Name: Dinali, the bloody rose
Race: Human
Class: Swashbuckler
Gender: female
Age: 17
Alignment: CN
Deity: Besmara
Languages:Common
Personality: Vicious, lust for life,
Likes: Duells, breaking hearts and leave them
Dislikes: Range fighters, hard work, leechers
Favorite: foods: Roasted Pork with dumplings, honeycookies, met
Hobbies: Drinking whiskey, Smoking long thin cigarrs, loves kicking ass
Class and Racial Traits:
Class features:
Panache (Ex): More than just a lightly armored
warrior, a swashbuckler is a daring combatant. She fights
with panache: a f luctuating 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 Weapon:
Each time the swashbuckler confirms a critical hit with
a light or one-handed piercing weapon while in combat,
she regains 1 panache point. Confirming a critical hit on
a helpless or unaware creature or on a creature that has
fewer Hit Dice than half the swashbuckler’s character
level doesn’t restore panache.
Killing Blow with a Light or One-Handed Piercing Weapon:
When the swashbuckler reduces a creature to 0 or fewer hit
points with a light or one-handed piercing weapon attack
while in combat, she regains 1 panache 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’s character
level to 0 or fewer hit points doesn’t restore any panache.
Deeds: Swashbucklers spend panache points to
accomplish deeds. Most deeds grant the swashbuckler
a monetary bonus or effect, but some provide longerlasting
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 isannounced, 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.
Swashbuckler 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 Expertise. This ability counts as
having the Weapon Finesse feat for purposes of meeting
feat prerequisites.
Feats,Traits,Skills:
Feats:
Lv 1 Feat: Combat Reflexes (Combat)
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.
Racial Feat: Improved unarmed strike
Benefit: You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.
Traits:
Barrom Tailspinner
Benefit You gain a +1 trait bonus on Diplomacy checks and one category of Perform checks, and one of these skills is a class skill for you. In addition, once per week you can make a DC 15 Knowledge (local) or Intelligence check to see if you know a popular legendary pirate tale, the telling of which grants you a +1 trait bonus on checks made to influence NPCs on the ship.
Armor Expert:
Benefit: When you wear armor of any sort, reduce that suit's armor check penalty by 1, to a minimum check penalty of 0.
Freed slave:
Benefit: You gain a +1 trait bonus on Will saves.
Drawback:
Mark of Slavery:
You were enslaved for part or all of your youth, and marked as such with a brand or tattoo that still reminds you of how you were punished whenever you failed to do what you should.
Effect: Whenever you fail a skill check, you take a –2 penalty on any skill check or attack roll you attempt before the end of the next minute, unless it is a part of retrying the failed skill check.
Skills:
Swashbuckler 4+INT+H = 6 x 1 + 1 Favored Class Bonus
ACP = 6 //Armour Check Penalty
*Acrobatics: = 10 = 1 + DEX Mod + 3 - ACP+1 stat;
Appraise: 1 = 0 + INT Mod + 0;
*Bluff: 3 = 0 + CHA Mod + 0;
*Climb: 6 = 1 + STR Mod + 3;
*Craft: 0 = 0 + INT Mod + 0;
*Diplomacy: 8 = 1 + CHA Mod + 3 + 1 trait +2 Armor;
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: 3 = 0 + CHA Mod + 0+ 2 Armor;
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: 4 = 1 + WIS MOD + 3;
*Perform (Dance): 8 = 1 + CHA Mod + 3 + 1 trait;
*Profession(Sailor): 4 = 1 + WIS Mod + 3;
*Ride: 4 = 0 + DEX Mod + 0;
*Sense Motive: 4 = 1 + WIS Mod + 3;
*Sleight of Hand: NA = NA + DEX Mod + 0 -ACP;
Spell Craft: NA = NA + INT Mod + 0;
Stealth: 4 = 0 + DEX Mod + 0 -ACP;
Survival: 0 = 0 + WIS Mod + 0;
*Swim: 2 = 0 + STR Mod + 0 -ACP;
Use Magical Device: NA = NA + CHA Mod + 0;
Misc:
Adventure Gear:
Tattoo of a Rose with bleeding drops 40gp
Adventurers Satchel
Fighters Kit 23
Pocket Flaks with Whiskey
Wrist Spring sheaths x 2
compass
small steel mirror
Bloodblock
--Weight:134.0, 34gp
Special Substances and items:
--Weight:0
Tools and Skill Kits:
--Weight:0
Clothes:(0gp)
Pirates outfit,
Short red dress, high black seaboots, a red brimmed hat with roses embroyded on it.
--Weight:7.0
Weight Total:
Light: 86, Med: 173, Heavy: 260
Cash:
130gp
Description:
You see what look like a human girl of about 4 foot 6 and around 90 pounds. Her clothing cannot hide that she is quite muscular with the long strong muscles like a dancer. She has tanned face and hands, showing that she is on deck quite often. Her face looks quite attractive for a human. She has violett eyes and wavy red hair that flows all the way down her back. On her left shoulderblade she has a huge tattoo of a red rose, and from its thorns drip 6 drops of blood, one for each person she has killed. One can still see her old slavers tattoo underneath it, if one looks closely.
Background History:
Dinali is an orphan. Sold to a special school where little orphaned girls had to train 2 things. To defend their masters and to f#+! them senseless. After a few years Dinali had enough. She took care that her master was very satisfied and drugged when she paid her years of pain back. Using the ropes that bound her so many times she made him lie still and then started to cut things of. Here and there. In the morning she took some valuable items and ran for the harbor. Finding a boat was not hard and since that day, Dinali choose who entered her bed.
Pictures:
The Deathrose:http://fc05.deviantart.net/fs14/i/2007/113/1/6/Rose_Dagger_by_BLO ODSTORME.jpg
Pirates:
Grok=Friendly
Barefoot Samms Toppin (CG female human): a
former fisherwoman from the Sodden Lands
who never wears shoes; job: rigger; initial
attitude: indifferent.
Giffer Tibbs (NG female gnome): a
bedraggled gnome with one eye; job:
swab; initial attitude: indifferent.
Jack Scrimshaw (N male human): a
young lad talented at scrimshaw; job:
swab; initial attitude: indifferent.
“Ratline” Rattsberger (N male half ling): a rat-faced
half ling with long arms and three missing fingers; job:
rigger; initial attitude: indifferent.
Tilly Brackett (N female human): a tough joker who
likes her rum; job: swab; initial attitude: indifferent.
“Badger” Medlar (N female half-elf ): an older woman
who shaves her gray hair into stripes; job: swab; initial
attitude: unfriendly.
Shivikah (N female human): a very tall Mwangi exslaver;
job: swab; initial attitude: unfriendly.
Aretta Bansion (NE female human): a bad tempered exharlot
with big ears; job: swab; initial attitude: hostile.
Fipps Chumlett (NE male human): a fat, pushy bully
with a shaved head; job: swab; initial attitude: hostile.
Jaundiced Jape (CE male half-orc): a humorless, greedy
half-orc mute; job: swab; initial attitude: hostile.
Maheem (LN male human): a big Rahadoumi with a
permanent scowl; job: rigger; initial attitude: hostile.
Slippery Syl Lonegan (CE female human): an unhinged
murderer who f led to sea to escape the gallows; job: rigger;
initial attitude: hostile.
Tam “Narwhal” Tate (NE male dwarf ): an old friend of
Master Scourge with a large, ugly nose; job: rigger; initial
attitude: hostile.