Swashbuckler

Devon Prissault's page

81 posts. Alias of Stalwart.


Full Name

Devon Prissault

Race

Human

Gender

Swashbuckler (HP92/92; AC: 23, T: 18, FF: 15; CMB +9, CMD 27; F +5, R +13, W +4; Perc: +6; Panache Points: 6)

Size

Medium

Age

24

Special Abilities

Panache, deeds

Alignment

CG

Deity

Cayden Cailean

Location

Riddleport, Varisia

Languages

Taldane, Varisian, Elven, Undercommon

Occupation

Gambler, opportunist

Strength 13
Dexterity 20
Constitution 12
Intelligence 12
Wisdom 10
Charisma 18

About Devon Prissault

Male human Swashbuckler
CG Medium humanoid (human)
Init +5; Perception +13,
------------------------------------------------------------------------
DEFENSE
------------------------------------------------------------------------
AC 22, touch 18, flat-footed 14
(armor +4, Dex +5, Dodge +3)
hp 96 (8d10+16)
Fort +5 , Ref +13, Will +4
Deeds (dodging panache, nimble, opportune parry and riposte)
Drow Immunities: immune sleep, +2 racial bonus on saving throws against enchantment spells and effects.
Spell Resistance 14

------------------------------------------------------------------------
OFFENSE
------------------------------------------------------------------------
Spd 30 ft.
Melee: swashbuckler's rapier +16/+11 (1d6+17 18-20/x2)
Ranged: knives of night +14 (1d10)
Combat Options: deeds, panache (opportune parry/riposte, precise strike, menacing swordplay, targeted strike, superior feint)
Poison Use

------------------------------------------------------------------------
SPELL-LIKE ABILITIES
------------------------------------------------------------------------
Constant: detect magic
At will: dancing lights, deeper darkness, faerie fire, feather fall, levitate.

------------------------------------------------------------------------
STATISTICS
------------------------------------------------------------------------

Str 13 (+1), Dex 20 (+5), Con 12 (+1), Int 12 (+1), Wis 10, Cha 18 (+4)
Base Atk +8/+3; CMB +9; CMD 25
Feats: Weapon Focus (rapier)1st, Extra Panache2nd, Dodge 3rd Quick Draw 5th, Fencing Grace 7th, Weapon Specialization (rapier)(B), Combat Reflexes(B), Drow Nobility 4th, Improved Drow Nobility 6th, Greater Drow Nobility 8th
Skills: (44 +16 bg)
Acrobatics +16, (8+5+3)
Bluff +15*, (8+4+3)
Diplomacy +9*, (2+4+3)
Knowledge (dungeoneering) +5, (1+1+3)
Knowledge (local) +5, (1+1+3)
Linguistics +3, (2+1 --bg)
Perception +13, (8+0+3+2)
Profession (gambler) +9, (6+0+3 --bg)
Sense Motive +11, (8+0+3)
Sleight of Hand +16, (8+5+3 --bg)
Stealth +16, (8+5+3)
*+1 for those who may be attracted
Traits: Optimistic Gambler, Charming, Fencer
Languages: Common, Varisian, Elven, Undercommon
SQ: Deeds, Panache (6/day), Swashbuckler Finesse, Charmed Life 4/day, Nimble +2, swashbuckler weapon training (+1)
Deeds: Derring do, dodging panache, opportune parry and riposte, kip up, menacing swordplay, precise strike (+8), swashbuckler initiative, swashbuckler grace, superior feint, targeted strike
------------------------------------------------------------------------
GODBOUND
------------------------------------------------------------------------
Words: Luck and Night
LUCK: Heroes gifted in the Luck Word may roll 1d20 once a day. At any time during that day, they may replace their own or someone else’s 1d20 roll with the one in reserve. They can only replace a roll once per day
Luck Gifts:
Unfailing Fortune (Constant) The hero may always reroll a natural 1 on any die they roll. They can dictate the outcome of any element of chance in gambling or gaming.
Nine Lives (Constant) Automatically reroll saves or enemy hit rolls that would result in the hero’s death or mortal injury. The second roll is taken, even if it’s worse.
NIGHT: Heroes with the Word of Night can see perfectly in darkness. They need not sleep, and their actions will never involuntarily cause the awakening of any sleepers around them.
Night Gifts:
Knives of Night (On Turn) Commit Effort. You are now able to harden darkness into a weapon with a range of 200 feet. When used to attack, it does 1d10 damage and is treated as a magical weapon. Foes reduced to zero hit points can either be killed, put to sleep, or permanently blinded at your discretion.
Flesh of Shadows (Action) Commit Effort. Become an almost-insubstantial shadow, unable to affect the real world or pass through solid objects, but with an invincible defense against non-magical weapon attacks but not spells.
------------------------------------------------------------------------

Gear:swashbuckler's rapier, mithril chain shirt, cape of daring deeds, ring of resilience
Backpack: gambler's kit (this small, tightly packed suitcase holds decks of cards, a betting wheel, numbered cloths, colored wooden chips, and a wide variety of other sorts of specialized equipment necessary for many different games of chance), Pathfinder's kit (This kit consists of a backpack, a bedroll, a belt pouch, a clay mug, a dagger, two fishhooks, a flint and steel, a sewing needle, a signal whistle, 50 feet of string, 50 feet of thread, a waterskin, a week's worth of trail rations, and a whetstone).

493 gp

Background:

Devon grew up in and around the docks of Magnimar, the son of a merchant family that made just enough money that he didn't really learn the value of hard work. Instead, he learned that money came through risk, and the fickle winds of fate determined the outcome rather than some stodgy adherence to routine and effort. His friends all had similar tastes and expectations of life, though they never really had his brazen willingness to risk it all. So when he started hearing more and more stories of Riddleport and the possible fortunes the pirate town had in store, they begged off.

Still, that was not going to be enough to dissuade Devon from making his mark on Riddleport. Far from being warned away by the dangers, he saw the opportunities and ever-confident in his own abilities, he found a scheme that would get him there, and make his first bit of coin in the process. Once there, the sky would be the limit! Regardless of that shadow lurking above the town...

* * *

As it turned out, that shadow was more than a meteorological curiosity although it wouldn't affect Devon's life for some time. His fortunes initially plummeted once he arrived at Riddleport, falling in debt with some crime bosses initially. He scraped and scrimped and eventually got out of hock, just in time to risk everything again at a gaming house's big re-opening celebration. The Gold Goblin, under the new ownership of Saul Vankaskerkin, had its own share of ups and downs, and its grand reopening was almost undone by a pair of robbers. However, Devon and a few other patrons stepped in and thwarted the robbery, which landed them all jobs at the Goblin.

Suddenly a part owner of a gaming hall, Devon found a new purpose -- not so much being a responsible business owner but by becoming mired in the plots and maneuvers by the various crime bosses of Riddleport. He and the others who saved the Goblin that day, Marek, Krogun, and Faenor, became fast friends as they weathered the attacks and tried to turn a bit of a profit at the gaming hall. Then, they learned that they were being used by Saul. And they learned that Saul was being used by something worse.

From out of a dark faerie tale, the evil underground cousins of elves -- the Drow -- were not just a myth, but a real threat. In the caverns beneath the Gold Goblin, they discovered that Saul's real business partner was a radical Drow who was busy working on something that had to do with the Cyphergate and that strange shadow in the sky. Their fight took them topside, as the four battled the skilled and nimble Drow woman. She retreated to the ancient Thassilonian ruin, the massive runed arch that stretched across Riddleport's harbor and called the Cyphergate by the mages who studied it. They climbed up on the arch in pursuit and finally Devon's blade cut through her defenses and slew her. But they had little time to revel in their triumph, because a meteor streaked down from the sky and struck a small island just off the shore of Riddleport.

The impact created a tidal wave that crashed into the harbor, causing a great amount of devastation. But even as the waterlogged city struggled to recover, the crime bosses set their eyes on the island that was struck -- the meteor would no doubt be full of starmetals.

Devon and his companions took part in the race to Devil's Elbow. There, they fought against a few of the other crime bosses, some strange creatures that had hitched a ride on the meteor, and surprisingly, another group of Drow. In confronting the dark elves there on the island, Devon and his friends learned a sinister fact: Somehow, the Drow had figured out the means to draw stars from the sky, and they planned to use it.

Devon wasn't used to considering himself a hero, even though he really couldn't help himself whenever a pretty face needed rescuing. Mostly, he saw himself an opportunist, someone who trusted in luck and a bit of his own skill and braggadocio to get him through whatever trouble he found himself in. This, though, was different. He was now aware of a terrible secret the elves sought to keep from the rest of the surface world -- that their evil cousins existed, and what's worse, that some had plans to destroy the surface world by calling down more meteors to bring about a second darkness.

He hoped he had enough luck to see him through.

Devon's next stop was Celwynvian, an elven community that forbade outsiders from visiting. However, he and his companions had some valuable information and was allowed in. As it turned out, the city was actually a battlefield, wherein a contingent of elves fought to repel a Drow incursion. Of course, Devon and his friends lent their assistance, eventually turning the tide.

Unfortunately, the Drow retreat was not a true victory. Whatever they were doing in the ruined city, they completed their work and fled through an elven gate back into their subterranean home. With little information to stop the next meteor, the elves and Devon's friends came upon a crazy plan. They would disguise themselves as Drow and sneak into their realm, to search for the means to stop their apocalyptic scheme.

The plan required a powerful spell that would use freshly-killed Drow corpses as their disguises. Devon drew the short straw and had to wear the body of a Drow female. He didn't notice until several days wearing the form that it had a small tattoo of the runic sigil of Noticula just below her hair line. He didn't think much of it, nor did he worry that the demon lord to which the sigil belonged would be paying attention to his actions.

Unfortunately, Devon's luck ran out. He was killed deep underground, alone, in a desperate bid to give his friends time to complete their mission. Unfortunately, they, too, died in the cold dark and before long, a meteor struck the heart of the elven nation of Kyonin, destroying it. One more disaster to strike a world riven with catastrophes.

Devon, first level:

Male Human Swashbuckler
CG Medium humanoid (human)
Init +3; Perception +4
------------------------------------------------------------------------
DEFENSE
------------------------------------------------------------------------
AC 17, touch 14, flat-footed 13
(armor +3, Dex +3, Dodge +1)
hp 12 (1d10+2)
Fort +1 , Ref +5, Will +0
------------------------------------------------------------------------
OFFENSE
------------------------------------------------------------------------
Spd 30 ft.
Melee: Rapier +5 (1d6+1 18-20/2)
Ranged: Light Crossbow +4 (1d8 19-20/x2)
Combat Options: deeds, panache
------------------------------------------------------------------------
STATISTICS
------------------------------------------------------------------------

Str 13 (+1)), Dex 17 (+3), Con 13 (+1)[ooc][/ooc], Int 12 (+1), Wis 10, Cha 14 (+2)
Base Atk +1; CMB +2; CMD 14
Feats Weapon Focus (rapier), Defiant Luck(R), Dodge(B)
Skills: Acrobatics +6*, Bluff +6**, Diplomacy +6**, Knowledge (dungeoneering) +5, Knowledge (local) +5, Perception +4, Profession (gambler) +4, Sense Motive +4, Sleight of Hand +6*, Stealth +6*,
*Includes armor check penalty of -1
**+1 for those who may be attracted
Traits: Optimistic Gambler, Charming
Languages: Common, Varisian
SQ: Deeds, Panache, Swashbuckler Finesse
Gear: light crossbow, 10 bolts, rapier, studded leather
Backpack: 50' rope, bullseye lantern, 4 pts oil.

10 gp