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About Charlotte "Clementine" ReedCharlotte "Clementine" Reed
Unbreakable Resolve: Over a decade ago, bandits took everything you valued in life and left you barely alive. You managed to rebuild your life in the years since, and your tenacity has made you a local legend. Once per day as a full round action, you may shrug off some of your injuries and immediately heal a number of hit points equal to your Constitution modifier + 1 per Hit Die. Your reputation for tenacity inspires your neighbors, and you gain a +1 trait bonus whenever you attempt to influence residents of Phaendar with Diplomacy or Intimidate checks. At 6th level, your reputation spreads further across the nation, and you may apply your trait bonus on Diplomacy and Intimidate checks to influence all humanoids in Nirmathas. Tactician: You know how to take advantage of enemies who are unprepared for your assault. You gain a +1 trait bonus on initiative checks. In addition, once per day when you make an attack of opportunity, you gain a +2 trait bonus on the attack roll. Inspired Panache (4/day): 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. 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. Deeds: Derring-Do: 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: 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: 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. Appearance:
Short blond hair, chocolate brown eyes, thin lips, a bit of a tan, dressed in modest practical clothing, a bit taller then your average human child. Always has her rapier in her belt. Backstory:
Nirmathas wasn't Charlotte's first home. That honor belonged to a small Taldan fishing village, where she was the second-born in a large family of halflings. A family that soon found itself splintered after her mother and father came to blows and her older brother abandoned the family to chase his own dreams. Not long after the young swashbuckler's mother took the rest of her children to Andoran, where she honed her gift of gab and talents with rapiers with intentions to join the Bellflower Network.
Before she could embark into Cheliax her mother, worried that her daughter's arrogance and impatience would get her and others captured or killed, came to Charlotte with another opportunity: traveling to Nirmathas to help maintain friendly relations, subtly spread the ideas and merits of a united democracy, and keep the country from falling back into Molthune's hands. It took quite a bit of motherly badgering, but the girl relented and hoped the first boat to Tamran. Adjusting to a new life on her own wasn't easy. Everything from Molthuni troops to wild beasts, even the self-reliant attitudes of some of her neighbors had done their best to crush the young woman.
With the Market Festival on the horizon, the halfling's hopes are sky high for another chance to relax, reunite with old friends, and entertain more then just the same people with the same old songs. Personality:
To give you an idea of what Charlotte's like, she's as sweet as the nickname she calls herself. Bubbly, loud, outgoing, always there with a big smile, lighthearted sarcasm, and whatever help someone needs. Always tries to find at least one good thing to say about someone, no matter how unpleasant they seem. Overconfident to a fault, she believes she can do whatever she sets her mind to. Often with mixed results. Smart, but has yet to apply her brain to anything useful. Has a passion for singing, which she's used to earn money to survive, and jokes. Only raises her rapier when people's lives are at stake, and even then she treats combat and other dangers as a game. |