Seneka Volstadt

Ausra Delronge's page

7 posts. Alias of rdknight.


Full Name

Ausra Delronge

Gender

Female

Size

Medium

Age

21

Alignment

CG

Deity

Shelyn

Location

Kintargo, Cheliax

Languages

Taldane, Elven

Occupation

Loafing about living off her allowance.

Strength 11
Dexterity 18
Constitution 14
Intelligence 12
Wisdom 10
Charisma 15

About Ausra Delronge

Statistics:
Female Half-Elf Swashbuckler (Inspired Blade/Noble Fencer) 1

CG Medium Humanoid (Half-Elf)

Init +4; Senses Perception +6
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DEFENSE
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AC 18, Touch 13, Flat-Footed 15 (+4 Armor, +3 Dex +1 Buckler)

HP 13

Fort +3, Ref +6 Will +2 (+2 vs Enchantments)
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OFFENSE
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Speed 30'

Melee +6 (Rapier)

Ranged +5
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STATISTICS
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Str 10, Dex 17, Con 14, Int 18, Wis 10, Cha 11

Base Atk +1; CMB +1; CMD 15
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TRAITS:

Historian of the Rebellion:
Your familiarity with rebel groups allows you to grant a +2 bonus on an Organization check of your choice once the party reestablishes the Silver Ravens during the first adventure. You can change which check you assign this bonus to once at the start of the rebellion’s Upkeep phase. Your time preparing for joining the Silver Ravens has also honed your skill at remaining unseen. You gain a +1 trait bonus on Stealth checks, and Stealth is always a class skill for you.

Resilient:
You’ve built up your constitution and gain a +1 trait bonus on Fortitude saves.

DRAWBACK:

FEATS:

Weapon Focus (Rapier):
Choose one type of weapon. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for the purposes of this feat.
Prerequisites: Proficiency with selected weapon, base attack bonus +1.
Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon.

Fencing Grace:
Your dashing style and fluid rapier forms allow you to use agility rather than brute force to fell your foes.
Prerequisite(s): Dex 13, Weapon Finesse, Weapon Focus (rapier).
Benefit(s): 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.

SKILLS: (7 points; 4 class, 1 INT, 2 background)
ACP -2

Acrobatics* +8=DEX+4+1+3
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Appraise +1=INT+1+0+0
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Bluff +6=CHA+2+1+3
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Climb* +0=STR+0+0+0
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Craft +1=INT+1+0+0
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Diplomacy +6=CHA+2+1+3
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Disable Device +4=DEX+4+0+0
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Disguise +2=CHA+2+0+0
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Escape Artist +4=DEX=4+0+0
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Fly +4=DEX+4+0+0
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Handle Animals +2=CHA+2+0+0
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Heal 0=WIS 0+0+0
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Intimidate +2 = CHA 2+0+0
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K (Arcana)† +1 = INT 1+0+0
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K (Dungeoneering)† +1 = INT 1+0+0
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K (Engineering)† +1 = INT 1+0+0
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K (Geography)† +1 = INT 1+0+0
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K (History)† +1 = INT 1+0+0
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K (Local)† +5 = INT 1+1+3
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K (Nature)† +1 = INT 1+0+0
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K (Nobility)† +5 = INT 1+1+3 (+1 Background)
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K (Planes)† +1 = INT 1+0+0
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K (Religion)† +1 = INT 1+0+0
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Linguistics† +1 = INT 1+0+0
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Perception +6 = WIS 0+1+3+2 [half-elf]
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Perform +2 = CHA 2+0+0
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Profession† +0 = WIS 0+0+0
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Ride +4 = DEX 4+0+0
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Sense Motive +0 = WIS 0+0+0
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Sleight of Hand*†+8 = DEX 4+1+3 (+1 Background)
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Spellcraft† +1 = INT 1+0+0
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Stealth* +4 = DEX 4+0+0
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Survival +0 = WIS 0+0+0
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Swim* +0 = STR 0+0+0
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UMD +2 = CHA 2+0+0
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*ACP applies to these skills
Non-Standard Skill Bonuses
Keen Senses: +2 Perception (Half-Elf)
Young Reformer: +1 Disable Device
Young Reformer: +1 K Local

Languages Taldane, Elven

Special Abilities:

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SPECIAL ABILITIES
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HALF-ELF:

Elven Immunities:
Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Dual Minded:
The mixed ancestry of some half-elves makes them resistant to mental attacks. Half-elves with this racial trait gain a +2 bonus on all Will saving throws. This racial trait replaces the adaptability racial trait.

Keen Senses:
Half-elves receive a +2 racial bonus on Perception checks.

Low-Light Vision:
Half-elves can see twice as far as humans in conditions of dim light.

Elf Blood:
Half-elves count as both elves and humans for any effect related to race.

Multitalented:
Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.

SWASHBUCKLER (INSPIRED BLADE/Noble Fencer):

Inspired Panache (Ex):
Each day, an inspired blade gains a number of panache points equal to her Charisma modifier (minimum 1) and Intelligence modifier (minimum 1), instead of just her Charisma modifier.
Unlike other swashbucklers, an inspired blade gains no panache from a killing blow. She gains panache only from scoring a critical hit with a rapier. This ability alters the panache class feature.

Inspired Finesse (Ex):
At 1st level, an inspired blade gains the benefits of Weapon Finesse with the rapier (this ability counts as having the Weapon Finesse feat for the purpose of meeting feat prerequisites) and gains Weapon Focus (rapier) as a bonus feat. This ability replaces swashbuckler finesse.

Deeds:

Derring-Do:
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:
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.

The noble fencer is an aristocrat or other upper-class socialite who trained in dueling from a young age. Noble fencers fight with their own style, with distinct differences from those of alley bravos or gladiatorial duelists. They use their quick wits and panache in both physical and social confrontations, and they rely on their training and discipline to emerge victorious, rather than merely trusting to luck.

Deeds: A noble fencer gains the following deeds.

Social Panache (Ex): At 1st level, a noble fencer can spend 1 panache point when he attempts a Bluff, Diplomacy, Intimidate, or Sense Motive check to roll 1d6 and add the result to the check. He can do this after he rolls the check but before the result is revealed. If the result of the d6 roll is a natural 6, he rolls another 1d6 and adds it to the check. He can continue to do this as long as he rolls natural 6s, up to a number of times equal to his Charisma modifier (minimum 1).

Just before a verbal duel, a noble fencer can spend up to 4 panache points. For each point he spends, he selects a tactic for which he has chosen Bluff, Diplomacy, Intimidate, or Sense Motive as an associated skill and gains an edge he can only use with that tactic.
This deed replaces the dodging panache deed.

Spells:

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Spells
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0th (at will)

1st (0/day)

2nd (0/day)

Gear/Possessions:

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GEAR/POSSESSIONS
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Rapier
Dagger
Buckler
Backpack
Belt Pouch
Caltrops
Chalk (x2)
Whetstone
Soap
Mirror
Grooming Kit
String (50')
Flint & Steel
Candle (x2)
Journal
Vial of Ink
Pen
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Consumables
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Alchemists Kindness x2

Carrying Capacity
Light 0-43 lb. Medium 44-86 lb. Heavy 87-130 lb.
Current Load Carried

Money 1,626 GP 9 SP 9 CP

Background:

Ausra is a Delronge, but not an immediate member of the Kintargo Delronges. She from the branch of the family located in Westcrown. News that she would be arriving almost upset the long planned and strategically valuable marriage of her mother. The Westcrown Delronges had to stall the wedding while the bride-to-be left for for the countryside for several months "to restore her to good health".

After her mother "recovered", the Westcrown Delronges were left with the difficult question of what exactly to do with baby Ausra. She could not remain with them. Her presence would be awkward and almost certainly raise questions about where exactly she came from. But, where the Westcrown Delronges saw only lemons, The Kintargo Delronges saw lemonade.

Having a semi-relative, whom they has taken in and properly trained, at their disposal could be a great asset. A combination of gratitude for being taken in and fear of the last slender thread of any family might be severed would surely make her willing to do anything the family requested. She could be sent to Egorian as a spy. Her name would allow her access to the best places and people. If something went wrong, Ausra would also be completely disposable. The Delronge family would also have deniability. Ausra is not on record in Westcrown or in Kintargo as a family member. If a highly motivated enemy presented evidence the Delronge family knew of her, they could claim she was an imposter. They were duped by a clever orphan who played on their sympathies. Of course Ausra could also be married off to a particularly loyal and accomplished retainer as a reward. She is damaged goods so no more exalted matches would probably be possible. So many uses for the girl!

The Kintargo Delronges took over the care of Ausra, seeing to it she was raised by a private nurse in Westcrown until she was old enough to be transported to Kintargo. She was then installed at Lady Docur's School for Girls. During her years at school, Ausra only saw the Kintargo Delronges very occasionally, and her visits felt to her as much like inspections as social affairs. She has no memory of the Westcrown Delronges at all. Since her completion of school about a year ago, the Kintargo Delronges has given her a small monthly stipend on the condition she remain residing in Kintargo.

The Kintargo Delronges haven't yet decided how Ausra may best be used, and until they do, they are content to let her idle in the city. Of course the Kintargo Delronges have never discussed their plans for Ausra with her. When the time comes they can press gratitude, duty, and fear buttons to get her to comply.

[spoiler=Appearance and Personality]

Height: 5'8 Weight: 130 Hair: Blonde
Eyes: Brown

Personality