Sarita Senbi

Capricia Belacrest-Maxeme's page

370 posts. Alias of Profession Smith 6 ranks.


Full Name

Capricia Belacrest-Maxeme

Race

Female Human Swashbuckler (Rondelero) 5 | hp 44/44 NL (0) | AC 22, t 16, ff 17 | CMD 21 | Fort +2, Ref +8, Will +2 | Init +6 | Perc +9 | Panache 3/3 | Conditions: none

Strength 12
Dexterity 19
Constitution 12
Intelligence 12
Wisdom 12
Charisma 12

About Capricia Belacrest-Maxeme

Capricia Belacrest-Maxeme
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Race Human
Gender Female
Age 20 DoB 3/24/????
Class Swashbuckler [Rondelero Swashbuckler] Level 5
Init +6 (+4 Dex, +2 swashbuckler initiative); Senses Perception +9
AL Neutral
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DEFENSE
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AC 22, touch 16, flat-footed 17
(+3 armor, +1 deflection, +1 dodge, +4 Dex, +1 natural, +2 shield)
hp 44 (10/6/6/6/6)
Fort +2, Ref +8, Will +2
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OFFENSE
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Speed 30 ft.
Melee mwk falcata +12 (1d8+7 slashing damage) (+5 precision, not multiplied on crits) (17-20/x3)
Melee buckler +10 (1d3+5 bludgeoning damage)
Ranged

Special Attacks Panache (3/3), buckler bash, deeds (dodging panache, opportune parry and riposte, menacing swordplay, precise strike, shield catch, swashbuckler initiative), swashbuckler weapon training +1

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STATISTICS
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Str 12, Dex 19, Con 12, Int 12, Wis 12, Cha 12
Base Atk +5; CMB +6; CMD 21
Feats Taldan Duelist, Weapon Focus (falcata), Slashing Grace, Weapon Specialization (falcata), Extra Panache
Traits Disgraced Noble (campaign), Highlander (hills; regional)
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SKILLS (Class Skills In Bold)
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Acrobatics +14 (+5 ranks, +3 class, +4 Dex, +2 feat)
*Appraise +
*Artistry +
Bluff +5 (+1 rank, +3 class, +1 Cha)
Bluff (concealing identity) +7 (+2 trait)
Climb +6 (+2 ranks, +3 class, +1 Str)
*Craft +
Diplomacy +6 (+2 ranks, +3 class, +1 Cha)
Disable Device +
Disguise +
Escape Artist +8 (+1 rank, +3 class, +4 Dex)
Fly +
*Handle Animal +
Heal +
Intimidate +5 (+1 rank, +3 class, +1 Cha)
Knowledge (arcana) +
Knowledge (dungeoneering) +
*Knowledge (engineering) +
*Knowledge (geography) +
*Knowledge (history) +
Knowledge (local) +6 (+2 ranks, +3 class, +1 Int)
Knowledge (nature) +
*Knowledge (nobility) +7 (+3 ranks, +3 class, +1 Int)
Knowledge (planes) +
Knowledge (religion) +
*Linguistics +6 (+2 ranks, +3 class, +1 Int)
*Linguistics (spotting or producing forgeries) +8 (+6 base, +2 trait)
*Lore +
Perception +9 (+5 ranks, +3 class, +1 Wis)
*Perform (dance) +5 (+1 rank, +3 class, +1 Cha)
*Profession (sailor) +5 (+1 rank, +3 class, +1 Wis)
Ride +
Sense Motive +8 (+4 ranks, +3 class, +1 Wis)
*Sleight of Hand +10 (+3 ranks, +3 class, +4 Dex)
Spellcraft +
Stealth +13 (+5 ranks, +3 class, +4 Dex, +1 trait)
Survival +
Swim +6 (+2 ranks, +3 class, +1 Str)
Use Magic Device +
* Background Skill

Languages Aquan, Common, Polyglot
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SPECIAL QUALITIES
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SQ falcata emphasis, nimble +1, swashbuckler initiative (deed)

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EQUIPMENT AND GOLD
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Gear
mwk falcata (318/4), dagger (2/1), sap (1/2), mwk studded leather (175/20), mwk buckler (155/5), mwk backpack (50/4), belt pouch (1/.5), 2 vials alchemist's fire (40/2), 2 sunrods (4/2), explorer's outfit (free/8), smoke pellet, ring of protection +1, amulet of natural armor +1, sleeves of many garments (200/1), noble's outfit (75/10), signet ring (5/-), jewelry (100/??), explorer's (hunter's) outfit (10/8), extravagant kitsune costume and mask (10/5)
Carrying Capacity
Str 12 Light: 43 lbs. or less; Medium: 44–86 lbs.; Heavy: 87–130 lbs.
Str 13 Light: 50 lbs. or less; Medium: 51–100 lbs.; Heavy: 101–150 lbs.
Gold 1,991.2 gp

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APPEARANCE
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Height 5’10”
Weight 152 lbs.
Eye Color Green
Hair Color Auburn
Region of Origin Taldas Isle
Parents Regions of Origin Taldas Isle
Deity Cayden Cailean

Appearance Tall, lean, and fit, red-haired Capricia looks more than a Taldan swordmistress than a pirate-in-the-making, thanks to the falcata hanging at her hip and the fancy form-fitting suit of blue-trimmed studded leather armor she wears. While pretty enough, the young woman rarely smiles and has an air about her that makes her difficult to approach.

Personality While generally no-nonsense, Capricia is a true and loyal friend to those few people she’s allowed into her inner circle. Having lived her entire life in the opulence of Little Oppara, she’s rather repulsed by the quality of life throughout the rest of the Shackles.

Backstory Capricia grew up on the outskirts of Little Oppara, a scion of its founder (Danziul Maxeme) and a cousin of its current pirate lords (Iolanda and Petrina Maxeme). She practiced the rondelero discipline and hunted in the foothills outside the pirate port for years. Rather than immediately serve aboard a fleet ship, however, she was initially trained in producing falsified documents (mainly cargo manifests and the like) and taught to use her brain instead of always relying on her sword arm.

Recently, the pirate lords entrusted Capricia with a mission: She and another agent were to travel back to Taldor to place an annual order for a dozen gold-maned Taldan ponies and inquire into the reason the previous year’s dozen had never arrived in Little Oppara. Shortly after arriving in Golisfar, the two pirates learned that the Maxeme family’s involvement in piracy (and several other underhanded ventures) had been uncovered and that the noble house was no more. The pair was set upon by members of the Taldan Imperial Navy shortly after making initial inquiries about the Maxemes; Capricia’s associate was slain and she was captured, imprisoned, and ultimately sentenced to life as a galley slave.

At this point, fate intervened on Capricia’s behalf. An unknown benefactor took note of her potential and—through some bribes and other legal wranglings—purchased the pirate as a slave. She was transported—in chains—back to the capital and presented to the crafty daughter of the Lothmeer noble house. Lady Martella perceived in Capricia the same intriguing blend of civility and savagery that her agent had seen: a pirate who, with a little training, might just be able to survive or even thrive in the courts of Oppara.

Lady Martella made Capricia an offer she couldn’t refuse: become one of the noblewoman’s agents for an as-yet-undetermined number of years (at which point she’d be emancipated) or return to her previous sentence as a galley slave, rowing under the whip until her strength gave out.

Capricia begrudgingly accepted the terms and began her new training in the courtly arts. She’s still rather raw, but is improving consistently. During this time, Martella instilled in the pirate a hatred of the High Strategos Maxillar Pythareus by claiming that the man’s underlings in the Imperial Navy were responsible for the fall of the Maxeme family.

Swashbuckler Class Features
The following are the class features of the swashbuckler.

Weapon and Armor Proficiency: Swashbucklers are proficient with simple and martial weapons, as well as light armor and bucklers.
Falcata Emphasis (Ex): At 1st level, a rondelero swashbuckler is proficient with falcatasUE and can treat a falcata as a one-handed piercing melee weapon for the purposes of the swashbuckler’s finesse as well as all feats and class abilities that refer to such a weapon. This ability replaces the derring-do deed.

Panache (Ex): 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.

Swashbuckler Finesse (Ex): 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.

Buckler Bash (Ex): At 2nd level, a rondelero swashbuckler can perform a shield bash with a buckler (use the same damage and critical multiplier as for a light shield). He can treat a buckler 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.

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).
(Replaced by Falcata Emphasis.)

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.

Kip-Up (Ex): At 3rd level, while the swashbuckler has at least 1 panache point, she can kip-up from prone as a move action without provoking an attack of opportunity. She can kip-up as a swift action instead by spending 1 panache point. (Replaced by Shield Catch.)

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 (Pathfinder RPG Core Rulebook 99) 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 onehanded 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).

Shield Catch (Ex): At 3rd level, while he has at least 1 panache point, the rondelero swashbuckler gains a +4 bonus on all combat maneuver checks to disarm that he attempts with his buckler. This deed replaces kip-up.

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.

Future Swashbuckler Class Features:

DEEDS
Spoiler:

Swashbuckler’s Grace (Ex): At 7th level, while the swashbuckler has at least 1 panache point, she takes no penalty for moving at full speed when she uses Acrobatics to attempt to move through a threatened area or an enemy’s space.

Superior Feint (Ex): At 7th level, a swashbuckler with at least 1 panache point can, as a standard action, purposefully miss a creature she could make a melee attack against with a wielded light or one-handed piercing weapon. When she does, the creature is denied its Dexterity bonus to AC until the start of the swashbuckler’s next turn.

Targeted Strike (Ex): At 7th level, as a full-round action the swashbuckler can spend 1 panache point to make an attack with a single light or one-handed piercing melee weapon that cripples part of a foe’s body. The swashbuckler chooses a part of the body to target. If the attack succeeds, in addition to the attack’s normal damage, the target suffers one of the following effects based on the part of the body targeted. If a creature doesn’t have one of the listed body locations, that body part cannot be targeted. Creatures that are immune to sneak attacks are also immune to targeted strikes. Items or abilities that protect a creature from critical hits also protect a creature from targeted strikes.
• Arms: The target takes no damage from the attack, but it drops one carried item of the swashbuckler’s choice, even if the item is wielded with two hands. Items held in a locked gauntlet cannot be chosen.
• Head: The target is confused for 1 round. This is a mind-affecting effect.
• Legs: The target is knocked prone. Creatures with four or more legs or that are immune to trip attacks are immune to this effect.
• Torso or Wings: The target is staggered for 1 round.

Bleeding Wound (Ex): At 11th level, when the swashbuckler hits a living creature with a light or one-handed piercing melee weapon attack, as a free action she can spend 1 panache point to have that attack deal additional bleed damage. The amount of bleed damage dealt is equal to the swashbuckler’s Dexterity modifier (minimum 1). Alternatively, the swashbuckler can spend 2 panache points to deal 1 point of Strength, Dexterity, or Constitution bleed damage instead (swashbuckler’s choice). Creatures that are immune to sneak attacks are also immune to these types of bleed damage.

Evasive (Ex): At 11th level, while a swashbuckler has at least 1 panache point, she gains the benefits of the evasion, uncanny dodge, and improved uncanny dodge rogue class features. She uses her swashbuckler level as her rogue level for improved uncanny dodge.

Subtle Blade (Ex): At 11th level, while a swashbuckler has at least 1 panache point, she is immune to disarm, steal, and sunder combat maneuvers made against a light or one-handed piercing melee weapon she is wielding.

Dizzying Defense (Ex): At 15th level, while wielding a light or one-handed piercing melee weapon in one hand, the swashbuckler can spend 1 panache point to take the fighting defensively action as a swift action instead of a standard action. When fighting defensively in this manner, the dodge bonus to AC gained from that action increases to +4, and the penalty to attack rolls is reduced to –2.

Perfect Thrust (Ex): At 15th level, while the swashbuckler has at least 1 panache point, she can as a full-round action make a perfect thrust, pooling all of her attack potential into a single melee attack made with a light or one-handed piercing melee weapon. When she does, she makes the attack against the target’s touch AC, and ignores all damage reduction.

Swashbuckler’s Edge (Ex): At 15th level, while the swashbuckler has at least 1 panache point, she can take 10 on any Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check, even while distracted or in immediate danger. She can use this ability in conjunction with the derring-do deed.

Cheat Death (Ex): At 19th level, whenever the swashbuckler is reduced to 0 hit points or fewer, she can spend all of her remaining panache to instead be reduced to 1 hit point. She must have at least 1 panache point to spend. Effects that kill the swashbuckler outright without dealing hit point damage are not affected by this ability.

Deadly Stab (Ex): At 19th level, when the swashbuckler confirms a critical hit with a light or one-handed piercing melee weapon, in addition to the normal damage, she can spend 1 panache point to inflict a deadly stab. The target must succeed at a Fortitude saving throw or die. The DC of this save is 10 + 1/2 the swashbuckler’s level + the swashbuckler’s Dexterity modifier. This is a death attack. Performing this deed does not grant the swashbuckler a panache point.

Stunning Stab (Ex): At 19th level, when a swashbuckler hits a creature with a light or one-handed piercing melee weapon, she can spend 2 panache points to stun the creature for 1 round. The creature must succeed at a Fortitude saving throw (DC = 10 + 1/2 the swashbuckler’s level + the swashbuckler’s Dexterity modifier) or be stunned for 1 round. Creatures that are immune to critical hits are also immune to this effect.

Charmed Life (Ex): At 2nd level 10th 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).

Nimble (Ex): At 3rd level, a swashbuckler gains a +1 dodge bonus to AC while wearing light or no armor. Anything that causes the swashbuckler to lose her Dexterity bonus to AC also causes her to lose this dodge bonus. This bonus increases by 1 for every 4 levels beyond 3rd (to a maximum of +5 at 19th level).

Bonus Feats: At 4th level and every 4 levels thereafter, a swashbuckler gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat feats. Swashbuckler levels are considered fighter levels for the purpose of meeting combat feat prerequisites.
In addition, upon reaching 4th level and every 4 levels thereafter, a swashbuckler can choose to learn a new bonus feat in place of a bonus feat she has already learned. In effect, the swashbuckler loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A swashbuckler can only change one feat at any given level, and must choose whether or not to swap the feat at the time she gains a new bonus feat for the level.

Swashbuckler Weapon Training (Ex): At 5th level, a swashbuckler gains a +1 bonus on attack and damage rolls with one-handed or light piercing melee weapons. While wielding such a weapon, she gains the benefit of the Improved Critical feat. These attack and damage bonuses increase by 1 for every 4 levels beyond 5th level (to a maximum of +4 at 17th level).

Swashbuckler Weapon Mastery (Ex): At 20th level, when a swashbuckler threatens a critical hit with a light or one-handed piercing melee weapon, that critical is automatically confirmed. Furthermore, the critical modifiers of such weapons increase by 1 (×2 becomes ×3, and so on).

Rondelero Swashbuckler Archetype:

RONDELERO SWASHBUCKLER
Source: Weapon Master's Handbook pg. 6
Rondelero swashbucklers are Taldan specialists in an aggressive, lightly armored fighting style that utilizes the falcata and buckler.

Falcata Emphasis (Ex): At 1st level, a rondelero swashbuckler is proficient with falcatasUE and can treat a falcata as a one-handed piercing melee weapon for the purposes of the swashbuckler’s finesse as well as all feats and class abilities that refer to such a weapon. This ability replaces the derring-do deed.

Rondelero Deeds (Ex): A rondelero swashbuckler gains the following deeds at the appropriate levels.

Shield Catch (Ex): At 3rd level, while he has at least 1 panache point, the rondelero swashbuckler gains a +4 bonus on all combat maneuver checks to disarm that he attempts with his buckler. This deed replaces kip-up.

Rondelero Chop (Ex): At 11th level, when the rondelero swashbuckler hits with a melee attack using a light or onehanded slashing melee weapon, he can spend 1 panache point to attempt a sunder combat maneuver check against the target of his attack as an immediate action without provoking attacks of opportunity. This deed replaces bleeding wound.

Shattering Chop (Ex): At 15th level, while the rondelero swashbuckler has at least 1 panache point, he can attempt a shattering chop as a full-round action, pooling all of his attack potential into a single melee sunder combat maneuver with a light or one-handed slashing weapon. When he does, he gains a +4 bonus on her combat maneuver check and ignores half of the hardness of the item he sunders. This deed replaces perfect thrust.

Buckler Bash (Ex): At 2nd level, a rondelero swashbuckler can perform a shield bash with a buckler (use the same damage and critical multiplier as for a light shield). He can treat a buckler 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.

Rondelero Flexibility (Ex): At 6th level, as a full-attack action, a rondelero swashbuckler wielding a falcata in one hand and a buckler in the other can alternate between using his falcata and his buckler for each attack. This does not grant additional attacks or incur penalties as two-weapon fighting does, and does not cause her to lose his Armor Class bonus from her buckler.

Charmed Life (Ex): A rondelero swashbuckler does not gain charmed life until 10th level, at which point he can use the ability only once per day. At 14th level and again at 18th level, he can use the ability an additional time per day. This ability alters charmed life.