Barmaid

Dailung's page

409 posts. Organized Play character for Helikon.


Full Name

Knight Captain Wu-Wei, the grand dragon Dailung

Race

Kitsune

Spoiler:
AC 25/T19/FF17 HP 68/68 F+8 R+15 W+8 Init +8 Perception +13

Classes/Levels

Swasbuckler (Whirling Dervish) 9

Gender

F Picture of Dailung

Size

M

Age

20

Special Abilities

Realistic Likness / 3/day—dancing lights

Alignment

CG

Deity

Saranrae

Location

Absolom, born in Minkai

Languages

Common, Tien, Sylvan

Occupation

Representant of the "Golden eagle caravan" trading in semiprecious stones.

Homepage URL

Dailung

Strength 9
Dexterity 22
Constitution 12
Intelligence 10
Wisdom 12
Charisma 18

About Dailung

Data:

Name: Knight Captain Wu-Wei, the grand dragon Dailung
Race: Kitsune
Job: Swashbuckler
Age: 20
Height: 4´7"
Weight: 95 lbs
Alignment: CG
Personality: Curious, charming, not very careful
Likes: parties, helping people, negotiating, Dancing
Dislikes: Boring times,
Favorite foods: Roasted chicken in honeymustard, Halfling cuisine
Hobbies: Trading in spices and different honey from andor
Physical Description: Honey colored hair, held back in the neck with a torquise clip matching her eyes, almost pure white skin
Deity: Saranrae
Colours: Blue and emerald green with gold
Heraldry: A golden fox on a green field surrounded by 4 crossed scimitars
Clothing Style: White silken Robes, embroided in goldenthread with the symbols of the pathfinder society on the left breast and the grand Lodge on the right and the Mockingbird of Shaylyn on the back. Them hems are all embroided in celestial prayers to his goddess.
Soft walking boots, and a strong belt of snake skin.

Combat:

Init +8 ; Senses Perception + 13
--------------------
DEFENSE
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AC 25, (+6 armor, +5 Dex+ 2 Dodge+1Def+1Nat)
touch 19, flat-footed 17
hp 68 (9d10+9+8FCB)
Fort +8, Ref +15; Will +8
--------------------
OFFENSE
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Spd 30 ft.
Melee:
Scimitar +20/+15 (1d6+19(8+6+2+2+1)/15-20/x2) nonlethal silver
Ranged:
Dagger +15 (1d4-1/19-20/x2)
--------------------
STATISTICS
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Str 09, Dex 22, Con 12, Int 10, Wis 12, Cha 18
Base Atk +9 ; CMB +8; CMD 27

Racial+Class Traits:

Racial Traits:
Agile (Ex) Kitsune receive a +2 racial bonus on Acrobatics checks.
Change Shape (Su) 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.
Kitsune Magic (Ex/Sp): 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.
Natural Weapons (Ex) In her natural form, a kitsune has a bite attack that deals 1d4 points of damage
Low-Light Vision: Kitsune can see twice as far as humans in conditions of dim light.

Whirling dervish
Weapon and Armor Proficiency:
Swashbucklers are proficient with simple and martial weapons, as well as light armor and bucklers.
Panache:
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. While violence is sometimes necessary to cleanse evil, dervishes rarely revel in a foe's defeat. A whirling dervish does not gain any panache for dropping a foe below 0 hit points unless that foe is an evil outsider or undead, or if the damage she dealt was nonlethal. Additionally, she gains 1 panache point if she causes an evildoer with a number of Hit Dice equal to at least 1/2 her character level to surrender to her. She can gain this benefit no more than once per round, even if multiple enemies surrender.

Dervish 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. A whirling dervish can treat a scimitar as a one-handed piercing melee weapon for the purposes of the swashbuckler's finesse and all feats and class abilities that refer to such a weapon. She must not be carrying a weapon or shield in her off hand to gain this benefit.
Dervish Dance (Ex)
At 4th level, a whirling dervish can use her Dexterity modifier instead of her Strength modifier on melee damage rolls when using her swashbuckler finesse. She counts as having the Dervish Dance feat for purposes of meeting feat prerequisites.

Deeds:
Swashbucklers spend panache points to accomplish deeds. Most deeds grant the swashbuckler a monetary bonus or effect, but some provide longer lasting effects. Some deeds remain in effect as long as the swashbuckler has at least 1 panache point. A swashbuckler can any deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the swashbuckler has or spends the required number of panache points to perform the deed.
Derring-do (Ex):
At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, Swim check to roll d6 and add the result to the check. She must choose to do this before she rolls. If the d6 roll is a natural “6,” she rolls another d6 and add 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, she can spend 1 panache point to move 5 feet as an immediate action; doing so grants the swashbuckler a bonus to AC equal to her Charisma bonus against the triggering attack. This movement doesn’t negate the attack, which is still resolved as if the swashbuckler was in 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 more 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 can 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. If her attack roll is greater than the roll of the attacking creature, the attack automatically misses. For each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on her attack roll. The swashbuckler must declare the use of this ability after the creature’s attack is announced, but before that attack roll is made. Immediately after a swashbuckler performs a successful parry, as long as she has 1 panache point she can make an attack as an immediate action against the creature whose attack she blocked, provided that creature is within her reach.
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):
At 3rd level, 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.
Precise Strike (Ex):
At 3rd level, 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. To use this deed, a swashbuckler cannot attack with a weapon in her other hand or use a shield other than a buckler. She can even use this ability with thrown light or one-handed piercing melee weapons, so long as the target is within 30 feet of her. Any creature that is immune to sneak attacks is immune to the additional damage granted by precise strike, and any item or ability that protects a creature from critical hits also protects a creature from the additional damage of a precise strike. This additional damage is precision damage, and isn't multiplied on a critical hit. 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):
At 3rd level, 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.
Whirlwind Dance (Ex) :
At 7th level, a whirling dervish can sweep through her opponents' lines like a cyclone. As a full-round action, she can spend 1 panache point to move up to her speed. She can make attacks against creatures with her reach during this movement, up to the number of attacks she's entitled to with a full attack. Each attack is made at her highest attack bonus, and must target a different creature. This movement provokes attacks of opportunity as normal.
Charmed Life (Ex)
At 2nd level, the swashbuckler gains a knack for getting out of trouble. Three times per day as an immediate action before attempting a saving throw, she can add her Charisma modifier to the result of the save. She must choose to do this before the roll is made. At 6th level and every 4 levels thereafter, the number of times she can do this per day increases by one (to a maximum of 7 times per day at 18th level).
Nimble (Ex)
At 3rd level, a swashbuckler gains a +1 dodge bonus to AC while wearing light or no armor. Anything that causes the swashbuckler to lose her Dexterity bonus to AC also causes her to lose this dodge bonus. This bonus increases by 1 for every 4 levels beyond 3rd (to a maximum of +5 at 19th level).
Bonus Feats
At 4th level and every 4 levels thereafter, a swashbuckler gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat feats. Swashbuckler levels are considered fighter levels for the purpose of meeting combat featprerequisites.
In addition, upon reaching 4th level and every 4 levels thereafter, a swashbuckler can choose to learn a new bonus feat in place of a bonus feat she has already learned. In effect, the swashbuckler loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A swashbuckler can only change one feat at any given level, and must choose whether or not to swap the feat at the time she gains a new bonus feat for the level.
Swashbuckler Weapon Training (Ex) +2
At 5th level, a swashbuckler gains a +1 bonus on attack and damage rolls with one-handed or light piercing melee weapons. While wielding such a weapon, she gains the benefit of the Improved Critical feat. These attack and damage bonuses increase by 1 for every 4 levels beyond 5th level (to a maximum of +4 at 17th level).


Feats, Traits and Skills:

Feats:
Combat Reflexes (1)
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.
Realistic Likness (3)
You can precisely mimic the physical features of any individual you have encountered. When you use your racial change shape ability, you can attempt to take the form of an individual, granting you a +10circumstance bonus on Disguise checks made to fool others with your impersonation.
Weapon Focus (Scimitar) (S)
You gain a +1 bonus on all attack rolls you make using the selected weapon.
Weapon Specialisation (Scimitar) (5)
You gain a +2 bonus on all damage rolls you make using the selected weapon.
Enforcer (7)
greater weapon focus scimitar

Benefit:
You gain a total of +2 bonus on all attack rolls you make using the selected weapon.
Traits:
Blade of Mercy
When striking to inflict nonlethal damage with any slashing weapon, you do not take the normal –4 penalty on your attack roll, and gain a +1 trait bonus to any nonlethal damage you inflict with a slashing weapon.
Irrepresible
You can use your Charisma modifier in place of your Wisdom modifier when attempting Will saving throws against charm and compulsion effects.
Skills:
Swashbuckler 4+INT = 4 x 9 = 36
ACP = 0 //Armour Check Penalty
*Acrobatics: = 20 = 9 + DEX Mod + 3 - 0 ACP+2Race;
• Appraise: 1 = 0 + INT Mod + 0;
• *Bluff: 3 = 0 + CHA Mod + 0;
• *Climb: -1 = 0 + STR Mod + 0;
• *Craft: 1 = 0 + INT Mod + 0;
*Diplomacy: 16 = 9 + CHA Mod + 3;
• Disable Device: NA = NA + DEX Mod + 0 -ACP;
• Disguise: 3 = 0 + CHA Mod + 0;
• *Escape Artist: 4 = 0 + DEX Mod + 0 -ACP;
• Handle Animal: 3 = 0 + CHA Mod + 0;
• Heal: 0 = 0 + WIS Mod + 0;
• *Intimidate: 18 = 9 + CHA Mod + 3 + 2item
• Know(Arcane): NA = NA + INT Mod + 0;
• *Know(Local): 4 = 1 + INT Mod + 3;
• *Know(Noble): NA = NA + INT Mod + 0;
• Know(Planes): NA = NA + INT Mod + 0;
• Know(Religi): NA = NA + INT Mod + 0;
• Linguistics: NA = NA + INT Mod + 0;
*Perception: 13 = 9 + WIS MOD + 3;
• *Ride: 4 = 0 + DEX Mod + 0;
• *Sense Motive: 0 = 0 + WIS Mod + 0;
• *Sleight of Hand: NA = 0 + DEX Mod + 0 -ACP;
• Spell Craft: NA = NA + INT Mod + 0;
• Stealth: 11 = 0 + DEX Mod + 0 -ACP+5item;
• Survival: 0 = 0 + WIS Mod + 0;
• *Swim: 1 = 0 + STR Mod + 0 -ACP;

Languages: Common, Sylvan, elfish


Gear:

Scimitar +1 Cruel answering mith 20020
Mithral Shirt+2 5100
Elven Rune Cloak Res+4 19750
Plume of Panache 1000
Belt of Dexterity 4000
headband of Charisma 4000
Alchemistical fire 15
sleeve of many garment 250
Dagger x3 6
Alexandrite Gem 2 0
Caravan 5 0
Wayfinder 2 0
Ring of prot 0 2000
Amulet of nat armor 0 2000
MW item Intimidate to demoralise 0 50
2 potions gravelly voice 0 100
9 38291

Background:

Dailung was always a bit diffrent than other girls in Wispil, she nevertheless had a happy youth.
With a knack for getting into trouble, never searching it activly, of course, she had her share of .... interesting encounters.
One of those encounters was with Excebit the faboulous, a gnomish sorcerer, an applepie with fresh cream, a quite beautiful gnomish girl and a rooster dyed in pink.
In any case Excebit the faboulous, after having wiped of the cream, exclaimed he was never that emberassed in his whole life of a pathfinder.
And Dailung said that wow it must be fun to be a pathfinder.
Excebit replied the pathfinder do not accept no good girls with less brain than luck. Dailungs only thougth was .... I will show you!!!!
Personality:
Dailung is a cheerful, sometimes reckless young girl. Life has not yet tought her the dark sides and she is still utterly optimistic und goodhearted.
A little bit like a female barney stinson from HIMYM, without the sex drive and not yet sarcastic.

PFS:

Nightmarch of 1 2 663
Silverh 1 2+1 500
Wwisp 1 2 440
SS WWM 3 4 3711
BwoBC 1 2 150
TMM 1 2 1290
SotSK 1 1 2 1882
SotSK 2 1 2 1892
TGMG 1 2 4074
YotSL 1 2 1250
The Dalsine Affaire 1 2 3303
Serpents Rise 1 2 4000
Sotsk 3 1 2 1910
Our Lady of Silver 1 2 1697
WotW 1 1 2 4006
WotW 2 1 2 4000
SS TR 3 4 14862
AiEther 1 2 4487
22 38 54117


Libertys Edge S7:

FREEDOM FIGHTER (2+ goals): Gain a +1 bonus on attack rolls and weapon damage rolls against known slavers. For the
purposes of this reward, a slaver is a creature that owns at least five slaves, is maintaining a compulsion spell or effect to
control a creature for at least one day, or is explicitly cited as trafficking slaves.
ABOLITIONIST (4+ goals): Once per scenario as a standard action, you can rally a freed slave (pig farmer, NPC Codex 256) for
an encounter. At level 5, you can call two pig farmers or a tavern champion (NPC Codex 268). At level 7, you can call three pig
farmers, two tavern champions, or a ruffian (NPC Codex 258). They appear adjacent to you and do not possess their combat gear.
LIBERATOR (6+ goals): When you or any of your allies reroll a check to escape a grapple, an Escape Artist check, a Will save
against a compulsion effect, or a Reflex save to avoid being entangled, staggered, or paralyzed, that character may roll two dice
and use the better result. Once per adventure, you can grant a free reroll to a PC who is attempting one of these checks.
--------------------------------------------------------------------
[X][X][X]Liberate one or more slaves, captives, or hostages during an adventure.
[X][]Adventure in two of the following locations: Andoran, Cheliax, Okeno, Numeria, or the River Kingdoms.
[]Serve as a mentor to a named NPC slave whom you freed, effectively raining him or her to join your faction. Doing so requires you to purchase a follower vanity (Pathfinder Campaign Setting: Pathfinder Society Field Guide 60 or Pathfinder Player Companion: Pathfinder Society Primer 28 for options) and have your protégé serve as the follower. As an additional follower option, the freed slave can be an Assistant who can automatically succeed at the aid another action once per game session to assist you in combat or on a skill check; this follower type costs 2 Prestige Points.
[X]Defeat a known slaver whose Challenge Rating is at least equal to your character level. For the purposes of this goal, use the definition of slaver from the Freedom Fighter reward.
[X]After being grappled or physically bound by an opponent, escape with an Escape Artist, Strength, or combat maneuever check. Alternatively, after failing a save against a spell or effect with the compulsion descriptor, end the effect with a subsequent save.
[X]In a region where slavery is legal, deliver a speech against yranny, slavery, or corruption to a crowd of at least 20 participants. Succeed at a Diplomacy or Perform (acting, comedy, or oratory) check with a DC equal to 15 plus your character level.
[][][][][]Serve as the GM for an adventure that grants 1 or more XP, and apply credit and the Chronicle sheet to this character. Completing this goal counts as two goals for the purpose of earning faction rewards.

Libertys Blade S9:

ORATOR (2+ goals): You are skilled at inspiring people, particularly when you oppose tyranny. Once per adventure before rolling
a skill check to convince an NPC to cooperate with you, you can add a bonus to your check equal to 1+ half the number of goals
you have completed (rounded down). Double this bonus if the check involves convincing the NPC to participate in an uprising.
BOND BREAKER (4+ goals): Once per adventure, you can perform one of two liberating acts. You can cast shatter as a spell-like
ability, with a DC equal to 12 + half the number of goals you have completed (rounded down). Alternatively, you can deal 1d10
additional points of damage on your next attack against a creature or object with hardness. If your weapon’s critical multiplier is
×3 or ×4, you deal 2d10 or 3d10 additional points of damage, respectively.
LIBERATOR (7+ goals): When you or any of your allies reroll a check to escape a grapple, an Escape Artist check, a Will save
against a compulsion effect, or a Reflex save to avoid being entangled, staggered, or paralyzed, that character can roll two
dice and use the better result. Once per adventure, you can grant a free reroll to a PC who is attempting one of these checks.
----------------------------------------------
[][][]Liberate one or more slaves, captives, or hostages during an adventure.
[X]Defeat a known slaver whose Challenge Rating is at least equal to your character level. For the purposes of this goal, a slaver is a creature that owns at least five slaves, is maintaining a compulsion spell or effect to control a creature for at least 1 day, or is explicitly cited as trafficking slaves.
[]Adventure in Andoran or Galt.
[][]Convince an NPC who serves an oppressive or tyrannical leader to abandon that leader of their own free will by succeeding at a Diplomacy or Perform (oratory) check with a DC equal to 15 + your character level.
[][]Forgo your Downtime to nonviolently fight for the cause of liberty by spending time organizing protests, freeing slaves, or distributing revolutionary material. Doing so requires a successful Disable Device, Knowledge (local), or Stealth check
(DC = 15 + your character level).
[][]Defy local law or tradition in a way that assists you and your allies without endangering the mission or threatening
innocent lives.
[]Participate in the one of the Leaders in Liberty contests on paizo.com by submitting an entry or voting for an existing
entry. When you do so, check this box on the Faction Journal Cards of all of your Liberty’s Edge characters.
[][][]/[][]Serve as the GM for an adventure that grants 1 or more XP, and apply the Chronicle sheet to this character.
Checking 3 boxes counts as one goal for earning faction rewards; checking all 5 counts as two goals.

Boons:

Crystelcrag Liberator:
Cross boon to: If encounter with hostages of at least indifferent attitude, gain 10feet land speed, gain +3 dodge against AoO and +2 morale bonus for Combat maneuver checks for encounter.
Master Smiths Service:Spend 25PP to remove broken condition from gamin and raise enhancement bonus to +2
Widespread Notoriety: Disrepute: 5 Infamy: 5
Dead Men tell no tales (10 Disrepute) Autoconfirm a threat for crit
Built for Speed (10 Disrepute) Permanently increase Circ Bonus to Prof Sailor by 2) Spend gold to reduce disrepute by 150gp by 150
Relentless Aspis Hunter:
+2 morale bonus on attack and damage rolls against Aspis agents inside the Hao Jin Tapestry.
Spoils of the Siege: Rataji
Trusted Pathfinder:
Elven Rune Cloak
Defender of Katheer:
Humanoids of Katheer gain +1 on Diplo
Sky Key Component: Sargava
Vanei´s Friend:
Once per adventure reroll a Bluff, Diplo or Knowledge check partaining the Aspis Consortium. If second check fail, cross boon off chronicle
Grippli´s Favor:
Mutani Manual of Martial Mastery: you receive a +1 dodge bonus to CMD against grapples.
Averted Mauling:
Within the Immortal Principality, you
may trade this political favor for any non-magical item worthup to 400 gp, including but not limited tomasterwerk weapons and armor and courher clothing and jewelry.
Master of Blades Saved:
You gain a +4 circumstance bonus on Diplomacy and Intimidate checks when dealing with members ofthe Pathfinder Society ofyour Ievel or lower when you mention this boon.
Explore, Report, Cooperate:
Ask GM if unsure if action is unwise
Prized Find:
If just one PP, cross boon to gain second PP
Impressive Find:
Gain an extra PP, but not Fame once you reach 12 Fame
Gift of the Ghaele:
Cross boon to cast aid, detect thoughts, lesser restoration or see invisible

Brutal Reputation:

Brutal Reputation: You have developed a reputation as an intimidating figure and fierce combatant. Once per adventure, you can enhance your reputation. Your reputation grows if you succeed at an Intimidate check that is written in to an adventure or successfully demoralize two or more foes during one combat. Your reputation also grows when you confirm a critical hit against an opponent whose CR is greater than your character level or suffer (and survive) a critical hit that deals an amount of damage equal to at least 5 times your character level, leaving you with a permanent, visible scar. When you achieve any of these goals during an adventure, ask your GM to record the adventure’s name and her Pathfinder Society number on the blanks below.
Demoralize two foes during the tower of the ironwatch

[Dice=Ini]1d20+9[/dice]
[Dice=Perc]1d20+13[/dice]
[Dice=Party&Riposte]1d20+22; 1d20+22; 1d6+22[/dice]
[Dice=DayjobDiplo]1d20+15[/dice]
Introduction:

Knight Captain Dailung is a tiny young woman of great beauty, about 4`7`` with maybe 95 pounds. In her human form she has long blond hairs with emerald green eyes of Taldorian origin. In her true form she has rustred hair. Usually she wears revealing clothes that do not hinder her movements of light colours with the insignie of a Captain of the eagle knights and a beautiful embroided rune cloak of saphire and gold. On a mission she wears a light chainshirt of finest mithral for protection and for weapons a longsword and a scimitar of mithral.