Enora

Aurora Adlerauge's page

3 posts. Alias of Helikon.


Full Name

Aurora Adlerauge

Race

Halfling (Wagonfolk)

Classes/Levels

Swashbuckler (Flying Blade)3/Rogue 3

Gender

female

Size

small

Age

44

Alignment

CG

Deity

Fharlanghn

Strength 10
Dexterity 20
Constitution 14
Intelligence 10
Wisdom 10
Charisma 16

About Aurora Adlerauge

Crunch:

Height: 2´8"
Weight: 27
Eyes: Crystal Blue
Hair: Auburn
Skin: XP:
Durability:
Hit Points: 57
Initiative: +7
Armor Check Penalty: 0
Speed: 30 feet
Armor Class: 22 (10 + 4 Armor +1 Shield +5 Dex + 1 Defl+1size)
Touch: 17
Flat-footed: 16
Saves:
Fortitude: +6 (2 + 2 Con+1Res+1Rac)
Reflex: +13 (6 + 5 Dex+1Res+1Rac)
Will: + 6 (2 +2 Wis+1Res+1Rac)
Combat:
Dagger melee +10 1d3+12 // 18-20/*2 // P
Dagger thrown +12 1d3+7 //18-20/*2 // p
Base Attack Bonus: +5
Melee Attack Bonus: +6 (5 BAB+ 0 Str+1Size)
Range Attack Bonus: +11 (5 BAB+ 5 Dex+1Size)
Combat Maneuver Bonus: +5 (5 BAB+ 0 Str) CM DC: 20 (10+ 5 Base + 0 Str + 5 Dex)

Standard Racial Traits:

+2 Dexterity, +2 Charisma, –2 Strength: Halflings are nimble and strong-willed, but their small stature makes them weaker than other races.
Small: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Slow Speed: Halflings have a base speed of 20 feet.
Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.
Keen Senses: Halflings receive a +2 racial bonus on Perception checks.
Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb checks.
Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word "halfling" in its name as a martial weapon.
Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin.
Thrown Weapon Prowess: Halflings gain a +2 racial bonus to attack rolls with thrown weapons.
Fleet of Foot: Some halflings are quicker than their kin but less cautious. Halflings with this racial trait move at normal speed and have a
base speed of 30 feet.


Class Abilities:

Swashbuckler
Weapon and Armor Proficiency:
Swashbucklers are proficient with simple and martial weapons, as well as light armor and bucklers.

Panache (Ex):
More than just a lightly armored warrior, a swashbuckler is a daring combatant. She fights with panache: a fluctuating measure of a swashbuckler’s ability to perform amazing actions in combat. At the start of each day, a swashbuckler gains a number of panache points equal to her Charisma modifier (minimum 1). Her panache goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1), though feats and magic items can affect this maximum. A swashbuckler spends panache to accomplish deeds (see below), and regains panache in the following ways.

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.

Deeds: Swashbucklers spend panache points to accomplish deeds. Most deeds grant the swashbuckler a momentary bonus or effect, but some provide longerlasting 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).
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.
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 onehanded 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).
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.
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.
Swashbuckler Finesse (Ex):
At 1st level, a swashbuckler gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and she can use her Charisma score in place of Intelligence as a prerequisite for combat feats. This ability counts as having the Weapon Finesse feat for purposes 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 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. 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 7 times per day at 18th level).

Nimble (Ex):
At 3rd level, a swashbuckler gains a +1 dodge bonus to AC while wearing light 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).
Rogue
Weapon and Armor Proficiencies:
Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow. They are proficient with light armor, but not with shields.

Sneak Attack:
If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.

With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment.

Trapfinding:
A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

Finesse Training (Ex):
At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.

Evasion (Ex):
At 2nd level, a rogue can avoid even magical and unusual attacks with great agility. If she succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Rogue Talents:
As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2 levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once.

Danger Sense (Ex):
At 3rd level, a rogue gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. In addition, she gains a +1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 rogue levels thereafter (to a maximum of +6 at 18th level). This ability counts as trap sense for the purpose of any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (from another class).


Feats, traits, skills:

Feats:
Precise Shot
Deft Maneuvers
Piranha Strike
False Attacker
Skills:
Skillpoints gained/level (8) x 3+4x3 = 36 + 2 BS
Acrobatics: +14 (6 ranks;+3 trained ; +5 Dex)
Appraise: +0 (0 ranks; +0 trained; +0 Int)
Bluff: +12 (6 ranks; +3 trained; +3 Cha)
*Climb: +4 (1 ranks; +3 trained; +0 Str;)
Diplomacy: +7 (1 ranks; +3 trained; +3 Cha)
Disable Device: +16 (6 ranks;+3 trained ; +5 Dex+2)
Disguise: +7 (1 ranks; +3 trained; +3 Cha)
Escape Artist: +1 (0 ranks; +0 trained ; +2 Dex; -1 armor)
Heal: +0 (0 ranks +0 trained +0 wis)
*Intimidate: +3 (0 ranks; +0 trained; +3 Cha)
Know (arcana): +0 (0 ranks; +0 trained; +0 Int)
*Know (dung.): +0 (0 ranks; +0 trained; +0 Int)
*Know (eng.): +0 (0 ranks; +0 trained; +0 Int)
Know (local): +0 (0 ranks; +0 trained; +0 Int)
Know (nature): +0 (0 ranks; +0 trained; +0 Int)
Know (religion): +0 (0 ranks; +0 trained; +0 Int)
*Know (planes): +0 (0 ranks; +0 trained; +0 Int)
Linguistics: +1 (1 ranks; +0 trained; +0 Int)
*Perception: +9 (6 ranks; +3 trained; +0 Wis)
*Prof.(Circus Artist): +4 (1 ranks; +3 trained; +0 Wis)
*Ride: +1 (0 ranks;+0 trained ; +2 Dex; -1 armor)
Sense Motive: +0(0 ranks +0 trained +0 wis)
Stealth: +14 (6 ranks;+3 trained ; +5 Dex)
Spellcraft: NA(0 ranks; +0 trained; +0 Int)
*Survival: +0 (0 ranks +0 trained +0 wis)
*Swim: +8 (1 ranks; +3 trained; +4 Str; -1 armor)
Use magic Device +8 (2 ranks; +3 trained; +3 Cha)
Languages: Common, Halfling

Equipment:

Weapons:
4 Dwarven made Daggers 1200
2 extra daggers
Armor
Mithral Shirt 1100
Buckler
Miscellaneous:
Blinkback belt 5000
Cloak of Resistance +1 1000
Sleeves of many garments 200
MW Thieves tools 110
Pouch with Coins (1 lbs):
CP:
SP: 1
GP:
PP:
Carrying Capacity:
Light Load: 0 lbs - 100 lbs
Medium Load: 101 lbs - 200 lbs
Heavy Load: 201 lbs - 300 lbs
Lift Over Head: 300 lbs
Lift Off Ground: 600 lbs
Push or Drag: 1500 lbs
Carried Possessions ( lbs):

Character Description:

Aurora is small for a halfling with auburn hair and crystal blue eyes. She is quite tanned and sports some scars on her fingers, a legacy from learning the art of throwing. She has a clear voice and is quite charming.

Backstory:
Aurora is a member of the traveling folk, born in a wagon on the way from greyhawk to the south. Like many of her folk she is a performer working first as an acrobat, then as a knife thrower to entertain the locals. She is also, like quite a few of her folk a decent thief, specialising in burglary and petty theft. But her true calling is the knife, especially if thrown. Many have her mastery and she is quite good at it.
Lately she got a major hit of wanderlust, so she left her family to join a mercenary band, the blue banners. That worked well for a couple of years, slaying minor monsters, occasionally even a bigger one, but the last time the banners took a bite to big. Of the 17 members only 3 survived. And Aurora, to tell the truth managed to survive because she did run away as soon as it was clear the gig was going soutbound on a north travelling horse. Aurora is now on her last pennies and desperate for a new gig, and eager to follow the message.