Race |
| Speed 30ft | Active conditions: None | HP: 14/20 | AC: 18 (13 Tch, 15 Fl) | CMB: -1, CMD: 11 | F: +2 R: +5 W: -1 | Init: +3 | Perc: +3, SM: -1 | Panache: 4/4 | Charmed Life: 3/3 |
About Biligup Deepcroak
Biligup Deepcroak
Male Grippli Swashbuckler (Inspired Blade)
CG Small Humanoid (Grippli)
Init: +3 Senses: Darkvision 60ft. Perception: +5
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Defense
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AC 18 TAC 13 FF: 15
HP 20/20 Fort +2 Ref +6 Will -1
Special Defenses:
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Offense
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Melee
. . dagger +5 (1d3-1/19-20x2)
. . mwk rapier +7 (1d4+3/18-20x2)
Ranged
. . l. underwater crossbow +5 (1d8/80-20/19-20x2)
. . dagger +5 (1d3-1/10ft/19-20x2)
Speed 30 ft., 20ft climb
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Statistics
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Str8 (-1) Dex 16 (+3) Con 14 (+2) Int 12 (+1) Wis 8 (-1) Cha 16 (+3)
Base Atk: +2 CMB: +0 CMD: 12
Feats: WF: Rapier, Weapon Finesse, Fencing Grace
Skills: Diplomacy +11 (2), Intimidate +11 (2), Stealth +12 (1), Swim +4 (2), Perception +4 (4), Acrobatics +8 (2) Profession: Sailor +4 (2), Sleight of Hand +7 (1), Kn: Geography +7 (1)
Languages: Common, Grippli
SQ: Darkvision, Princely, Leaper, Small
Traits: Coastal Emissary, Silent Hunter
Favored Class: Swashbuckler - +2 Skill
Combat Gear: mwk. rapier, dagger, light underwater crossbow, 20 bolts, chainmail, buckler
Mundane Gear: courtier's outfit, 25gp of assorted jewelry, backpack, bedroll, belt pouch, flint and steel, iron pot, mess kit, rope, soap, torches (10), trail rations (5 days), waterskin, fancy pirate's clothes, 1pp, 1gp, 9sp, 10cp
Magical Gear:
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Special Abilities
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Inspired Panache (Ex): Each day, an inspired blade gains a number of panache points equal to her Charisma modifier (minimum 1) plus her Intelligence modifier (minimum 1), instead of just her Charisma modifier. Unlike other swashbucklers, an inspired blade regains no panache from scoring a killing blow. She regains panache only from scoring a critical hit with a rapier.
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. This deed’s cost cannot be reduced by any ability or effect that reduces the number of panache points a deed costs.
Inspired Finesse: 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.
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).
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Background Info
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Background: The fifth son of High Chief Willup of the Firewater Tribe, Biligup has been the strange child of his brothers and sister. Wild, eager, loud, and prone to sneaking out to hunt with his friends, Biligup never had the sheltered mindset of his kin. The wide oceans were not the threatening danger that could be assumed to his kind but instead was an unknown horizon of untold opportunities. The strange folk who came to their island to trade goods for metals and gems caught his curiousity; he would spend hours of his day watching their coming and going in and out of their home. His fascination with them drove a wedge between him and his family, especially when he began to dress himself in clothing more akin to the strangers than his own kind.
His adoration for the strangers at his island came to a head when a group of pirates had used some of the island as a shelter to themselves. Attacked while out on a hunting trip with his siblings, they were rescued by a young privateer by the name of Sandra McClare. Wielding a wickedly sharp blade and a force of personality, Biligup idolized the fierce woman. Nearly being of age and eager to prove himself out in the world, his father approved his request to join her crew upon The Sunny Devil. It was a victory for all; Sandra gained a rare and unusual crewmate, Biligup got to travel the world some, and High Chief Willup was able to remove his embarassing son from the public eye.
The Sunny Devil was no easy cruise; many of Biligup's notions as a member of tribal nobility were shattered as he earned his keep as a deckswab. For years he served on the ship, earning his keep and his gear as time went on. During a particularly dangerous encounter with a superstitious pirate, Biligup earned the nickname "Deepcroak" after he used his croaking to scare the captain into jumping off the ship. The sound rumbled like thunder and grumbles like the maw of hell itself. Many adventures were had with Sandra but before he could prove himself further to the privateer, a letter had arrived for him with a painted sigil bearing a simple message for him.
"COME HOME"
His father had fallen ill, a bad sign especially for one of his age. His sister Ruue had taken regency of the tribe and was expected to inherit. Before the matter of who would receive what when their father died could be determined, a secret message had arrived. It seemed that this wicked new power in the world, The Absolute Order, had not successfully killed off the heirs of Oceana. A young prince by the name of Camdael survived and allies of his were looking for others of likemind. The Firewater Tribe had not entered into another kingdom's war in quite some time; more than happy to be peaceful traders than warriors. Unsure of what step to take, Biligup offered to investigate this potential alliance and see if they were worth joining. With one of her first decrees, Regent Ruue declared him as acting emissary and outfitted him to be presentable to the outsiders. Ready to serve and learn, the great Deepcroak looks eagerly to the future to make his name on the ocean.
Appearance: Green-skined and orange-eyed, Biligup is what you expect to see physically from the Grippli. Standing two feet tall and barely under 30lbs, it is not his just physical form that make this fifteen year old stand out but it is his clothing style too. Dressed in a white ruffled blouse, black pants that are tucked below the knee into leather and metal shin guards, a long and red cape, blue tied belt, and a weather tricorn with a blue ribbon tied around it and a red feather, Biligup looks the part of the swashbuckler in every way. With a small rapier that had a handguard styled like waves crashing against a shore and a hilt embedded with a beautiful citrine, nothing about Biligup's appearance is subtle. He is prone to wearing a smile on his face, a joke on his lips, and a mug of cheap ale when he isn't holding his blade. His getup only gets more ostentatious and full of colors when he is dressed in his courtier's outfit.
Personality: For being a tiny frogman, Biligup has a presence more akin to giants. His laugh is infectious, his charisma and confidence ooze from him when he is calm, and his anger makes the tiny humanoid far more frightening than he has any right to be. Wishing to be a man of reknown and help change the ways and culture of his people, Biligup had adopted the styles and customs of the others as best as he could. His idol, Sandra, was not the greatest teacher in the world of how to act in polite society and amongst the other civilizations. However, he takes any social faux pas with endearing humility and wit. Underneath this facade though is a sadness that is building; his father is terribly sick and the greediness of his fellow siblings have sickened him so much that he could not dare to be in their presence. This trip is an escape from his grief and his responsibility as a member of the ruling family.
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