Uskara Olym

Aznive, retired's page

2 posts. Alias of Iff.


Full Name

Aznive Demiral

Race

Human

Classes/Levels

Swashbuckler (Inspired Blade) 1

Gender

Female

Age

21

Alignment

CG

Deity

Cayden Cailean

Location

Torch, Numeria

Languages

Common (Taldane), Kelish, Draconic

Strength 13
Dexterity 16
Constitution 12
Intelligence 14
Wisdom 8
Charisma 15

About Aznive, retired

Appearance:

Aznive is a weapon in her early twenties. Her dark hair is usually stuck in a sloppy knot, with several strands hanging loose around her face. Like many Taldans, she has a natural grace and beauty, although she doesn't care nearly as much about her appearance as other Taldan women. The pretty picture is usually spoiled by some grime from working at a forge or by sweat from a sparring session with her blade. The woman's heritage does show in her style of clothing. She favors the practical breeches of an artisan or fencer, but the coat she wears over her leather armor is of an excellent cut, a dark green to complement her eyes. On her wrist, she wears a pair of self-made golden bracelets that rattle against each other when she's in battle or working her forms.

Background and personality:

Aznive hails from Cassomir as the second child to a minor Taldan noble. She was always a willful child: The best way to get Aznive riled up is to suggest that she can't do something, or forbid her to do it. At age eleven she got into a dare with a friend who suggested she was too dumb to understand magic. It took Aznive the better part of two years, but by that time she proved that she could cast some spells. When her brother Kyros turned fourteen, their father began training him in the art of Rondelero, extolling on the qualities of this ancient Taldan fighting tradition. When Aznive asked to join – demanded, some would say – she was rebuffed by her father, claiming that she should keep to the intricacies of dresses and wigs as their culture dictated. Furious at this injustice, Aznive spent the next months looking for a mentor who would teach her in the Rondolero style. She didn't find what she set out for, but she did meet a blademaster who would teach her, a mysterious stranger calling himself João. He saw the spark that was needed and accepted to train her, but not with the falcata. He swayed her to the rapier, calling it a better weapon for her talents and explaining that she needed wits and panache, not the crude strength of Taldor's traditional weapon.

Over the years João schooled her in the art of fencing, while impressing on her the importance of diligence and responsibility, not just for herself but for those around her. This upbringing seemed to align with her father's lectures at home (meant for Kyros, mostly) on the old glory of the Taldan Empire and the virtues of their forefathers. Together, they have instilled in Aznive a firm moral compass, the belief that every person has the obligation to look out for those they can, to do what must be done to allow prosperity, for individuals and for society as a whole.

The event that started Aznive on her path to Torch was an accident. She walked in on João's study late one night and saw him at his desk, with a bronze-clad pistol in his hands. When asked about this magnificent weapon that he had never mentioned before, João explained that he had wielded the pistol in his youth, but had sworn off its use. Aznive was immediately fascinated by this technology, and used João's own words against him: she argued that he had taught her to fight with whatever means she had available to her, to use intelligence and guile. In short, she wanted to learn the way of the gun as well. He denied her the use of his pistol and wouldn't teach her to shoot, although he never explained his aversion to this new technology. Instead, he would teach her how to craft her own pistol one day, telling her that the power of these weapons was so terrible that one had to learn for oneself, walking the path from the carving of the hilt to the mixing of the gunpowder. When she had completed her lessons and would be ready for the creation of her masterpiece, João called her to his study one night and presented Aznive with a small lump of Numerian steel. He did not say how he got it, but explained about its properties and that it would make excellent lining for a pistol barrel. He told her of a place beyond the River Kingdoms, of the village of Torch in Numeria, of the journey she would have to make to prove herself worthy, and of the fires in Torch where she might forge her own pistol.

The journey to Torch has been quite a shock to Aznive, to realize how sheltered her life in Cassomir was. She has begun to suspect that João had more than one reason to send her to this harsh land. Aznive has been in Torch for two weeks and has made several attempts to work her piece of Numerian steel, learning of the way it can be shaped despite its hardness. She was close to finished the barrel when the fires of Torch went out. She has used her time in the town to learn what she can about this unfortunate event and isn't blind to the impact that this could have on the town. Also, she has a very personal reason for needed the Torch relit. When the call for volunteers goes out, Aznive will be one of the first in line.

A note on character development: Aznive is currently fascinated by technology, seeing it as something she can learn to better herself. However, this might change in the future, when she sees what kind of impact it can have on society. I'd like to let this develop naturally, during the campaign.

Stat Block:

Aznive Demirel
Female Human Swashbuckler (Inspired Blade) 1
NG Medium Humanoid
Init +3; Perception +3

Defense
AC 17, touch 13, flat-footed 17 (+3 armor, +1 Buckler, +3 Dex)
hp 13 (1d10+2) +1 favored class
Fort +1; Ref + 5; Will -1 (+2 vs fear and emotion)

Offense
Speed 30 ft.
Melee rapier +5 (1d6+3, 18-20/x2)
Melee dagger +4 (1d4+1, 19-20/x2)
Ranged light crossbow +4 (1d8, x3)
+1 trait bonus to Attacks of Opportunity (including parries) with blades.

Statistics
Str 13, Dex 16, Con 12, Int 14, Wis 8, Cha 15
BAB +1; CMB +2, CMD 15 (+2 vs disarm rapier)
Feats: Weapon focus (Rapier), Fencing Grace, Gunsmithing
Traits: Pride, Arcane Dabbler, Fencer, Skymetal Smith
Skills: Bluff +6, Climb +3, Craft (Alchemy) +6, Craft (Jewelry) +6, Diplomacy +6, Knowledge (Local) +6, Knowledge (Nobility) +6, Perception +3, Sense Motive +3. Armor Check Penalty -2 included where applicable.
Spells: Prestidigitation, Mage Hand. 1/day each, CL 1. 20% spell failure.
SQ: Panache (4 points/day), Deeds, Derring-Do (1d6 to Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim. Reroll 6's), Dodging Panache (move 5 feet when targeted by melee attack; +2 dodge bonus to AC), Opportune parry and riposte (expend AoO to parry incoming attack. Make a riposte attack when successful)
Equipment: Studded leather armor, buckler, rapier, dagger, light crossbow (20 bolts). Gunsmith's kit, Artisan's kit (jeweler), Fighter's kit. Traveler's outfit (free). Golden bracelets, emerald-studded ring (30 gp total). Small numerian steel rod (trait). 27 gp.

Class and archetype abilities:

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.

Panache (Ex): (Modified by Inspired Blade) 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) and Intelligence Modifier (minimum 1). Her panache goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1) and Intelligence 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 longer-lasting 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).
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 the original 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 only perform this deed while wearing light 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.

Feats:

Weapon focus (Rapier): +1 on all attack rolls with weapon (Inspired Blade Bonus feat)
Fencing grace (Rapier): 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. In addition, if you have the panache class feature, you gain a +2 bonus to CMD against attempts to disarm you of your rapier while you have at least 1 panache point.
Gunsmithing: If you have access to a gunsmith's kit, you can create and restore firearms, craft bullets, and mix black powder for all types of firearms. You do not need to make a Craft check to create firearms and ammunition or to restore firearms.

Traits:

Pride: You can’t abide challenges to your dignity, authority, or honor. When someone threatens, accuses, or challenges you, you take a –2 penalty on Diplomacy checks and Sense Motive checks involving that creature until the creature apologizes to you.
Arcane Dabbler: Your study of magic is shown by your expertise in the simplest of magical exploits. Select two non-harmful arcane cantrips. You can cast these two cantrips once per day each (caster level 1st). If you have levels in a class that can cast these cantrips, your caster level for these cantrips is equal to that class level.
Fencer: You trained with blades for long hours as a youth, either taking lessons in the genteel art of fencing from tutors paid for by your parents or being taken under the wing of a disenfranchised fencer who may have turned to a life of crime. You gain a +1 trait bonus on attack of opportunity attack rolls made with daggers, swords, and similar bladed weapons.
Skymetal Smith: The fires atop Torch Hill have long been a boon to smiths and metalworkers, and your family is no exception. Whether you grew up in Torch or simply made several trips here with your parents to use the fire, this was to be your first time to use the torch for your own project. You managed to use the fires to craft a small weapon or piece of armor from skymetal, but not long thereafter the fires went out. The violet flames are as much a part of your upbringing as anything else, and their loss distresses you; you hope to find a way to rekindle the torch below the hill. You’ve long hoped to work with skymetal, and begin the game with a small metal bauble made of the skymetal of your choice—you made this item yourself. The item is nothing more than a valuable art object worth 100 gp. You can sell it to gain an additional 100 gp when creating your character, but if you keep it, your pride in its crafting grants you a +2 trait bonus on Will saving throws made against emotion and fear effects. You lose this bonus if you willingly sell or give up the item, but if it is destroyed or lost through no fault of your own, you retain a +1 trait bonus on such Will saves.