Sound Warrior

Calia Galliwickin's page

No posts. Organized Play character for Rennaivx.


Full Name

Calia Galliwickin

Race

Gnome

Classes/Levels

Inspired blade swashbuckler 1/bard x

Gender

Female

Size

Small

Age

42

Alignment

CG

Languages

Common, Gnomish

Strength 10
Dexterity 16
Constitution 12
Intelligence 14
Wisdom 8
Charisma 16

About Calia Galliwickin

Orphaned at a young age, Calia was raised in the small Taldane town of Lionsguard by a human couple who meant well, but didn't quite realize what a handful they'd brought in. Realizing that the young girl's boundless energy had to go somewhere, her father began teaching her the rudiments of swordplay, and many a flour sack found itself stuffed with straw and turned into a training dummy. Her mother and father had been in the prime of their life when they took Calia in, but the slow pace of a gnome's aging surprised them; they passed away when Calia was 35, still a teenager in a gnome's eye.

With her parents' absence a gaping hole, and with no other ties to hold her back, Calia decided to bid Lionsguard goodbye and take to the road, making her way to Oppara. There, she offered her services to a fencing school as a janitor, working in trade for lessons, room, and board. Eventually, she distinguished herself among her peers, proving quick on her feet with more than the usual measure of gnomish charm and luck. Her fencing master, a former Pathfinder himself, suggested Calia travel to Absalom and seek entrance into the Society, and she's eager for the challenge. She has spent the last two years drinking in stories of the Pathfinders' exploits and learning everything she can to make her a better adventurer, and now she's finally ready to begin working in the field.

Calia Galliwickin
Gnome inspired blade swashbuckler 1/bard x
CG medium humanoid (gnome)
Init +3; Senses low-light vision; Perception +##
----- Defense -----
AC 17, touch 14, flat-footed 14 (+3 DEX, +1 size, +3 armor)
hp 11 (1d10+1)
Fort +1, Ref +5, Will -1; +2 v. illusion
----- Offense -----
Speed 20 ft.
Melee Rapier +5 (1d4+3/18-20 x2)
Ranged Cold iron chakram +5 (1d6/x3)
Space 5 ft.; Reach 5 ft.
Spell-Like Abilities (CL ##zz; concentration +##)
At will—zz, zz
1/day—zz, zz
Bard Spells (next level)
1st—zz, zz
0 (at will)—zz, zz

----- Statistics -----
Str 10, Dex 16, Con 12, Int 14, Wis 8, Cha 16
Base Atk +1; CMB +1; CMD 14
Feats Weapon Finesse, Weapon Focus (rapier), Fencing Grace
Skills Acrobatics +7, Diplomacy +7, Knowledge (local) +6, Perception +5, Perform (dance) +7, Use Magic Device +4; Racial Modifiers +2 Knowledge (local), +2 Perception
Traits Efficient Packer, Lion's Audacity
Languages Common, Gnomish, Sylvan, Draconic, Goblin
Gear rapier (20 gp, 1 lb), studded leather armor (25 gp, 10 lb), Pathfinder's kit (backpack, bedroll, belt pouch, clay mug, dagger, 2 fishhooks, flint and steel, sewing needle, signal whistle, 50 feet string, 50 feet thread, waterskin, 1 week trail rations, whetstone) (12 gp, 7.5 lb), common dungeoneering kit (2 candles, chalk, hammer, 4 pitons, 50 feet rope, hooded lantern, 5 pints oil, 2 sacks, 2 torches, 4 tindertwigs) (15 gp, 25 lb), two bandoliers (1 gp, -), 10 sacks of powder (1 sp, -), two flasks acid (20 gp, 2 lb), alchemist's fire (20 gp, 1 lb), journal (10 gp, 1 lb), ink (8 gp, -), inkpen (1 sp, -), 5 cold iron chakram (10 gp, 5 lb), 8 gp, 8 sp
----- Special Abilities -----

Racial Abilities:

Eternal Hope: Gnomes rarely lose hope and are always confident that even hopeless situations will work out. Gnomes with this racial trait receive a +2 racial bonus on saving throws against fear and despair effects. Once per day, after rolling a 1 on a d20, the gnome may reroll and use the second result. This racial trait replaces defensive training and hatred.
Utilitarian Magic: Some gnomes develop practical magic to assist them with their obsessive projects. These gnomes add 1 to the DC of any saving throws against transmutation spells they cast. If their Intelligence score is 11 or higher, they also gain the following spell-like abilities: 1/day—mage hand, open/close, prestidigitation, and unseen servant. The DC for these spells is equal to 10 + the spell’s level + the gnome’s Intelligence modifier. This racial trait replaces gnome magic.
Illusion Resistance: Gnomes gain a +2 racial saving throw bonus against illusion spells and effects.
Keen Senses: Gnomes receive a +2 racial bonus on Perception checks.
Academician: Some gnomes are more academically inclined than their kin. Gnomes with this racial trait gain a +2 bonus on any single Knowledge skill. Knowledge (local). This racial trait replaces the obsessive racial trait.
Weapon Familiarity: Gnomes treat any weapon with the word "gnome" in its name as a martial weapon.

Class Abilities (Swashbuckler):

Panache (5):
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.
Inspired Panache: 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.
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.

Class Abilities (Bard) (coming soon):