tribe accepted the child only out of begrudging duty, seeing the div-spawn as his own mother's killer. Atar, meanwhile, struggled with his desire to honour his mother's sacrifice on one hand and the malice that he felt coursing through his veins on the other. Though his good side often won and the effects of his actions were generally good and well intentioned, his means were devious and manipulative at best, something worsened by his fiendish knack for identifying a person's both physical and mental weak points.
After years of tension between himself and his clan, Atar was eventually forced to leave Qadira due to one his attempts at protecting the tribe: he challenged and then personally humiliated the leader of a competing clan by exposing the man's fetishes to the whole audience. Though the warring faction was left completely demoralised and dishonoured, many of its supporters considered uniting against Atar's tribe unless the tiefling was banished.
Atar is a handsome tiefling whose skin is usually of the same golden brown hues of his human relatives. However, the closer he is to a fire source, the darker it becomes, potentially reaching an unnatural deep black with shades of red if he is exposed to searing temperatures. More clearly indicating his fiendish blood, though, are the ram horns that adorn his forehead and ram ears, both of which are almost impossible to hide.
Having long given up in trying to hide his heritage, Atar prefers to go dress in clothes that show off his physique and deceives enemies that believe a solid armour is a swashbuckler's best defence.
As soon as the initial shock of Atar's features passes, people find themselves attracted to his charisma and at least apparently unshakeable optimism. Prone to such honest bursts of emotions that those who meet him cannot help but becoming endeared, his quick laugh and sense of humour tend to disarm situations before they escalate.
Unknown to most, however, is the constant inner struggle that permeates Atar's life: his desire to do good and his pleasure in deviousness that feeds on frustration and despair. He must feed a relentless faith that, against all odds and expectations, he will prevail against his darker inclinations, as the alternative to that is despair and the waste of his mother's sacrifice.
Nothing too creative happening here: as a swashbuckler, Atar is supposed to be both the group's face and a competent fighter. His skills are mostly social (bluff, diplomacy, intimidate in the future) and his damage output will get a big bump once he reaches lvl 3, with fencing grace adding dex to his damage and precise strike, and then once again on lvl 5 with the improved crit that comes with weapon training.
Reason for being in the Stolen Lands:
Leaving a trail of good deeds and the fallout of said deeds between the Qadiran sands and the River Kingdoms, Atar embraced a life of daring adventures. His latest deed was rescuing the daughter of a local ruler from a band of bandits and helping her to marry her lover, the leader of another group of raiders. The father, furious with Atar, not only refused to pay for Atar's services, offered the money as a bounty for the tiefling's head. The daring swashbuckler, unwilling to shed unnecessary blood and not too ecstatic with the idea of countless mercenaries hunting him, decided to keep low for some time in the nearby and mostly uninhabited stolen lands.