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STATISTICS
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Str 23 (+6), Dex 24 (+7), Con 24 (+7), Int 19 (+4), Wis 24 (+7), Cha 24 (+7)
Base Atk +5; CMB +11 (+14 when using +1 Scimitar); CMD 30
Feats Swashbuckler's Finesse, Slashing Grace (Scimitar), Dervish Dance, Combat Reflexes, Quick Draw
Traits Reactionary, Talented (Perform[Wind])
Skills
•Acrobatics 15 = 5 Ranks + 7 Dex + 3 Class
•Bluff 15 = 5 Ranks + 7 Cha + 3 Class
•Diplomacy 15 = 5 Ranks + 7 Cha + 3 Class
•Intimidate 15 = 5 Ranks + 7 Cha + 2 Class
•Knowledge (local) 12 = 5 Ranks + 4 Int + 3 Class
•Perception 15 = 5 Ranks + 7 Wis + 3 Class
•Perform (Dance) 12 = 2 Ranks + 7 Cha + 3 Class
•Perform (Wind) 16 = 3 Ranks + 7 Cha + 3 Class + 1 Trait + 2 Tool
•Sense Motive 15 = 5 Ranks + 7 Wis + 3 Class
Languages Common, Sylvan
Combat Gear Cloak of Resistance +1, Masterwork Dagger (4, in Bandoleer), +1 Darkwood Buckler, Masterwork Darkwood Composite Longbow (Str +6), Arrows (60), +1 Mithral Shirt, Ring of Protection +1, +1 Scimitar
Other Equipment Bandoleer, Explorer's Outfit, Fighter's Kit (in Handy Haversack), Fishing Kit (in Handy Haversack), Gear Maintenance Kit (in Handy Haversack), Handy Haversack, Hat of Disguise, Masterwork Panpipes (in Handy Haversack), Potion of Cure Light Wounds (2, in Bandoleer), Potion of Cure Moderate Wounds (2, in Bandoleer), Sleeves of Many Garments, Spelunking Kit (in Handy Haversack)
Currency
PP 14
GP 9
SP 9
CP 10
Carrying Capacity:
Light: 200 or less
Medium: 201-400
Heavy: 401-600
Currently Carrying:
47
Amount in Handy Haversack:
69
Coin
PP:
GP: 7
SP: 11
CP: 10
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SPECIAL ABILITIES
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Panache (Ex) - 7: More than just a lightly armored warrior, a swashbuckler is a daring combatant. She fights with panache: a f luctuating 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.
Deeds: Swashbucklers spend panache points to accomplish deeds. Most deeds grant the swashbuckler a monetary bonus or effect, but some provide longer-
lasting effects. Some deeds remain in effect as long as the swashbuckler has at least 1 panache point. A swashbuckler can any 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, Swim check to roll d6 and add the result to the check. She must choose to do this before she rolls. If the d6 roll is a natural “6,” she rolls another d6 and add it to the check. She can continue to do this as long as she rolls natural “6s” up to a number of timesequal to her Dexterity modifier (minimum 1).
-Dodging Panache (Ex): At 1st level, when an opponent attempts a melee attack against the swashbuckler, she can spend 1 panache point to move 5 feet as an immediate action; doing so grants the swashbuckler a bonus to AC equal to her Charisma bonus against the triggering attack. This movement doesn’t negate the attack, which is still resolved as if the swashbuckler was in 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 more 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 can 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. If her attack roll is greater than the roll of the attacking creature, the attack automatically misses. For each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on her attack roll. The swashbuckler must declare the use of this ability after the creature’s attack is immediate action against the creature whose attack she blocked, provided that creature is within her reach.
-Kip-Up (Ex): At 3rd level, as long as the swashbuckler has at least 1 panache point, she can kip-up from prone as a move action without provoking an attack of opportunity. If she spends 1 panache point when she kips up, she can do this as a swift action instead.
-Menacing Swordplay (Ex): At 3rd level, while she at least 1 panache, 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, as long as 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 her damage roll. 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 melee light or one-handed piercing thrown melee weapons, as long as the target is within 30 feet of her. Any creature that is immune to sneak attacks is immune to a precise strike, and any item or ability that protects a creature from critical hits also protects a creature from a precise strike. The extra damage of precise strike is precision damage, and isn’t multiplied with 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 must be used before the end of her turn, or it is lost. This deed’s cost cannot be reduced 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 her weapon isn’t hidden, she can draw a single light or one-handed piercing 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 Expertise. This ability counts as having the Weapon Finesse feat for purposes of meeting feat prerequisites.
-Charmed Life (Ex) - 3 per Day: 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 bonus to the result of the save. She must choose to do this before the roll is made, and may only apply one use of charmed life on a given save. At 6th level and every four levels thereafter, the number of times she can do this per day increases by one (to a maximum of 7 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 the Swashbuckler to lose this dodge bonus. This bonus increases by 1 for every four levels beyond 2nd level (to a maximum of +5 at 20th level).
-Bonus Feats: At 4th level and at every four levels thereafter, a swashbuckler gains a bonus feat in addition to those gained from normal advancement (meaning that the swashbuckler gains a feat at every level). These bonus feats must be selected from those listed as combat feats.
Upon reaching 4th level and every four 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 levels are considered fighter levels for the purpose of meeting combat feat prerequisites.
-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 four levels beyond 5th level (to a maximum of +4 at 17th level).
Str 16, Dex 12, Con 14, Int 16, Wis 10, Cha 14
Base Atk +4; CMB +17; CMD 18
Feats: Power Attack [Human], Frugal Crafting [1st], Defiant Luck [3rd], Inexplicable Luck [5th]
Traits: Merchant Family, Rich Parents
Drawbacks: Attached
Skills:
Appraise 11 = 5 Ranks +3 Int +3 Class
Bluff 4 = 2 Int +2 Silver Tongued
Craft (Tailoring) 11 = 5 Ranks +3 Int +3 Class
Diplomacy 14 = 5 Ranks +2 Cha +3 Class +2 Negotiator +2 Silver Tongued
Knowledge (Local) 11 = 5 Ranks +3 Int +3 Class
Linguistics 9 = 3 Ranks +3 Int +3 Class
Perception 8 = 5 Ranks +0 Wis +3 Class
Sense Motive 10 = 5 Ranks +0 Int +3 Class +2 Negotiator
Languages: Common, Azlanti, Draconic, Hallit, Shoanti, Taldane, Varisian
Combat Gear: Longsword
Other Gear: Rent (Paid for initial month of food and board for an average means of living), Signet Ring, Traveler's Outfit
Coin: 209 GP
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SPECIAL ABILITIES
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Early in the morning, Octavious would meet with his new partners and their accountant at their main office building. After a brief discussion, each would agree upon their course of action for the day. With the different facilities under control, Octavius would then set out to negotiate with a few local dealers to acquire part of the materials that he would need for his next venture.
After a successful first day, Octavius finds no reason to intrude upon his partners and their accountant. Instead, he chooses to let them continue to run their various businesses, while he continues to acquire materials for their future growth.