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