Swashbuckler

Aurelian Fache's page

995 posts. Alias of motteditor (RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16).


Full Name

Aurelian Fache

Race

|HP: 81 AC: 24 (16 Tch, 19 Fl) | CMB: +13, CMD: 25 (27 vs. disarm) | F: +4, R: +9, W: +2 | Init: +3 or +5 | Perc: +6, SM +5, Bluff +13, Dip +11

Classes/Levels

| Speed 30 ft. | Panache: 5| Active conditions: None.

Gender

Male human swashbuckler 9

Size

M (5'11", 175 lbs.)

Age

18

Alignment

CG

Deity

Shelyn

Location

Talmandor's Bounty

Languages

Common

Strength 12
Dexterity 16
Constitution 14
Intelligence 12
Wisdom 9
Charisma 18

About Aurelian Fache

[dice=Perception]1d20+6[/dice]
[dice=Swim]1d20+10[/dice]

[ spoiler=Quick stats]
HP 81/81; Hero Points 2/2
AC 24, touch 16, flat-footed 19, CMD 24(26 vs. disarm)
Fort +4, Ref +9, Will +2 (0/1 set mind; 0/4 charmed life; 0/1 defiant luck)
Panache: 4/4 (usually 5) (0/1 deed reroll); 0/1 inexplicable luck
Hero Points:
Consumables: 0/1 swordmaster's flair
Effects: 3 Cha damage
[/spoiler]

Favored Class: Swashbuckler

Hit Points: 81 (half+1)
Initiative: +3 (+3 Dex) or +5 if have at least 1 panache point
Speed: 30 feet

Attacks:

BAB: +9
CMB: +10

Rapier: +9 BAB, +3 Dex, +2 enhancement, +1 feat, weapon training +2
[dice=+2 rapier]1d20+16[/dice]
[dice=Damage (includes 9 precision damage)]1d6+8+9[/dice]
[dice=Intimidate (demoralize as a swift action on a successful hit)]1d20+16[/dice]
[dice=+2 rapier]1d20+11[/dice]
[dice=Damage (includes 9 precision damage)]1d6+8+9[/dice]

[dice=Parry (DC=attacker's roll)]1d20+16[/dice]
[dice=Riposte (if parry succeeds)]1d20+16[/dice]
[dice=Damage (includes 9 precision damage)]1d6+8+9[/dice]
Crit: 15-20/x2; swift action to spend 1 panache to double precision dmg on next attack
Surge of success??

Dagger (melee/ranged):
[dice=Dagger]1d20+15[/dice]
[dice=Damage (includes 9 precision damage within 30 ft.)]1d4+4+9[/dice]
[dice=Intimidate (demoralize as a swift action on a successful hit)]1d20+16[/dice]
[dice=Dagger]1d20+10[/dice]
[dice=Damage (includes 9 precision damage within 30 ft.)]1d4+4+9[/dice]
Critical: 19-20/x2; Range: 10 ft.; Type: P or S

Defense:

AC: 24 (+5 armor, +3 Dex, +2 dodge, +1 insight, +2 shield, +1 natural)
Touch: 16
Flat-footed: 19
CMD: 25 (27 vs. disarm)

Armor: +1 mithril chain shirt (+5 armor, +6 max Dex, 0 armor check penalty, 12.5 lbs.)
Shield: +1 darkwood buckler (+2 shield, 0 armor check penalty, 2.5 lbs.)

Fortitude save: 4 (2 base, 2 Con)
[dice=Fort save]1d20+4[/dice] defiant luck, charmed life
Reflex save: 9 (6 base, 3 Dex)
[dice=Reflex save]1d20+9[/dice] defiant luck, charmed life
Will save: 2 (2 base, -1 Wis, +1 insight) (reroll 1/day vs. charm or compulsion)
[dice=Will save]1d20+2[/dice] defiant luck, charmed life

Class abilities:

Panache (Ex): At the start of each day, a swashbuckler gains a number of panache points equal to her Charisma modifier.

Swashbuckler Finesse (Ex): At 1st level, a swashbuckler gains the benefit of the Weapon Finesse feat with light or one-handed piercing melee weapons, and she can use her Charisma score in place of her Intelligence score as a prerequisite for combat feats. This ability counts as having the Weapon Finesse feat for purpose of meeting feat prerequisites.

Charmed Life (Ex): At 2nd level, the swashbuckler gains a knack for getting out of trouble. Three times per day as an immediate action, she can add her Charisma modifier to the result of a saving throw. She must choose to do this before the roll is made. At 6th level and every 4 levels thereafter, the number of times she can do this per day increases by one (to a maximum of seven times per day at 18th level).

Swashbuckler Weapon Training (Ex): At 5th level, a swashbuckler gains a +1 bonus on attack and damage rolls with one-handed or light piercing melee weapons. While wielding such a weapon, she gains the benefit of the Improved Critical feat. These attack and damage bonuses increase by 1 for every 4 levels beyond 5th level (to a maximum of +4 at 17th level).

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).

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 her 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.

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.

Kip-Up (Ex): At 3rd level, while the swashbuckler has at least 1 panache point, she can stand up from prone as a move action without provoking an attack of opportunity. She can stand up from prone as a swift action instead by spending 1 panache point.

Menacing Swordplay (Ex): At 3rd level, while she has at least 1 panache point, when a swashbuckler hits an opponent with a light or one-handed piercing melee weapon, she can use Intimidate to demoralize that opponent as a swift action instead of a standard action.

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 a natural weapon), adding her swashbuckler level to the damage dealt. To use this deed, a swashbuckler cannot attack with a weapon in her off hand or use a shield other than a buckler. She can use this ability even 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 her 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).

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 a light or one-handed piercing melee weapon that's unhidden and ready to draw, she can draw that weapon as part of the initiative check.

Nimble (Ex): At 3rd level, a swashbuckler gains a +1 dodge bonus to AC while wearing light armor or no armor. Anything that causes the swashbuckler to lose her Dexterity bonus to AC also causes her to lose this dodge bonus. This bonus increases by 1 for every 4 levels beyond 3rd (to a maximum of +5 at 19th level).

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, purposely miss a creature she could make a melee attack against with a wielded light or one-handed piercing melee weapon. When she does, the creature is denied its Dexterity bonus to AC until the start of the swashbuckler's next turn.

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 (see below). If a creature doesn't have one of these 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.

Feats and traits:

1st: Weapon Focus (rapier): +1 bonus on all attack rolls
Human bonus: Fencing Grace: When wielding a rapier one-handed, you can add your Dexterity modifier instead of your Strength modifier to that weapon’s damage. The rapier must be one appropriate for your size. You do not gain this benefit while fighting with two weapons or using flurry of blows, or anytime another hand is otherwise occupied.

In addition, if you have the panache class feature, you gain a +2 bonus to your CMD against attempts to disarm you of your rapier while you have at least 1 panache point.
3rd: Blind-Fight: In melee, every time you miss because of concealment (see Combat), you can reroll your miss chance percentile roll one time to see if you actually hit. An invisible attacker gets no advantages related to hitting you in melee. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible. The invisible attacker's bonuses do still apply for ranged attacks, however. You do not need to make Acrobatics skill checks to move at full speed while blinded.
4th (bonus): Weapon Specialization (light blades): +2 bonus on all damage rolls you make using the selected weapon.
5th: Defiant Luck: Once per day, after you roll a natural 1 on a saving throw or a critical hit is confirmed against you, you can either reroll that saving throw, or force the creature that confirmed the critical hit against you to reroll the critical confirmation roll. This does not stack with other effects that allow you to reroll a saving throw or an attack roll. You may only make one reroll.
7th: Inexplicable Luck: Once per day, as a free action before a roll is made, you gain a +8 bonus on any single d20 roll. You can also use this ability after the roll is made, but if you do, this bonus is reduced to +4.
8th (bonus): Surge of Success: When you confirm a critical hit or roll a natural 20 on a saving throw, you gain a +2 circumstance bonus on a single attack roll, saving throw, skill check, or ability check of your choice before the end of your next turn. You must choose to use this bonus before you make the attack roll, saving throw, skill check, or ability check.
9th: Lunge: You can increase the reach of your melee attacks by 5 feet until the end of your turn by taking a –2 penalty to your AC until your next turn. You must decide to use this ability before any attacks are made.
11th: Bestow Luck
12th (bonus): Nimble Moves
13th: Acrobatic Steps
15th: Step Up

FEATS TO CONSIDER: Blinded Blade Style, Fearless Curiosity, Marked for Glory, Power Attack

Traits:
Set Mind: Every time that you’ve said you’d do something, you’ve made sure to follow through. Once per day when you fail a saving throw against a charm or compulsion effect that would cause you to act differently than you normally would, you can immediately reroll that saving throw as a free action. You must take the second result, even if it’s worse.

Black Powder Bravado: You are particularly successful when using deeds. Once per day, when you perform a deed that requires an attack roll and you miss with that roll, you can reroll it. You must take the second result even if it is worse.

Skills:

Skill points/level: 6 (4 class +1 human +1 Int)

Acrobatics (9 ranks, 3 class skill, 3 Dex}
[dice=Acrobatics]1d20+15[/dice]

Climb (3 ranks, 3 class skill, 1 Str)
[dice=Climb]1d20+7[/dice]

Bluff (6 ranks, 3 class skill, 4 Cha)
[dice=Bluff]1d20+13[/dice]

Diplomacy (5 ranks, 3 class skill, 4 Cha)
[dice=Diplomacy]1d20+12[/dice]

Escape Artist (3 ranks, 3 class skill, 3 Dex)
[dice=Escape Artist]1d20+9[/dice]

Intimidate (9 ranks, 3 class skill, 4 Cha)
[dice=Intimidate]1d20+16[/dice]

Knowledge (local) (1 rank, 3 class skill, 1 Int)
[dice=Knowledge (local)]1d20+5[/dice]

Knowledge (nobility) (4 ranks, 3 class skill, 1 Int)
[dice=Knowledge (nobility)]1d20+8[/dice]

Perception (4 ranks, 3 class skill, -1 Wis)
[dice=Perception]1d20+6[/dice]

Perform (dance) (4 ranks, 3 class skill, 4 Cha)
[dice=Perform (dance)]1d20+11[/dice]

Sense Motive (3 ranks, 3 class skill, -1 Wis)
[dice=Sense Motive]1d20+5[/dice]

Sleight of Hand (3 ranks, 3 class skill, +3 Dex, -1 armor)
[dice=Sense Motive]1d20+8[/dice]

Swim (9 ranks, 3 class skill, 1 Str, -1 armor)
[dice=Swim]1d20+12[/dice]

The swashbuckler's class skills are Craft (Int), Profession (Wis), Ride (Dex).

Gear:

Magic items
+1 darkwood buckler (1,205 gp)
+1 mithril chain shirt (2,100 gp)
+2 rapier
Cloak of the manta ray (7,200 gp)
Swordmaster's flair: Blue scarf (extend reach by 5 ft. for 1 minute, 1/day)
Amulet of natural armor +1 (2,000 gp)
Ring of ferocious action (3,000 gp): 1/day ignore staggered condition for 5 rounds)
Wind-caller compass (4,400 gp): Alter winds
Ioun gauntlet (1,600 gp): detect magic, can get resonant ioun power
Tourmaline sphere ioun stone: 1,000 gp (longer to die)
Boots of elvenkind (2,500 gp)

More to consider: corsair and spiteful armor properties, ring of resilience, blouse of the boastful bastard, plume of panache, swordsmaster's flair (blue scarf)

Combat gear
feather token (anchor)*
dull gray ioun stones (2)*
potion of Cure Light Wounds x2*
potion of Cure Moderate Wounds x2*
handy haversack*
Potion of Protection from Chaos*

Noncombat gear
Swashbuckler's kit (9 gp)
Backpack
- bedroll
- iron pot
- mess kit
- rope
- soap
- torches (10)
- trail rations (5 days)
- waterproof bag (5 sp)
Belt pouch
- flint and steel
Waterskin
Signet ring (5 gp)
Swarmsuit

16 gp, 5 sp

Racial traits, Advancement:

+2 to One Ability Score: Applied to Dexterity.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Languages: Humans begin play speaking Common.

1st: HP
2nd: 1/4 panache
3rd: 1/2 panache
4th: +1 Cha, 3/4 panache
5th: +1 panache
6th: +1/4 panache
7th: +1/4 panache
8th: +1/4 panache, +1 Dex
12th: +1 Dex

Background:

"What is this? You are looking for people to conquer Azlant? Relax, you don't need to look any longer. Aurelian Fache has decided to join your expedition!

"You wish to know my qualifications? You have not heard of me? No, say it isn't so! Very well, they are simple: Aurelian Fache was the greatest student at the Dartathos Academy that Steyr has ever produced. On the very day Aurelian Fache joined the Academy so that he might learn the fine arts of dueling -- on that very day! -- he so impressed the school matron with his blade that she took him to her bed, declaring the next morning that he must truly be the greatest lover in all of Avistan!

"It will be dangerous, you say? No, do not be silly! Were you not listening? Aurelian Fache does not need to be afraid of the island, the island must be afraid of Aurelian Fache! Can an island wield a blade with such deadly precision as I? Can the island love as skillfully as I? Can the island swim or tumble, like I? I will show you -- hold my shirt! You see? Can the island smile like I, make men and women, young and old, tremble at the knees? Aurelian Fache thinks not!

"You say you seek to colonize, not conquer? Very well, Aurelian Fache must have misheard, but this is no matter. Aurelian Fache is very good with other people. His mother and six older sisters raised him in the tradition of his father -- killed in Galt before Aurelian Fache was even born! -- so I get along with all people, be they lovers or family or even those who haven't yet had the pleasure of meeting Aurelian Fache! A new home will be good -- The Faches have no desire to go back to the madness of Galt, but Steyr was not meant to be home forever. Aurelian Fache shall colonize this island and then send for his family, that they may make a new home that is truly their own!"

Story details
Recap of the first books to welcome our new GM

Meeting our aquatic neighbors and learning about Talasantri, and Helekhterie, the sea hag fighting against an aboleth

Walking in Pathfinder Durvin Gest's footsteps

Azlanti educational statues

Spindlerock Research Facility

The "not elf" spy the Azlanti captured, mention of the Veiled Masters

Aurelian Fache's special friends: Tobias and Marguerite