Pirate Queen

Briallen d'Jorasco's page

9 posts. Alias of Shorticus.

Full Name

Briallen Orenya d'Jorasco




Paladin (Virtuous Bravo) 6 | AC 24 - Touch 17 - Flatfooted 18 | Fort +13, Reflex +13, Will +11 | HP 45/45 | Init +7








Lawful Good


The Silver Flame


Sigil, the City of Doors


Abyssal, Common, Celestial, Draconic, Goblin, Halfling, Infernal



Strength 6
Dexterity 20
Constitution 14
Intelligence 14
Wisdom 10
Charisma 18

About Briallen d'Jorasco

Halfling | Female | Portrait
Age: 25 | Height: 3'2" | Weight: 28 lbs | Hair: Brown, Curly | Eyes: Brown | Body: Nimble | Skin: Light Brown, Freckled


In the wild and often dismal place the Planescape can be, Briallen stands out for her simple manner of dress and her optimistic smile. She wears simple (but always clean!) clothes in simple colors: white, brown, and soft pinks and reds. The halfling wears little jewelry (besides the magical!) save for a silvery blue holy symbol depicting a flame. She uses a little bit of makeup, most typically lipstick and gingerly applied eyeshadow.

Briallen's equipment is all rather light. She has a rather ordinary looking haversack with silver buckles, an elegant cup hilt mithral rapier in a red sheath, and a few odds and ends on her person.

The young halfling does have a unique tattoo. It can be found on her left arm, an intricate blue design. It is known on Eberron as the Mark of Healing, and it glows whenever she invokes its powers. The strange tattoo radiates magic when viewed with a Detect Magic effect.


On the surface, the words that match Briallen's personality best are kind, energetic, and passionate. She has a big heart, and she wants to ensure that everyone is given a fair chance. The easy-going little warrior is quite amiable, making new friends with ease, firing off jokes and banter in a manner that might seem unusual for a paladin.

However, when Briallen is incensed, she can be wrathful indeed. She is a firm believer in mercy and second chances, but tyrants, slavers, undead, and evil outsiders had best beware her fury. Moreover, the paladin holds true to her principles and her code, though her take on the code is a little looser since she started jumping the planes. She's also grown a little less quick to judge creatures she used to assume were all evil, as Sigil brings all manner of strange folk together, and they all... largely coexist.

Briallen especially hates Raksashas and the Lords of Dust, one of the greatest threats on Eberron, the direct opponent of the Church of the Silver Flame.

Ultimately, the halfling paladin Briallen is a champion of good and an idealistic hero. She is less severe than the templars of her homeland, but is no less willing to fight and die for what she believes in.

1. What was your world of origin like?
__A. Technology-level?

Eberron's technology varies from primitive, tribal communities to a sort of magical version of the early modern era. Imagine post World War 1 societies that built off of magic and the control of elementals instead of utilizing gunpowder and advanced chemistry, but combine it with some Renaissance aesthetics and weaponry choices (minus the firearms), and that very well describes the modern nations of Khorvaire following the Last War.

__B. "Values"? (honorable? Corrupt? Trading oriented?)
Eberron is a varied world, but the nation of Thrane is a Theocracy that could be described as honorable and morally driven, as well as zealous and perhaps militaristic in their fight against evil (see: the Demon Wastes). Peace is valued, but conflict is sometimes seen as a necessity, and zealous behavior has led to such atrocities as the Lycanthropic Inquisition.

__C. What was geography of the world?
There are multiple continents, each supposedly formed from the bones of the progenitor dragons, with vast subterranean complexes. A wide variety of climates can be found, and Khorvaire (the continent Briallen is from) epitomizes that variety, having everything from rolling plains to fetid swamps to cold mountains, wastelands, and jungle. Also, there are dinosaurs. Halflings ride dinosaurs.

__D. What races existed and how did they relate?
Too many to name quickly, but as a halfling in Thrane and a member of a Dragonmarked House, Briallen was at once both a noble among halflings and uncommon in her nation due to the majority species being human.

2. How does your character manage to keep a low profile in a mostly human plane? What would your *cover* occupation be?
If Halflings are common enough, then there should be no difficulty. However, Briallen can at least pretend to be a human child or perhaps a human with dwarfism in a pinch. She knows a little about sailing, singing, and dancing, as well as some basic medicine, and has considerable skill with a rapier. All of these can be useful in providing cover stories. Being handy with animals and a gymnast also is a plus in coming up with an identity. Largely, though, she relies on her natural charm and her knack for diplomacy. Her Sleeves of Many Garments help, too.

3A. If you were in the orgnization for a while, what was the last world you were in like? How did it end?
Briallen has been in the organization for about half a year now, and as such has only really been on one mission so far. Said mission took place on a human world without magic in the early Medieval era being infiltrated by demons and their cults. Briallen disguised herself as a stunted human (though she DID raise a few eyebrows). The mission ended with a good ol' fashioned demon purge. Briallen got to stab some demons good.

3B. If you have NOT been in the organization long, how to you find your way to Sigil or where you were recruited?
Briallen sort of stumbled into Sigil while adventuring on the continent of Xen'drik. Her party wound up in the sewers of Sigil, and she was the sole survivor after combat with cranium rats (among other foes). She eventually adapted to the strange city and even spent a year on a Spelljammer (which is where she learned about sailing, actually!). After building up a reputation as a trustworthy woman and a talented fighter, the halfling paladin was approached by a wizard that was a member of the organization...


- Prevent evil where it can be prevented.
- Redeem those who can be redeemed.
- Find whatever it is that the Silver Flame told her to find in the Planescape.
- Find a way to return home.
- Return to the Church of the Silver Flame with the unknown artifact.
- Do really cool things and see really cool places. Come on, the Planescape is SO WEIRD AND COOL!
- And try not to fall for cute guys. Interplanar romance is probably not a good idea.


- Briallen has taken quickly to working within the secretive organization, those wizards and mystics who fight to preserve the Planes. She wonders as to their motives at times, but they seem trustworthy, and she knows she works best with a little direction.
- Briallen appreciates the Harmonium for trying to protect Sigil, but believes the Harmonium can sometimes be overly harsh. She has a similar opinion of the Guvners (AKA the Fraternity of Order).
- She also appreciates the Sensates and has a few friends among them, but has not joined (nor does she intend to).
- However, she abhors the Xaosiects.
- She also believes the Bleakers are misguided, but does appreciate their charitable works.
- Rakshasas, Mind Flayers, Demons, and Devils are all creatures that Briallen strongly distrusts. She might abide their presence in Sigil, but she finds it INCREDIBLY hard to do so outside of Sigil, even with her realization that the multiverse allows all sorts of beings to grow and change.
- Given Eberron's history and the struggle of dragonkind against evil there, Briallen generally finds herself to be more willing to trust dragons than most.


Briallen hails from the world of Eberron, specifically from the nation of Thrane. Thrane is a theocracy, one dedicated to the worship of the Silver Flame. In this realm, living a good and moral life, helping others where one can, and nurturing goodwill and kindness are the hallmarks of a fulfilled life, one rewarded by becoming one with the Silver Flame in the afterlife.

There was never any doubt what Briallen wanted to be when she grew up. The young halfling was scrappy and brave, and she wanted nothing more than to be a hero, a warrior of the Silver Flame. Her father was of House Jorasco, the Dragonmarked House of Healing. Her family had good ties with the Church of the Silver Flame, so it was easy for the young noblewoman to become an initiate in the Church. At first, Briallen encountered difficulties because she was being trained to fight with a heavy blade and armor, but her clever mother arranged for her a fencing tutor, putting her natural agility and dexterous hands to good use.

The eagerness with which Briallen took to her tutelage in the church was impressive. But Eberron, like the Planescape, is a world where good people can do evil things, and the Church of the Silver Flame is no exception. It has earned a reputation for good deeds, but also for bloody inquisition and zealotry. However deserving they may be of that reputation, Briallen's training as a paladin instructed her in all the history of the Church, the good and the ill, that she might better understand what faults a hero can have and how better to avoid the pitfalls others fell into.

Briallen proved to be an... unusual student. She seemed incapable of learning magic, but she did have impeccable swordsmanship, and over time it became clear that she was granted a paladin's boons by the Flame. She straddled the line between loyal adherent and rebellious soul, but nevertheless her teachers knew she had good intentions. She was still in training when she received a summons to meet with Jaela Daran herself, the child that was Keeper of the Flame, the head of the Church.

The meeting was one that Briallen would never forget. The Keeper told Briallen that she had seen the halfling in a vision from the Flame, somewhere in a strange, alien land far from the continent of Khorvaire. In her vision, Briallen was searching for some sort of artifact, and Jaela believed that whatever she was looking for was important to the Silver Flame and their struggle against the Lords of Dust.

Thus informed, though not knowing exactly what she was looking for, Briallen reasoned she must be destined to travel to another continent. She took the first elemental airship headed for Stormreach, the last bastion of civilization on the wild continent of Xen'drik.

Of course, Briallen never expected that her search would send her across the Planescape. While delving with a party of adventurers in a Xen'drik ruin, Briallen and the other adventurers wound up stumbling on a portal to Sigil's sewers. One deadly encounter with some cranium rats and a few misadventures later, Briallen alone emerged on the surface of Sigil, unfortunately unable to save her companions from demise.

It has been three years since Briallen arrived. Three years is a lot of time to get used to such a strange place, and enough time for her to get into more adventures, including a solid year on the crew of a Spelljammer. And yet, despite this time spent in this alien realm, Briallen still has no idea what it is she's supposed to be looking for.

During her adventures in Sigil, Briallen was approached by a wizard who claimed to be a member of an organization dedicated to preserving the multiverse. He offered to help her with her own goal - finding whatever it is that the Silver Flame sent her out to find - in return for her aiding his organization in safeguarding the planes from an evil force. Deciding this was a worthy cause and sensing no evil in his speech, Briallen accepted the man's offer.

Briallen has been with the organization for about half a year now.

Roleplay Notes:
Mark of Healing = IC explanation for her Lay on Hands despite lacking most other paladin abilities.

Point Buy:
STR: 6 (8-2), -2 point cost
DEX: 18 (16+2), +10 point cost
CON: 14, +5 point cost
INT: 14, +5 point cost
WIS: 10, 0 point cost
CHA: 17 (15+2), 7 point cost

Added +1 CHA at level 4.

Item Costs / Expenditures:
Starting Gold: 16,000
Explorer's Outfit (free!)
Mithral Rapier +1 - 4,520g
Mithral Chain Shirt +1 - 2,100g
Handy Haversack - 1,000g
Cloak of Resistance +1 - 1,000g
Plume of Panache - 1,000g
Belt of Dexterity +2 - 4,000g
Buckler +1 - 1,155g
Sleeves of Many Garments - 200g
Fancy Pink Headband (clothing) - 10g
Scroll of Lesser Restoration (Paladin) x2 - 50g
Scroll of Tears to Wine (Bard) x1 - 25g
Traveler's Any-Tool - 250g
Ioun Torch - 75g
Skeleton Key - 100g
Journal - 10g
Ink and Quill - 5g's worth
Mulberry Pentacle Ioun Stone (Cracked) - 400g
Light Crossbow + 20 bolts - 37g
Smoked Goggles - 10g
Flint and Steel - 1g
Tent, Small - 10g
Bedroll + Blanket - 0.6g
Folding Pole - 0.2g
Mess Kit - 0.2g
Fine Holy Text (Silver Flame) - 10g
Holy Symbol (Silver, Silver Flame) - 25g
Chalk x5 - 0.05g

Total Expenses: 15,994.05g

Female halfling paladin (virtuous bravo) 6
LG Small humanoid (halfling)
Init +7; Senses Perception +0
AC 24, touch 17, flat-footed 18 (+5 Dex, +5 armor, +2 shield, +1 size, +1 dodge)
hp 45 (6d10+12)
Fort +13, Ref +13, Will +11
Defensive Abilities divine grace, lay on hands, nimble, dodging panache, opportune parry and riposte
Speed 30 ft.
Mithral Rapier +1, Precise Strike +14, +9 (1d4+12/18-20)
(ATTACK: 6 BAB, 5 DEX, 1 EB, 1 size, 1 weapon focus) (DAMAGE: +5 DEX, +6 Precise Strike, +1 EB)
Piranha Strike + Mithral Rapier +1, Precise Strike +12, +7 (1d4+16/18-20)
(ATTACK: 6 BAB, 5 DEX, 1 EB, 1 size, 1 weapon focus, -2 Piranha Strike) (DAMAGE: +5 DEX, +6 Precise Strike, +1 EB, +4 Piranha Strike)
Smite Evil + Mithral Rapier +1 +18, +13 (1d4+18/18-20)
(ATTACK: 6 BAB, 5 DEX, 1 EB, 1 size, 1 weapon focus, 4 smite evil) (DAMAGE: +5 DEX, +6 Precise Strike, +1 EB, +6 Smite)
Piranha Strike + Smite Evil + Mithral Rapier +1 +16, +11 (1d4+22/18-20)
(ATTACK: 6 BAB, 5 DEX, 1 EB, 1 size, 1 weapon focus, 4 smite evil, -2 piranha strike) (DAMAGE: +5 DEX, +6 Precise Strike, +1 EB, +6 Smite, +4 piranha strike)
Special Attacks:
Smite Evil - see paladin class ability, but do NOT gain deflection AC from Smite. NOTE: Double bonus damage vs. specific enemy types on first attack. Bypass DR.
Precise Strike - If have 1 Panache, add +level to damage. Also, can spend 1 Panache to double the damage for 1 round.

STR 6, DEX 20, CON 14, INT 14, WIS 10, CHA 18
Base Atk +6; CMB +3; CMD 19
1st - Weapon Focus: Rapier (+1 AB with Rapier)
3rd - Fencing Grace (link for description)
5th - Piranha Strike (link)
Traits Princess, Interplanar Traveler (Kn: Planes = Class Skill)
Skills: See Skills section below statblock.

Languages: Abyssal, Common, Celestial, Draconic, Goblin, Halfling, Infernal


Class Skills: Acrobatics (Dex), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (nobility) (Int), Knowledge (religion) (Int), Knowledge (Planes) (Int), Linguistics (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), and Use Magic Device (Cha).

Ranks/level: 2+INT, or 4/level
FCB: Skill x6
Total Adventure Skill Ranks: 30
Total Background Skill Ranks: 12

Bold Skills = class skills, crossed out skills = no ranks or special modifiers.

Acrobatics (DEX) - +12 (4 ranks, +5 DEX, +3 CS)
Appraise (INT) - +1
Artistry (Philosophy) (INT) - +5 (1 rank, +1 INT, +3 CS)
Bluff (CHA) - +5 (+4 CHA, +1 competence (Ioun Stone - Mulberry Pentacle))
Climb (STR) - -2
Craft (INT) - +1
Diplomacy (CHA) - +15 (6 ranks, +4 CHA, +1 trait, +3 CS, +1 competence (Ioun Stone - Mulberry Pentacle))
Disable Device (DEX) - +5
Disguise (CHA) - +4
Escape Artist (DEX) - +6 (1 rank, +5 DEX)
Fly (DEX) - +5
Handle Animal (CHA) - +8 (1 rank, +4 CHA, +3 CS)
Heal (WIS) - +4 (1 rank, +3 CS)
Intimidate (CHA) - +14 (6 ranks, +4 CHA, +1 trait, +3 CS); less vs. larger creatures
Knowledge (Arcana) (INT) - +1
Knowledge (Dungeoneering) (INT) - +1
Knowledge (engineering) (INT) - +1
Knowledge (geography) (INT) - +1
Knowledge (history) (INT) - +3 (2 ranks, +1 INT)
Knowledge (local) (INT) - +1
Knowledge (nature) (INT) - +1
Knowledge (nobility) (INT) - +7 (3 ranks, +1 INT, +3 CS)
Knowledge (planes) (INT) - +5 (1 rank, +1 INT, +3 CS)
Knowledge (religion) (INT) - +6 (2 ranks, +1 INT, +3 CS)
Linguistics (INT) - +9 (3 ranks, +1 INT, +3 CS, +2 racial)
Perception (WIS) - +0
Perform (Dance) (CHA) - +5 (1 rank, +4 CHA)
Perform (Sing) (CHA) - +5 (1 rank, +4 CHA)
Profession (Sailor) (WIS) - +4 (1 rank, +3 CS)
Ride (DEX) - +9 (1 rank, +5 DEX, +3 CS)
Sense Motive (WIS) - +4 (1 rank, +3 CS)
Sleight of Hand (DEX) - +6 (1 rank, +5 DEX)
Spellcraft (INT) - +5 (1 rank, +1 INT, +3 CS)
Stealth (DEX) - +10 (1 rank, +5 DEX, +4 size)
Survival (WIS) - +0
Swim (STR) - -2
Use Magic Device (CHA) - +12 (5 ranks, 4 CHA, +3 CS)

Racial Traits:

+2 Dexterity, +2 Charisma, –2 Strength
Halflings are nimble and strong-willed, but their small statures make them weaker than other races.

Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their Combat Maneuver Defense, and a +4 size bonus on Stealth checks.

Fey Thoughts (Acrobatics, UMD)
The character sees the world more like a native of the First World. Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character. A halfling can take it in place of fearless.

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. This racial trait replaces slow speed and sure-footed.

Halfling Luck
Halflings receive a +1 racial bonus on all saving throws.

Some halflings, especially those who spend a lot of time traveling, develop a talent for learning new languages. These halflings gain a +2 racial bonus on Linguistics checks, and it is always a class skill for them. Halflings with this racial trait also begin play with the ability to speak Common, Halfling, and any one other language of their choice (except for secret languages, such as Druidic) in addition to bonus languages due to high Intelligence. They still gain the normal list of halfling bonus languages. This racial trait replaces keen senses and alters the halfling language racial trait.

Those who understand the connection between shadows and the Negative Energy Plane know how to fight the spirits of darkness. Characters with this trait deal 50% weapon damage to incorporeal creatures when using nonmagical weapons (including natural and unarmed attacks), as if using magic weapons. They also gain a +2 bonus on saving throws to remove negative levels, and recover physical ability damage from attacks by undead creatures at a rate of 2 points per ability score per day (rather than the normal 1 point per ability score per day). Halflings can take this trait in place of weapon familiarity.

Class Abilities:

Weapon and Armor Proficiency
Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

Virtuous bravos aren’t proficient with heavy armor or shields (except for bucklers).

Aura of Good (Ex)
The power of a paladin’s aura of good (see the detect good spell) is equal to her paladin level.

Bravo's Finesse (Ex)
A virtuous bravo can use her Dexterity modifier instead of her Strength modifier on attack rolls with light or one-handed piercing melee weapons (though if she carries a shield, she applies its armor check penalty to such attack rolls), and she can use her Charisma score in place of her Intelligence score to meet prerequisites of combat feats. This ability counts as having the Weapon Finesse feat for the purpose of meeting feat prerequisites.

Detect Evil (Sp)
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 (Bravo's Smite) (Su)
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.

(When using smite evil, a virtuous bravo doesn’t gain a deflection bonus to AC.)

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 (Su)
At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all Saving Throws.

Lay On Hands (Su)
(7/day, 3d6)
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.

Aura of Courage (Su)
At 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead.

Divine Health (Ex)
At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot.

Nimble (Ex)
At 3rd level, a virtuous bravo gains a +1 dodge bonus to AC while wearing light armor or no armor.

Anything that causes the virtuous bravo to lose her Dexterity bonus to AC also causes her to lose this dodge bonus. This bonus increases by 1 for every 4 paladin levels beyond 3rd (to a maximum of +5 at 19th level).

This ability replaces mercy.

Channel Positive Energy (Su)
(3d6, consumes 2 LoH uses)
When a paladin reaches 4th level, she gains the supernatural ability to channel positive energy like a cleric. Using this ability consumes two uses of her lay on hands ability. A paladin uses her level as her effective cleric level when channeling positive energy. This is a Charisma-based ability.

Panache and Deeds (Ex)
At 4th level, a virtuous bravo gains the swashbuckler’s panache class feature along with the following swashbuckler deeds: dodging panache, menacing swordplay, opportune parry and riposte, precise strike, and swashbuckler initiative. The virtuous bravo’s paladin levels stack with any swashbuckler levels when using these deeds.

This ability replaces the paladin’s spellcasting.

Divine Bond (Sp)

(NOTE: Briallen will either bond with her weapon OR will form an Angelic Bond. I'm still deciding. I will fill this section later.)

Virtuous Bravo Panache and 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.

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.

Menacing Swordplay (Ex)
At 3rd level, while she has at least 1 panache point, when a swashbuckler hits an opponent with a light or one-handed piercing melee weapon, she can choose to use Intimidate to demoralize that opponent as a swift action instead of a standard action.

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 one-handed 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.