Sabriyya Kalmeralm

Benlei d'Iction's page

71 posts. Alias of Aest.


Race

Female Ifrit Swashbuckler (Whirling Dervish) 1/Paladin 2 | HP 31/31 | AC 18, FF 14, Touch 14 | F 8, R 9, W 5 | Init +8 | Per -1, Darkvision

About Benlei d'Iction

A fiery ifrit from Qadira, Benlie wants nothing more than for Sarenrae to recognize her as a paladin. She hopes that her adventures will bring the Dawnflower's blessings down upon her, and in the meantime, uses the skills she learned with the Dervishes and the Cult of the Dawnflower to great effect.

Character Sheet:
Benlie d’Iction
Female Ifrit Swashbuckler (Whirling Dervish) 1/Paladin (Oathbound) 2
LG Medium Outsider (Native)
Initiative +8; Perception -1, Darkvision
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Defense
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AC 18, Touch 14, Flat-Footed 14 (+4 Dex, +4 Armor)
HP 31 (3d10+6+3)
Fort +8, Ref +9, Will +5
Speed 30 ft
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Offense
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Melee
+1 Scimitar +10 (1d6+4/18-20)
Ranged
Shortbow +5 (1d6/x3)
Spell-Like Abilities: Either Reduce or Enlarge Person 1/day (affects ifrits)
Special Attacks: Opportune Parry and Riposte, Smite Evil 1/day, Lay on Hands 1d6 4/day
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Statistics
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Str 13 Dex 18 Con 14 Int 11 Wis 9 Cha 16
BAB 3, CMB 4, CMD 18
Feats:
Weapon Focus (Scimitar): You gain a +1 bonus on all attack rolls you make using the selected weapon.
Slashing Grace (Scimitar): Choose one kind of one-handed slashing weapon (such as the longsword). When wielding your chosen weapon one-handed, you can treat it as a one-handed piercing melee weapon for all feats and class abilities that require such a weapon (such as a swashbuckler's or a duelist's precise strike) and you can add your Dexterity modifier instead of your Strength modifier to that weapon's damage. The weapon must be one appropriate for your size.
Traits:
Anatomist (Combat):. You gain a +1 trait bonus on all rolls made to confirm critical hits.
Blade of Mercy (Religion): When striking to inflict nonlethal damage with any slashing weapon, you do not take the normal –4 penalty on your attack roll, and gain a +1 trait bonus to any nonlethal damage you inflict with a slashing weapon.
Skills (Format is name: total (explanation for total) ( total)
Acrobatics: 8 (2 rank, 4 ability, 3 CS, -1 ACP)
Bluff: 7 (2 rank, 2 ability, 3 CS)
Intimidate: 8 (3 rank, 2 ability, 3 CS)
Ride: 7 (1 rank, 4 ability, 3 CS, -1 ACP)
Note: -1 ACP
Languages: Common, Ignan
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Equipment
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+1 Scimitar, Longbow, 20 Arrows, MWK Chain Shirt, Silver Holy Symbol of Sarenrae, Traveler’s Outfit, 14 gold, 2 potions of CLW, Wayfinder, Meditation Crystal, Mask of the Living God, 1135 gold (think we went over WBL somewhere, don't want to abuse it)
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Class Features/Race Features
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Swashbuckler:
Panache: 3/day: 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.
Killing Blow with a Light or One-Handed Piercing Melee Weapon: When the swashbuckler reduces a creature to 0 or fewer hit points with a light or one-handed piercing melee weapon attack while in combat, she regains 1 panache point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the swashbuckler's character level to 0 or fewer hit points doesn't restore any panache.
While violence is sometimes necessary to cleanse evil, dervishes rarely revel in a foe's defeat. A whirling dervish does not gain any panache for dropping a foe below 0 hit points unless that foe is an evil outsider or undead, or if the damage she dealt was nonlethal.

Additionally, she gains 1 panache point if she causes an evildoer with a number of Hit Dice equal to at least 1/2 her character level to surrender to her. She can gain this benefit no more than once per round, even if multiple enemies surrender.
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 herDexterity 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 Charismamodifier (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.
Swashbuckler Finesse (Dervish Finesse): 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. A whirling dervish can treat a scimitar as a one-handed piercing melee weapon for the purposes of the swashbuckler's finesse and all feats and class abilities that refer to such a weapon. She must not be carrying a weapon or shield in her off hand to gain this benefit.
Paladin:
Oath against Grotesquery: For some paladins, beauty is synonymous with virtue, and it is the lens through which all goodness is filtered. For these champions, who are aware that aesthetics is subjective, beauty is the form inviolate.
Code of Conduct: Respect the innate beauty in all things, and strive to preserve it from corruption and perversion. Never willfully cause damage to crafted objects or works of art, nor cause a creature or object to be deformed in any way.
Detect Evil: At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.
Smite Evil: Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Cha bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess. In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.
Divine Grace: At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all Saving Throws.
Lay on Hands:Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability. Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage.
Race Features:
Wildfire Heart: Ifrits with this trait are as swift and dangerous as a blazing wildfire. They gain a +4 racial bonus on initiative checks. This racial trait replaces energy resistance.
Efreeti Magic: Some ifrits inherit an efreeti ancestor's ability to magically change a creature's size. They can cast either enlarge person or reduce person (the ifrit chooses when using this ability) once per day as a spell-like ability (caster level equals the ifrit's level). The ifrit can use this ability to affect other ifrits as though they were humanoid creatures. This racial trait replaces the spell-like ability racial trait.
Darkvision: Ifrits can see perfectly in the dark up to 60 feet.
Fire-Starter: Anytime the ifrit causes a creature to catch fire, he gains a +1 morale bonus on the next single attack roll, saving throw, skill check, or ability check that he makes in the next round. The ifrit only gains this bonus the first time he causes a particular creature to catch fire; subsequent times the creature catches fire provide no bonus. This racial trait replaces fire affinity.