Ramona Avandth

Capricia the Pirate's page

151 posts. Alias of Profession Smith 6 ranks.


Race

Female Human Swashbuckler (Rondelero) 3 | hp 22 28/29 NL (0) | AC (gear) 19, t 15, ff 14 | CMD 18 | Fort +2, Ref +7, Will +2 | Init +6 | Perc +7 | Panache 3/3 | Conditions: prot. from evil

Strength 12
Dexterity 18
Constitution 12
Intelligence 12
Wisdom 12
Charisma 12

About Capricia the Pirate

Capricia Belacrest-Maxeme
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Race Human
Gender Female
Age 20
Class Swashbuckler (Rondelero) Level 3
Init +6 (+2 from Swashbuckler Initiative); Senses Perception +7
[dice=Capricia the Pirate Initiative]1d20+6[/dice]
AL Neutral
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DEFENSE
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AC 19, touch 15, flat-footed 14 (+3 armor, +4 Dex, +1 dodge, +1 shield)
AC sans Equipment) 14, touch 14, flat-footed 10 (+4 Dex)
hp 30 By Level 10/8/5
[dice=Capricia the Pirate Constitution Check to Stabilize]1d20+1-?[/dice]
Fort +2, Ref +7, Will +2
[dice=Capricia the Pirate Fortitude Saving Throw]1d20+2[/dice]
[dice=Capricia the Pirate Reflex Saving Throw]1d20+7[/dice]
[dice=Capricia the Pirate Will Saving Throw]1d20+2[/dice]
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OFFENSE
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Speed 30 ft.
Melee
[dice=Capricia the Pirate falcata]1d20+8[/dice] for [dice=slashing damage]1d8+4[/dice] (19-20/x3)
[dice=Capricia the Pirate mwk dagger]1d20+8[/dice] for [dice=piercing, slashing damage]1d4+1[/dice] (19-20)
[dice=Capricia the Pirate silver light mace]1d20+4[/dice] for [dice=bludgeoning, silver damage]1d6+1[/dice]
[dice=Capricia the Pirate unarmed strike]1d20+4[/dice] for [dice=bludgeoning, nonlethal damage]1d3+1[/dice]
Ranged
[dice=Capricia the Pirate dagger ranged]1d20+7[/dice] for [dice=piercing, slashing damage]1d4+1[/dice] (19-20)
[dice=Capricia the Pirate]1d20+[/dice] for [dice=damage][/dice]
Special Attacks falcata emphasis, swashbuckler’s finesse (falcata)
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STATISTICS
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Str 12, Dex 18, Con 12, Int 12, Wis 12, Cha 12
Base Atk +3; CMB +4; CMD 18
[dice=Capricia the Pirate CMB ()]1d20+4[/dice] for [dice=damage][/dice]
Feats Extra Panache, Weapon Focus (falcata), Slashing Grace
Traits Buccaneer’s Blood (campaign), Highlander (regional)
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SKILLS (6/Level; 4 class, 1 Int, 1 skilled)
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SWASHBUCKLER CLASS SKILLS (Stealth Skill via trait)
[dice=Capricia the Pirate Acrobatics Check]1d20+6[/dice] – (+1 rank, +3 class, +4 Dex, -2 ACP)
[dice=Capricia the Pirate Bluff Check]1d20+1[/dice] – (+1 Cha)
[dice=Capricia the Pirate Climb Check]1d20+5[/dice] – (+2 ranks, +3 class, +1 Str, -2 ACP)
[dice=Capricia the Pirate Craft () Check]1d20+1[/dice] – (+1 Int)
[dice=Capricia the Pirate Diplomacy Check]1d20+5[/dice] – (+1 rank, +3 class, +1 Cha)
[dice=Capricia the Pirate Escape Artist Check]1d20+6[/dice] – (+1 rank, +3 class, +4 Dex, -2 ACP)
[dice=Capricia the Pirate Intimidate Check]1d20+2[/dice] – (+1 Cha, +1 trait)
[dice=Capricia the Pirate Knowledge (local) Check]1d20+1[/dice] – (+1 Int, +1 trait; up to DC 10 only without library)
[dice=Capricia the Pirate Knowledge (nobility) Check]1d20+1[/dice] – (+ Int; up to DC 10 only without library)
[dice=Capricia the Pirate Perception Check]1d20+7[/dice] – (+3 ranks, +3 class, +1 Wis)
[dice=Capricia the Pirate Perform (dance, sing) Check]1d20+1[/dice] – (+1 Cha)
[dice=Capricia the Pirate Profession (sailor) Check]1d20+8[/dice] – (+3 ranks, +3 class, +1 Wis, +1 trait)
[dice=Capricia the Pirate Ride Check]1d20+2[/dice] – (+4 Dex, -2 ACP)
[dice=Capricia the Pirate Sense Motive Check]1d20+5[/dice] – (+1 rank, +3 class, +1 Wis)
[dice=Capricia the Pirate Sleight of Hand Check]1d20+2[/dice] – (+4 Dex, -2 ACP)
[dice=Capricia the Pirate Stealth Check]1d20+8[/dice] – (+2 ranks, +3 class, +4 Dex, +1 trait, -2 ACP)
[dice=Capricia the Pirate Stealth Check (hilly or rocky areas)]1d20+10[/dice] – (+8 base, +2 trait)
[dice=Capricia the Pirate Swim Check]1d20+5[/dice] – (+3 ranks, +3 class, +1 Str, -2 ACP)
UNTRAINED SKILLS
[dice=Capricia the Pirate Appraise Check]1d20+1[/dice] – (+1 Int)
[dice=Capricia the Pirate Disable Device Check]1d20+[/dice] – (+ Dex, - ACP; cannot be used untrained)
[dice=Capricia the Pirate Disguise Check]1d20+1[/dice] – (+1 Cha)
[dice=Capricia the Pirate Fly Check]1d20+2[/dice] – (+4 Dex, -2 ACP)
[dice=Capricia the Pirate Handle Animal Check]1d20+1[/dice] – (+1 Cha; untrained can handle and push domestic animals only)
[dice=Capricia the Pirate Heal Check]1d20+1[/dice] – (+1 Wis)
[dice=Capricia the Pirate Knowledge (arcana) Check]1d20+1[/dice] – (+1 Int; up to DC 10 only without library)
[dice=Capricia the Pirate Knowledge (dungeoneering) Check]1d20+1[/dice] – (+1 Int; up to DC 10 only without library)
[dice=Capricia the Pirate Knowledge (engineering) Check]1d20+1[/dice] – (+1 Int; up to DC 10 only without library)
[dice=Capricia the Pirate Knowledge (geography) Check]1d20+1[/dice] – (+1 Int; up to DC 10 only without library)
[dice=Capricia the Pirate Knowledge (history) Check]1d20+1[/dice] – (+1 Int; up to DC 10 only without library)
[dice=Capricia the Pirate Knowledge (nature) Check]1d20+1[/dice] – (+1 Int; up to DC 10 only without library)
[dice=Capricia the Pirate Knowledge (planes) Check]1d20+1[/dice] – (+1 Int; up to DC 10 only without library)
[dice=Capricia the Pirate Knowledge (religion) Check]1d20+1[/dice] – (+1 Int; up to DC 10 only without library)
[dice=Capricia the Pirate Linguistics Check]1d20+1[/dice] – (+1 Int; cannot be used untrained except to read archaic/strange forms of known languages or to detect a forgery)
[dice=Capricia the Pirate Spellcraft Check]1d20+[/dice] – (+1 Int; cannot use untrained)
[dice=Capricia the Pirate Survival Check]1d20+1[/dice] – (+1 Wis)
[dice=Capricia the Pirate Use Magic Device Check]1d20+[/dice] – (+ Cha; cannot use untrained)

Languages Common, Polyglot
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SPECIAL QUALITIES
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SQ deeds (dodging panache, opportune parry and riposte, shield catch), panache (3)
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EQUIPMENT AND GOLD
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Gear studded leather (25/20), buckler (5/5), falcata (18/4), masterwork dagger (302/1), 3 daggers (2/1), silver light mace (25/4), masterwork backpack (50/4)

Gold 25
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APPEARANCE
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Height 5’10”
Weight 150 lbs.
Eye Color Green
Hair Color Auburn
Region of Origin Taldas Isle, the Shackles
Parents Regions of Origin Taldas Isle, the Shackles
Deity Besmara

Appearance Capricia is tall, lean, and fit. Her green eyes are alert and intelligent, peering out from beneath short auburn hair. Her choice of weapons—the falcata—is unusual amongst the pirates of the Shackles, but all her weapons, armor, and buckler have seen some use in the past. Only her unscarred face betrays that she’s not a seasoned pirate.

Personality While not standoffish, neither is Capricia overly friendly, especially amongst strangers. She seems relatively smart and self-motivated, yet willing and able to follow orders when necessary.

Background Capricia is a cousin of Taldas Isle’s pirate lords, Iolandra and Petrina Maxeme. Though she’s learned quite a bit about how to serve aboard a ship, thus far her life has been mostly landbound. She spent her days either helping with chores in her hometown and prowling the nearby hills with a hunting party, seeking the red deer and wild pigs that are bountiful on the isle; at night she worked as a server at a waterfront tavern. Dodging the hands and other advances of inebriated men had the unexpected benefit of improving her dexterity. With her earnings—and some from her approving father—Capricia began taking lessons in the traditional Taldan fighting technique called rondelero.

She recently accepted a job from Petrina to travel to Port Peril to ask a family contact there why the annual shipment of fine Taldan ponies was late this year. She made the mistake of spending a night at the Formidably Maid tavern….

Swashbuckler Class Abilities:

Weapon and Armor Proficiency: Swashbucklers are proficient with simple and martial weapons, as well as light armor and bucklers.
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.
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): 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): Replaced by Catch Shield.
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 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.
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. (See also Falcata Emphasis.)
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).


Rondelero Swashbuckler:

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.