Miyaro

Chiyo Shikishi's page

13 posts. Alias of rdknight.


Full Name

Chiyo Shikishi

Race

Human

Classes/Levels

Swashbuckler 1

Gender

Female

Size

Medium

Age

19

Alignment

CG

Deity

Desna

Location

Sandpoint, Varisia

Languages

Taldane, Skald, Minkaian

Strength 13
Dexterity 18
Constitution 14
Intelligence 12
Wisdom 10
Charisma 15

About Chiyo Shikishi

Chiyo Character Art

Statistics:
Female Human Swashbuckler 1
NG Medium Humanoid (Human)
Init +8; Senses Perception +4
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DEFENSE
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AC 18, touch 14, flat-footed 4 (+3 armor, +4 dex, +1 buckler)
hp 13
Fort +5, Ref +4, Will +2 (+2 vs Fear Effects)
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OFFENSE
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Speed 30 ft.

Melee +4 (+5 Katana)

Ranged +4
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STATISTICS
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Str 13, Dex 18, Con 14, Int 12, Wis 10, Cha 15
Base Atk +1; CMB +2; CMD 16
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TRAITS

Giant Slayer (Campaign):
You gain a +1 trait bonus on Bluff, Perception, and Sense Motive checks and +1 trait bonus on attack rolls and damage rolls against creatures of the giant subtype.

Stoic Optimism (Religion-Desna):
You realize that accepting the pain in life accentuates its joys by contrast, and so your hope sustains you where others despair. You receive a +2 trait bonus on saving throws against fear effects.

Keeper of the Ancestral Scrolls (Human-Tian):
You take pride in recording the genealogy of your family, tracing your heritage on large scrolls dating back hundreds, if not thousands of years. You gain a +1 trait bonus on Knowledge (history), and Knowledge (nobility) checks, and one of these skills (your choice) is always a class skill for you.

Life of Toil (Social):
You have lived a physically taxing life, working long hours for a master or to support a trade. Hard physical labor has toughened your body and mind. You gain a +1 trait bonus on Fortitude saves.

Slippery (Combat):
You have escaped from so many dangerous situations in your life that you’ve gotten quite good at not getting caught. You gain a +1 trait bonus on Stealth checks and Stealth is a class skill for you.

Irrepressible (Faith):
Your hope for a brighter future blessed by the gods, combined with your powerful personality, allows you to force your way free of spells that cloud the mind. You can use your Charisma modifier in place of your Wisdom modifier when attempting Will saving throws against charm and compulsion effects.

Infamous (Drawback):
You were publicly linked, truthfully or not, to a crime of significant infamy. You draw attention wherever you go and risk imprisonment or worse in the jurisdiction where the crime was committed. You and your apparent allies take a -4 penalty on Diplomacy checks to interact with law-abiding citizens (except enemies of the authority that accused you).

FEATS

Weapon Focus (Katana):
Choose one type of weapon. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for the purposes of this feat.
Prerequisites: Proficiency with selected weapon, base attack bonus +1.
Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.

Improved Feint:
You are skilled at fooling your opponents in combat.
Prerequisites: Int 13, Combat Expertise.
Benefit: You can make a Bluff check to feint in combat as a move action.
Normal: Feinting in combat is a standard action.

Combat Reflexes:
You can make additional attacks of opportunity.
Benefit: You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
Normal: A character without this feat can make only one attack of opportunity per round and can't make attacks of opportunity while flat-footed.
Special: The Combat Reflexes feat does not allow a rogue to use her opportunist ability more than once per round.

Great Fortitude:
You are resistant to poisons, diseases, and other maladies.
Benefit: You get a +2 bonus on all Fortitude saving throws.

Improved Initiative:
Your quick reflexes allow you to react rapidly to danger.
Benefit: You get a +4 bonus on initiative checks.

SKILLS (8 points; 4 class, 1 INT, 1 skilled, 2 Background)

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Acrobatics* +8 = DEX 4+1+3
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Appraise +1 = INT 1+0+0
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Bluff +6 = CHA 2+1+3
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Climb* +1 = STR 0+0+0
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Craft +1 = INT 1+0+0
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Diplomacy +6 = CHA 2+1+3
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Disable Device*† +4 = DEX 4+0+0
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Disguise +2 = CHA 2+0+0
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Escape Artist* +4 = DEX 4+0+0
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Fly* +4 = DEX 4+0+0
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Handle Animal† +4 = CHA 4+0+0
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Heal +0 = WIS 0+0+0
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Intimidate +2 = CHA 2+0+0
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K (Arcana)† +1 = INT 1+0+0
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K (Dungeoneering)† +1 = INT 1+0+0
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K (Engineering)† +1 = INT 1+0+0
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K (Geography)† +1 = INT 1+0+0
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K (History)† +6 = INT 1+1+3+1 (+1 Background) (+1 Trait)
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K (Local)† +5 = INT 1+1+3
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K (Nature)† +1 = INT 1+0+0
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K (Nobility)† +2 = INT 1+0+0+1 (+1 Trait)
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K (Planes)† +1 = INT 1+0+0
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K (Religion)† +1 = INT 1+0+0
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Linguistics† +2 = INT 1+1+0 (+1 Background)
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Lore (Desna) +5 = INT 1+1+3
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Perception +4 = WIS 0+1+3
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Perform +4 = CHA 4+0+0
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Profession† +0 = WIS 0+0+0
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Ride +4 = DEX 4+0+0
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Sense Motive +0 = WIS 0+0+0
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Sleight of Hand*† +4 = DEX 4+0+0
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Spellcraft† +1 = INT 1+0+0
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Stealth* +9 = DEX 4+1+3+1 (+1 Trait)
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Survival +0 = WIS 0+0+0
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Swim* +1 = STR 0+0+0
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Use Magic Device† 4 = CHA 4+0+0
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ACP -2

*ACP applies to these skills
Non-Standard Skill Bonuses

Languages Taldane, Skald, Minkaian

Special Abilities:

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SPECIAL ABILITIES
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HUMAN

Skilled:
Humans gain 1 additional skill rank at 1st level and 1 additional rank whenever they gain a level.

Military Tradition:
Several human cultures raise all children (or all children of a certain social class) to serve in the military or defend themselves with force of arms. They gain proficiency with up to two martial or exotic weapons appropriate to their culture. This racial trait replaces the bonus feat trait. Katana, Wakizashi

Mostly Human (Sylph):
A few ifrits, oreads, sulis, sylphs, and undines have appearances much closer to those of their human ancestors; in fact, they may not even realize their true race. Such geniekin appear to be human, save perhaps minor features like unusual eye color, and they count as humanoid (human) as well as outsider (native) for all purposes (such as humanoid-affecting spells such as charm person or enlarge person). These geniekin do not automatically gain their associated elemental language (but may select it as a bonus language if their Intelligence is high enough). This ability alters the geniekin’s type, subtype, and languages.

Sylph ability score adjustments: +2 Dexterity, +2 Intelligence, -2 Constitution [You cannot apply the human +2 ability score adjustment to Dexterity or Intelligence.] +2 Constitution (Human)

Storm in the Blood:
Gain fast healing 2 for 1 round anytime you take electricity damage (whether or not this electricity damage gets through your racial electricity resistance). You can heal up to 2 hit points per level per day with this ability, after which it ceases to function.

Spell-Like Ability:
You can use feather fall 1/day as a spell-like ability (with a caster level equal to your character level)

Darkvision 60 feet

Electricity Resistance 5

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SWASHBUCKLER (NOBLE FENCER)
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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.

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:

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).

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.

Social Panache (Ex):
At 1st level, a noble fencer can spend 1 panache point when he attempts a Bluff, Diplomacy, Intimidate, or Sense Motive check to roll 1d6 and add the result to the check. He can do this after he rolls the check but before the result is revealed. If the result of the d6 roll is a natural 6, he rolls another 1d6 and adds it to the check. He can continue to do this as long as he rolls natural 6s, up to a number of times equal to his Charisma modifier (minimum 1).
Just before a verbal duel, a noble fencer can spend up to 4 panache points. For each point he spends, he selects a tactic for which he has chosen Bluff, Diplomacy, Intimidate, or Sense Motive as an associated skill and gains an edge he can only use with that tactic.
This deed replaces the dodging panache deed.

Spells:

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Formulae
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1st

2nd

Gear/Possessions:

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GEAR/POSSESSIONS
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Katana
Wakizashi
Dagger (Cold Iron)
Light Mace (Alchemical Silver)
Studded Leather Armor
Buckler
Traveller's Outfit
Quality Boots
Candle x4
Journal
Ink & Inkpen
Grooming Kit
Swashbuckler's Kit:
-backpack
-bedroll
-belt pouch
-flint and steel
-iron pot
-mess kit
-rope 50'
-soap
-torches (10)
-trail rations (5 days)
-waterskin.

Carrying Capacity
Light 0-33 lb. Medium 34-67 lb. Heavy 68-100 lb.
Current Load Carried 18 lb.

Money 18 GP 7 SP 4 CP

Background:

Appearance and Personality:

Height: 5'4" Weight: 120 Hair: Black Eyes: Dark Brown