Catfolk

Daeshna of the Taggerung's page

21 posts. Alias of sylvivresavie.


Full Name

Daeshna of the Taggerung

Race

| HP: 82/82| AC: 23 (14 Tch, 19 Fl) | CMB: +16 CMD: 27 | F: +4, R: +13, W: +4 | Init: +6 | Perc: +14

Classes/Levels

| Speed 30ft | Panache: 6/6 | Active conditions: None

Gender

Female NG Catfolk Swashbuckler 10

Size

5'0"

Age

31

Deity

Sarenrae

Languages

Common, Catfolk, Theive's Cant

About Daeshna of the Taggerung

Combat Code:

Standard double attack with panache

[dice=Attack]1d20+21[/dice] [dice=Damage]1d6+20[/dice]

[dice=Attack]1d20+17[/dice] [dice=Damage]1d6+20[/dice]

[dice=Attack]1d20+8[/dice] [dice=Damage]1d8+2[/dice] [/spoiler]

Daeshna of the Taggerung

NG Female Catfolk

Init +6, Senses Perception +14 (low-light)

Defense:

AC 23 touch 14 flat-footed 19

HP 82 (10 level one, +8 per level after)

Saves Fort +4 Refl +13 Will +4

Offense:

Speed 30, 20 climb speed

Melee +2 answer rapier +21/+17 1d6+10 (16x2)

Ranged masterwork dagger +17/+12 1d4+6 (19x2)

Panache 6

Statistics:

Str 10 Dex 22 Con 12 Int 11 Wis 12 Cha 18

Base Attack +10/+5; CMB 16; CMD 27

Feats

Improved Critical

Weapon Focus: Rapier

Fencing Grace

Lunge
Extra Panache

Agile Maneuvers

Improved Disarm

Lightning Draw

Traits

Skills

Points per level: +10 (+4 class, +2 background)

ACP (-1)

Acrobatics +19 (+10 rk, +6 dex, +3 train)

Bluff +17 (+10 rk, +4 cha, +3 train)

Climb +8 (+8 racial)

Diplomacy +11 (+4 rk, +4 cha, +3 train)

Escape Artist +14 (+5 rk, +6 dex, +3 train)

Perception +14 (+10 rk, +1 wis , +3 train)

Profession: Sailor +14 (+10 rk, +1 wis, +3 train)

Sleight of Hand +19 (+10 rk, +6 dex, +3 train)

Languages: Common, Catfolk, Thieve's Cant

Gear:

Swashbuckler’s kit, mw dagger, tent, x2 waterskin, flint & steel, tinderbox, iron pot

Magical gear: +2 answering rapier, celestial armor, belt of incredible dex +2, ring of protection +1, amulet of natural armor +1, quick runner’s shirt, headband of alluring charisma, handy haversack, figurine of wondrous power: raven

Money: 2,000 gold

Special Abilities:

Racial abilities

Cat’s Luck

Cat’s Luck (Ex) Once per day when a catfolk makes a Reflex saving throw, he can roll the saving throw twice and take the better result. He must decide to use this ability before the saving throw is attempted.

Hunter

Natural Hunter: Catfolk receive a +2 racial bonus on Perception, Stealth, and Survival checks.

Climber

Climber Catfolk hunters excel at hunting prey from trees and other high vantage points. Catfolk with this racial trait possess a climb speed of 20 feet (along with the +8 racial bonus on Climb checks a climb speed affords). This racial trait replaces sprinter.

Class Abilities

Panache Swashbuckler gains panache every time they score a crit or killing blow, to a maximum of 6 points. Panache can be spent on the below abilities.

Derring-Do (Ex): Add 1d6 to Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim checks, can be added after check but before result is revealed. Every 6 you roll lets you add another 6.

Dodging Panache (Ex): When attacked in melee, spend 1 panache to immediately move 5 feet and gain a +2 to AC against the attack. This move provokes AoOs from other creatures.

Opportune Parry and Riposte (Ex): When attacked in melee, spend 1 panache to use an attack of opportunity to make two attack rolls, if the first is larger than the attacking creature’s result, you gain a free swing with the second attack. -2 to parry if the creature is larger than you.

Kip-Up (Ex): At 3rd level, while the swashbuckler has at least 1 panache point, she can kip-up from prone as a move action without provoking an attack of opportunity. She can kip-up as a swift action instead by spending 1 panache point.

Menacing Swordplay (Ex): While she has at least 1 panache point, 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 as a swift action instead of a standard action.

[i]Precise Strike (Ex): While 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 the damage dealt. This counts as precise damage.

As a swift action, a swashbuckler can spend 1 panache point to double her precise strike’s damage bonus on the next attack. This benefit must be used before the end of her turn, or it is lost. This deed’s cost cannot be reduced by any ability or effect that reduces the amount of panache points a deed costs (such as the Signature Deed feat).

Swashbuckler Initiative (Ex): 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 she has any single light or one-handed piercing melee weapon that isn’t hidden, she can draw that weapon as part of the initiative check.

Swashbuckler’s Grace (Ex): While the swashbuckler has at least 1 panache point, she takes no penalty for moving at full speed when she uses Acrobatics to attempt to move through a threatened area or an enemy’s space.

Superior Feint (Ex): While the swashbuckler has at least 1 panache point she can, as a standard action, purposefully miss a creature she could make a melee attack against with a wielded light or one-handed piercing weapon. When she does, the creature is denied its Dexterity bonus to AC until the start of the swashbuckler’s next turn.

Targeted Strike (Ex): At 7th level, as a full-round action the swashbuckler can spend 1 panache point to make an attack with a single light or one-handed piercing melee weapon that cripples part of a foe’s body. The swashbuckler chooses a part of the body to target. If the attack succeeds, in addition to the attack’s normal damage, the target suffers one of the following effects based on the part of the body targeted. Counts towards resistances to sneak attacks and crits.

Arms: The target takes no damage from the attack, but it drops one carried item of the swashbuckler’s choice, even if the item is wielded with two hands. Items held in a locked gauntlet cannot be chosen.

· Head: The target is confused for 1 round. This is a mind-affecting effect.

· Legs: The target is knocked prone. Creatures with four or more legs or that are immune to trip attacks are immune to this effect.

· Torso or Wings: The target is staggered for 1 round.

Backstory:

-----------------------
Backstory
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Daeshna spent the whole of her adult life serving aboard the Taggerung, a renowned pirate hunting vessel that worked diligently to keep the waters safe for civilian and merchant vessels (as well as to make a considerable profit off the "reclaimed" booty). She was the most adroit warrior aboard the ship: while all the others spent their time ashore carousing and womanizing, she would study her craft, often seeking out the best swordsman at port for a duel.

After successuly defeating Captain Jean-Luc Christoph and his crew, the Taggerung was beset by a storm of unmatched ferocity. Colossal waves carried men overboard, hail tore through the sails, and eventually the ship was capsized. Daeshna spent five days clinging to a small, broken off section of the bow before being rescued by a passing ship of religious pilgrims.

She spent the following months in a haze, distraught over the loss of her comrades and too traumatized by the experience to find employ aboard another vessel. She eventually turned to drinking, which turned to abusing catnip (jk it's shiver), unable to find a place of belonging, her blade laid upon a shelf and forgotten. Her sole joy was in whittling small wooden statuettes of various animals, which she sold at the market to sustain her habits. A year passed, and she became a shell of her former self.

One day, an older man stopped by her place on the market and remarked upon her fine craftsmanship. Looking up, he furrowed his brow, trying to place his familiarity. "If I recall correctly, you very nearly bested me in a duel down by the docks some time ago. In fact, I am sure of it, for I would never forget such a fine opponent." Daeshna shook her head, "That kitten you fought is no longer around, I am afraid, and has not lifted a blade in some time." He remarked upon how sad it was to see so great a swordswoman in such a sorry state, purchased a small wooden bear, and went on his way.

Once a week he would return to purchase a new token and make conversation with the downtrodden cat. He introduced himself as Vencarlo Orisini, head of a local academy, and gradually he drew her out of her shell. Eventually, she agreed to duel him once more. She was rusty, and her body wasted by drugs, but he could immediately recognize the honed talent behind her parries and thrusts. This turned into a once weekly engagement, and after a few months she found once again her passion for the blade. The drugs and desperation fell behind her-she had found herself once again.

Daeshna opened a small recovery center for those wishing to wean themselves off of shiver, finding purpose in helping those who were lost, as she had been, find a way to freedom. She was quite content with her little life, running the center, whittling, and having her weekly duel with Orisini. However, the threat of authoritarianism has roused her, and she is now preparing to do what she must to free the city she has come to call home.