Master Basaalee Minvandu

Corwyn Silvermane's page

89 posts. Organized Play character for Stiehle.


Full Name

Corwyn Silvermane

Race

Init: +6 | AC: 18, Touch: 14, FF: 14, CMD: 16 | HP: 21 (of 21) | Speed: 30’ |

Classes/Levels

Fort: +4, Ref: +8, Will: +0 | Perception: +4, Low-Light Vision | Grit/Panache Used: 0 (of 4)

Size

Corwyn is a Kitsune who very rarely appears in his usual form and as a human is about 6'1" tall and 155 lb. or so, with green eyes and dark hair with a well-groomed, pencil-thin mustache highlighting his handsome features.

Age

Corwyn carries a rapier on one hip, a pistol on the other, beside a dagger. He is typically dressed as a fashionably attired explorer in black leather pants and vest, white shirt, black gloves, and a dark red cloak.

About Corwyn Silvermane

Corwyn Silvermane
Pathfinder Society #260381-003
Male Kitsune (Shapechanger)
Swashbuckler 1 / Gunslinger (Mysterious Stranger) 1
Neutral Good (respects Desna)
Sovereign Court Faction
Medium

Strength 10 [+0] Constitution 14 [+2] Wisdom 10 [+0]
Dexterity 18 [+4] Intelligence 10 [+0] Charisma 15 [+2]

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Defense

Armor Class 18, Touch AC 14, Flat-Footed AC 14
Mithril Chain Shirt (+4 Armor, +4 Dex)

Combat Maneuver Defense 16
(10 +1 BAB, +1 STR, +4 DEX)

Hit Points 21

Fort Save +4
(+2 Base +2 CON)
Reflex Save +8
(+4 Base +4 DEX)
Will Save +0
(+0 Base +0 WIS)

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Offense

Initiative +6
(+4 DEX +2 Trait)
Senses Perception +1, Low-Light Vision

Normal Speed 30 ft.
Modified Speed 30 ft.

Base Attack Bonus +2, Melee Attack +2 (BAB + STR), Ranged Attack +6 (BAB + DEX)

Combat Maneuver Bonus +2
(+2 BAB +0 STR)

Melee Weapons:
Magical +1 Rapier +8 (1d6+1, 18-20 x2, Pi)
Bite [in natural form only] +5 (1d4+1, x2, Bl/Pi/Sl)

Ranged Weapons:
Pistol +6 'Touch' (1d8, x4, 20' range, Bl/Pi, 1-2 Misfire)

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Skills
(8 Skill Points)

Acrobatics +10 [1 Rank, +3 Class, +4 DEX, +2 Racial]
Appraise +0 [+0 INT]
Bluff +2 [+2 CHA]
Climb +0 [+0 STR]
Craft (Alchemy) +4 [1 Rank, +3 Class, +0 INT]
Diplomacy +8 [2 Ranks, +3 Class, +2 CHA, +1 Trait]
Disguise +2 [+2 CHA]
Escape Artist +4 [+4 DEX]
Fly +4 [+4 DEX]
Heal +0 [+0 WIS]
Intimidate +2 [+2 CHA]
Knowledge (Local) +5 [1 Rank, +3 Class, +0 INT, +1 Trait]
Perception +4 [1 Rank, +3 Class, +0 WIS]
Profession (Sailor) +4 [1 Rank, +3 Class, +0 WIS]
Ride +4 [+4 DEX]
Sense Motive +0 [+0 WIS]
Stealth +4 [+4 DEX]
Survival +0 [+0 WIS]
Swim +4 [1 Rank, +3 Class, +0 STR

Languages Common, Sylvan, Tian

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Abilities

Low-Light Vision Kitsune can see twice as far as humans in conditions of dim light. [Racial - Kitsune]

Change Shape A kitsune can assume the appearance of a specific single human form of the same sex. The kitsune always takes this specific form when she uses this ability. A kitsune in human form cannot use her bite attack, but gains a +10 racial bonus on Disguise checks made to appear human. Changing shape is a standard action. This ability otherwise functions as alter self, except that the kitsune does not adjust her ability scores and can remain in this form indefinitely. [Racial - Kitsune]

Agile Kitsune receive a +2 racial bonus on Acrobatics checks. [Racial - Kitsune]

Kitsune Magic Kitsune add +1 to the DC of any saving throws against enchantment spells that they cast. Kitsune with a Charisma score of 11 or higher gain the following spell-like ability: 3/day—dancing lights (caster level equals the kitsune's level). [Racial - Kitsune]

Natural Weapons In its natural form, a kitsune has a bite attack that deals 1d4 points of damage [Racial - Kitsune]

Favored Class 1st Level +1 Skill Point [Class - Swashbuckler]

Proficiencies Simple weapons, martial weapons, firearms, light armor, and bucklers. [Class]

Panache/Grit (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. Likewise, a gunslinger makes his mark upon the world with daring deeds. Some gunslingers claim they belong to a mystical way of the gun, but it's more likely that the volatile nature of firearms simply prunes the unlucky and careless from their ranks. Whatever the reason, all gunslingers have grit. At the start of each day, a swashbuckler/gunslinger gains a number of panache/grit points equal to his Charisma modifier (minimum 1). His panache/grit goes up or down throughout the day, but usually can't exceed his Charisma modifier (minimum 1), though feats and magic items can affect this maximum. A swashbuckler/gunslinger spends panache/grit points to accomplish deeds (see below), and regains panache in the following ways. [Class - Swashbuckler & Gunslinger]
Critical Hit with a Firearm or a Light or One-Handed Piercing Melee Weapon: Each time the swashbuckler/gunslinger confirms a critical hit with a firearm or a light or one-handed piercing melee weapon, he regains 1 panache/grit point. Confirming a critical hit on a helpless or unaware creature or a creature that has fewer Hit Dice than half the swashbuckler/gunslinger's character level doesn't restore panache.
Killing Blow with a Firearm or a Light or One-Handed Piercing Melee Weapon: When the swashbuckler/gunslinger reduces a creature to 0 or fewer hit points with a firearm or a light or one-handed piercing melee weapon attack while in combat, he regains 1 panache/grit 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/gunslinger's character level to 0 or fewer hit points doesn't restore panache.
Grit and Panache: The gunslinger's grit and the swashbuckler's panache represent two paths to gain access to the same heroic pool. Characters with both grit and panache class features combine the two resources into a larger pool of both grit points and panache points. For the purposes of feat prerequisites, a character with the panache class feature satisfies the prerequisites as if she were a grit user, and vice versa. Swashbuckler levels stack with gunslinger levels for the purpose of satisfying Signature Deed's level requirement. For feats, magic items, and other effects, a panache user can spend and gain panache points in place of grit points, and vice versa.

Deeds Swashbuckler/gunslingers spend panache/grit points to accomplish deeds. Most deeds grant the swashbuckler/gunslinger a momentary bonus or effect, but some provide longer-lasting effects. Some deeds remain in effect while the swashbuckler/gunslinger has at least 1 panache/grit point, but do not require the expenditure of panache/grit points to is level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the swashbuckler/gunslinger has or spends the required number of panache/grit points to perform the deed. [Class - Swashbuckler & Gunslinger]
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).
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 her previous 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 perform this deed only while wearing light armor 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. This deed's cost cannot be reduced by any ability or effect that reduces the number of panache points a deed costs.
Deadeye (Ex): At 1st level, the gunslinger can resolve an attack against touch AC instead of normal AC when firing beyond her firearm's first range increment. Performing this deed costs 1 grit point per range increment beyond the first. The gunslinger still takes the –2 penalty on attack rolls for each range increment beyond the first when she performs this deed.
Gunslinger's Dodge (Ex): At 1st level, the gunslinger gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the gunslinger, she can spend 1 grit point to move 5 feet as an immediate action; doing so grants the gunslinger a +2 bonus to AC against the triggering attack. This movement is not a 5-foot step, and provokes attacks of opportunity. Alternatively, the gunslinger can drop prone to gain a +4 bonus to AC against the triggering attack. The gunslinger can only perform this deed while wearing medium or light armor, and while carrying no more than a light load.
Focused Aim (Ex): At 1st level, as a swift action, the mysterious stranger can spend 1 grit point to gain a bonus on all firearm damage rolls equal to her Charisma modifier (minimum 1) with all firearm attacks she makes until the end of her turn. At 7th level, when she uses the dead shot deed, she multiplies this bonus by the number of hits she made while rolling the Dead Shot attack. This deed replaces the quick clear deed.

Swashbuckler Finesse (Ex) At 1st level, a swashbuckler gains the benefit of the Weapon Finesse feat with light or one-handed piercing melee weapons, and she can use her Charisma score in place of her Intelligence score as a prerequisite for combat feats. This ability counts as having the Weapon Finesse feat for purpose of meeting feat prerequisites. [Class - Swashbuckler]

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Feats

Weapon Focus (Rapier) You gain a +1 bonus on all attack rolls you make using the selected weapon. [1st Level Feat]

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Traits

Reactionary Living aboard a pirate ship, you have become adept at anticipating sudden attacks and reacting to danger quickly.
Benefit: You gain a +2 trait bonus on initiative checks. [Combat]

Friend in Every Town You have no problem making friends and learning information from them wherever you go.
Benefit: You gain a +1 trait bonus on all Knowledge (local) checks and Diplomacy checks. Knowledge (Local) is always a class skill for you. [Social]

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Gear

Explorer’s Outfit (sturdy boots, black leather breeches and belt, a white shirt with a black vest, black gloves, and a dark red cloak) [0.0 lb.]

Masterwork Backpack [4.0 lb.]
~Bedroll [5.0 lb.]
~1 Day of Trail Rations [1.0 lb.]
~Waterskin [4.0 lb.]
~Sunrod [1.0 lb.]
~Gunsmith's Kit [2.0 lb.]
~Flask of Alchemist's Fire (throw as a splash weapon, direct hit deals 1d6 fire damage, targets within 5' take 1 point) [1.0 lb.]
~Small, steel mirror [0.5 lb.]
~Flint & steel [0.0 lb.]
~Whetstone [1.0 lb.]
~Coins [0.5 lb.]
~Wand of Cure Light Wounds (50 Charges, Heals 1d8+1 HP per charge) [0.0 lb.]

Gunbelt [1.0 lb.]
~Powder Horn (10 doses black powder) [1.0 lb.]
~10 Standard Bullets (standard action to load) [0.0 lb.]
~10 Cold Iron Bullets (standard action to load) [0.0 lb.]
~3 Standard Paper Cartridges (move action to load) [0.0 lb.]
~2 Cold Iron Cartridges (move action to load) [0.0 lb.]

Currency 2gp, 9sp, 8cp

Armor/Weapons Weight 16.0 lb.
Equipment/Coins Weight 22.0 lb.

Total Encumbrance 38.0 lb. (Light Load)
Light Load (38 lb maximum); Medium Load (76 lb maximum); Heavy Load (115 lb maximum); Lift Above Head (115 lb maximum); Lift Off Ground (230 lb maximum); Drag & Push (675 lb maximum)

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Appearance/Personality

Corwyn is 19 years old, about 6'1" tall and 155 lb. or so, with green eyes and dark hair with a well-groomed, pencil-thin mustache highlighting his handsome features. He usually appears as a human with slightly vulpine features that highlight his exotic looks. However, he is in truth a Kitsune who very rarely appears in his usual form. He carries a slim rapier on his left hip and is clad in studded leather armor, with a light buckler ready to use at need. An odd, disc-like weapon hangs on his right hip next to his dagger, some might recognize the chakram as a deadly, edged weapon that can be thrown a goodly distance and with fine accuracy. Corwyn is typically dressed as an explorer, though with a flair for fashion in black leather pants and vest, a white shirt, black gloves, a dark red cloak and a very fine feathered hat.

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Background

Corwyn's parents left Tian Xia when he was very young, and the lad grew up in the wild and unruly River Kingdoms for most of his youth. He learned to sail, gaining some skill at the task, though he tends to prefer solid land under his feet. Corwyn has always had a keen interest in the blade though, and practiced with the rapier and the chakram quite often. He also loves stories of adventure and derring-do, and spent a lot of his youth reading books that favored such adventures, and so perhaps it was no surprise that he became a swashbuckler.

Leaving home when he come of age around seventeen years, Yandi tried life as a pirate, expecting that career to be just as it was in the stories he read. But though he is at times mischievous, the young kitsune had a good heart and so proved himself as a severe liability to the crew he joined. In order to avoid being put to death in horrific fashion, Corwyn jumped ship and managed to make his arduous way to shore somewhere north of the Varisian Gulf. Making his way to the city of Reddleport, he disguised himself as human to avoid encounters with any former crewmates (or worse, the captain herself!) as they often made port there. Eventually, Corwyn became accustomed to the disguise and now usually appears as human, whether or not there is the possibility of running across his former crewmates and their terrifying commander.

Though Riddleport itself was rife with scoundrels and black-hearted criminals, still Corwyn managed to find ways in which he could ply his skills without forsaking his innate kindness. He was soon scooped up by the Sovereign Court, who saw his potential, and now the young kitsune as found himself a new home with the Pathfinder Society. The stories of his youth still tug at his heart though, but now Corwyn dreams of discovering and exploring long-lost temples and ruins filled with fabled wealth and knowledge. The life of a tomb raider is the new path upon which he has set himself.