Undead Slayer

Emileva "Emi" Mavrakis's page

1 post. Alias of rdknight.


Full Name

Emileva Mavrakis

Race

Human

Classes/Levels

Swashbuckler 9

Gender

Female

Size

Medium

Age

20

Alignment

NG

Deity

Shelyn

Location

Korvosa, Varisia

Languages

Taldane, Varisian, Shoanti, Elven

Occupation

Military Officer (Never Employed), Reluctant Accountant, Sword Academy Junkie

Strength 11
Dexterity 21
Constitution 14
Intelligence 16
Wisdom 10
Charisma 14

About Emileva "Emi" Mavrakis

Emileva Character Art

Statistics:
Female Human Swashbuckler (Inspired Blade/Noble Fencer) 9
NG Medium Humanoid (Human)
Init +6; Senses Perception +12
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DEFENSE
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AC 24, touch 17, flat-footed 18 (+4 Armor, +5 Dex, +1 Dodge, +2 Nimble, +1 Buckler, +2 Magic)
hp 85
Fort +7, Ref +13, Will +7 (+2 vs Mind Affecting Effects)
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OFFENSE
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Speed 30 ft.

Melee (Rapier) +18/+13
Melee (Dex) +15/+10
Ranged (Dagger) +15/+10
Ranged +14/+9

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STATISTICS
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Str 11, Dex 21, Con 14, Int 16, Wis 10, Cha 14
Base Atk +9/+4; CMB +9; CMD 24
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Traits

Slippery (Combat)
+1 trait bonus on Stealth checks and Stealth is a class skill.

Blade Bravado (Race):
You grew up fighting in one of the many dueling academies and have honed your skills with one-handed weapons. When wielding a one-handed weapon and nothing in your off hand, you gain a +1 trait bonus on Acrobatics and Bluff checks.

Feats

Risky Strike:
Prerequisite: Base attack bonus +1.
You can choose to take a –1 penalty on all attack rolls and combat maneuver checks to gain a +2 bonus on all damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one-handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use Risky Strike before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Defensive Stance:
Prerequisite: Base attack bonus +1.
You can choose to take a -1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, the penalty increases by -1 and the dodge
bonus increases by +1. You must choose to use Defensive Stance before making an attack roll and its effects last until your next turn.

Deft Maneuvers:
You are skilled in a variety of dextrous combat maneuvers.
Prerequisite: Dex 13.
Benefit: You do not provoke an attack of opportunity when performing a trip or disarm combat maneuver. In addition, you receive a +2 bonus on checks with trip and disarm combat maneuvers, and you can make a Bluff check to feint in combat as a move action. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to trip or disarm you.
Normal: You provoke an attack of opportunity when performing a trip or disarm combat maneuver. Feinting in combat is a standard action.

Combat Reflexes:
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.

Dodge
You gain a +1 dodge bonus to your AC. This bonus increases to +4 against attacks of opportunity caused when you move out of or within a threatened tile. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

Weapons Focus:
You gain a +1 bonus on all attack rolls you make using the selected weapon group. (Light Blades)

Fencing Grace:
When wielding a rapier one-handed, you can add your Dexterity modifier instead of your Strength modifier to that weapon’s damage. The rapier must be one appropriate for your size. You do not gain this benefit while fighting with two weapons or using flurry of blows, or anytime another hand is otherwise occupied.
In addition, if you have the panache class feature, you gain a +2 bonus to your CMD against attempts to disarm you of your rapier while you have at least 1 panache point.

Barroom Brawler:
Once per day as a move action, you can gain the benefit of a combat feat that you do not possess for 1 minute. You must otherwise meet the feat’s requirements.

Iron Will:
You are more resistant to mental effects.
Benefit: You get a +2 bonus on all Will saving throws.

Improved Critical:
When using the weapon group you selected, your threat range is doubled. (Light Blades)

Battle Cry:
A number of times per day equal to your Charisma bonus, you can let out a battle cry as a swift action. When you do, allies within 30 feet who can hear you gain a +1 morale bonus on attack rolls and a +4 morale bonus on saving throws against fear. This effect lasts for 1 minute.
If an ally is under the effect of this feat and fails a saving throw, she can choose to end the battle cry’s effect on her to reroll the failed save against a fear effect. The ally must take the result of the reroll, even if it’s lower. Each ally can use this effect only once per use of this feat.
This is a combat feat, and can be selected as a brawler, fighter, gunslinger, swashbuckler, and warpriest bonus feat.

Weapon Versatility;
When wielding a weapon with which you have Weapon Focus, you can shift your grip as a swift action so that your weapon deals bludgeoning, piercing, or slashing damage instead of the damage type normally dealt by that weapon. You may switch back to the weapon’s normal damage type or another damage type as a swift action.
If your base attack bonus is +5 or higher, using this feat is a free action instead.

Critical Focus:
You receive a +4 circumstance bonus on attack rolls made to confirm critical hits.

Skills (81 points; 54 class, 27 INT, 9 Skilled, 18 Background)
ACP -1

Acrobatics* +18 = DEX 5+7+3+1+2 (+1 Trait, +2 Magic)
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Appraise +3 = INT 3+0+0
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Bluff +13 = CHA 2+7+3+1 (+1 Trait)
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Climb* +7 = STR 0+2+3+2 (+2 Magic)
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Craft +2 = INT 2+0+0
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Diplomacy +14 = CHA 2+9+3
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Disable Device*† +5 = DEX 5+0+0
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Disguise +2 = CHA 2+0+0
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Escape Artist* +13 = DEX 5+5+3
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Fly* +5 = DEX 5+0+0
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Handle Animal† +2 = CHA 2+0+0
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Heal +0 = WIS 0+0+0
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Intimidate +10 = CHA 2+5+3
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K (Arcana)† +3 = INT 3+0+0
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K (Dungeoneering)† +3 = INT 3+0+0
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K (Engineering)† +3 = INT 3+0+0
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K (Geography)† +4 = INT 3+1+0 (+1 Background)
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K (History)† +5 = INT 3+2+0 (+1 Background)
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K (Local)† +12 = INT 3+6+3
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K (Nature)† +3 = INT 3+0+0
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K (Nobility)† +8 = INT 3+2+3 (+2 Background)
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K (Planes)† +3 = INT 3+0+0
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K (Religion)† +3 = INT 2+0+0
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Linguistics† +3 = INT 3+0+0
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Perception +12 = WIS 0+9+3
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Perform (Oratory) +10 = CHA 2+5+3 (+5 Background)
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Profession (Military)† +6 = WIS 0+3+3 (+3 Background)
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Ride +8 = DEX 5+1+3
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Sense Motive +9 = WIS 0+6+3
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Sleight of Hand*† +11 = DEX 5+3+3
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Spellcraft† +3 = INT 3+0+0
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Stealth* +18 = DEX 5+7+3+1+2 (+1 Trait, +2 Magic)
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Survival +0 = WIS 0+0+0
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Swim* +5 = STR 0+2+3
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Use Magic Device† +5 = CHA 0+0+0
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*ACP applies to these skills
Non-Standard Skill Bonuses

Languages Common, Varisian, Shoanti, Elven

Special Abilities:

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SPECIAL ABILITIES
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=== SWASHBUCKLER (INSPIRED BLADE / NOBLE FENCER) ===

Inspired Panache (Ex):
Each day, an inspired blade gains a number of panache points equal to her Charisma modifier (minimum 1) and Intelligence modifier (minimum 1), instead of just her Charisma modifier.
Unlike other swashbucklers, an inspired blade gains no panache from a killing blow. She gains panache only from scoring a critical hit with a rapier. This ability alters the panache class feature.

Inspired Finesse (Ex):
At 1st level, an inspired blade gains the benefits of Weapon Finesse with the rapier (this ability counts as having the Weapon Finesse feat for the purpose of meeting feat prerequisites) and gains Weapon Focus (rapier) as a bonus feat. This ability replaces swashbuckler finesse.

Aristocratic Discipline (Ex):
At 2nd level, a noble fencer relies on his extremely honed training and discipline to protect his mind, rather than luck. The noble fencer gains a +1 bonus on Will saves against mind-affecting effects. This bonus increases by 1 at 6th level and every 4 swashbuckler levels thereafter.
This ability replaces charmed life.

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 feat prerequisites.
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.

Rapier Training (Ex):
At 5th level, an inspired blade gains a +1 bonus on attack rolls and a +2 bonus on damage rolls with rapiers. While wielding a rapier, she gains the benefit of the Improved Critical feat. These attack and damage bonuses increase by 1 for every 4 levels beyond 5th (to a maximum of +4 on attack rolls and +5 on damage rolls at 17th level). This ability replaces swashbuckler weapon training.

Deeds:

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).

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.

Social Panache (Ex): At 1st level, a noble fencer can spend 1 panache point when he attempts a Bluff, Diplomacy, Intimidate, or Sense Motive check to roll 1d6 and add the result to the check. He can do this after he rolls the check but before the result is revealed. If the result of the d6 roll is a natural 6, he rolls another 1d6 and adds it to the check. He can continue to do this as long as he rolls natural 6s, up to a number of times equal to his Charisma modifier (minimum 1).
Just before a verbal duel, a noble fencer can spend up to 4 panache points. For each point he spends, he selects a tactic for which he has chosen Bluff, Diplomacy, Intimidate, or Sense Motive as an associated skill and gains an edge he can only use with that tactic.
This deed replaces the dodging panache deed.

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 (Pathfinder RPG Core Rulebook 99) 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 off 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.

Incredible Aspirations (Ex): At 7th level, a noble fencer strives for truly amazing results when he uses his derring-do and social panache deeds. As long as he has 1 panache point, the first time he rolls a natural 5 on the 1d6 for those deeds, he can roll another 1d6, subject to the other limitations of the respective deeds. He can still reroll as many rolls of 6 as normal.

Swashbuckler's Grace (Ex) At 7th level, 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.

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. If a creature doesn’t have one of the listed body locations, that body part cannot be targeted. Creatures that are immune to sneak attacks are also immune to targeted strikes. Items or abilities that protect a creature from critical hits also protect a creature from targeted strikes.
-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.

Gear/Possessions:

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GEAR/POSSESSIONS
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Magic Items
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Chain Shirt (+1 Mithril)
Rapier (+1 Cold Iron)
Hat of Disguise
Ring of Protection +1
Headband of Mental Prowess (+2 INT +2 CHA Skill- Diplomacy)
Pendant of the Blood Scarab
Cloak of Protection +2
Belt of Incredible Dexterity +2
Sleeves of Many Garments
Cat Burglar's Boots
Bag of Holding I
Handy Haversack
Snapleaf
Traveler's Any Tool

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Mundane Items
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Dagger (MWK))
Dagger (x3)
Silver Holy Symbol
MWK Thief's's Tools
Gear Maintenance Kit
Grooming Kit

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Consumables
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Oil of Keen Edge
Potion Cure Light Wounds (x2)
Potion Heightened Awareness
Potion Invisibility
Potion Protection from Evil
Potion Ashen Path
Potion Darkvision

Carrying Capacity
Light 0-86 lb. Medium 87-173 lb. Heavy 174-260 lb.
Current Load Carried 0 lb.

Money 29 GP 6 SP 0 CP

Background:

By the time she was nine years old, both of Emileva’s parents were dead of illnesses. She was taken in by her Uncle Franzus, who was the only member of her extended family with the means to do so. Franzus, a lifelong bachelor, had become very successful in the cargo storage business and owned a number of warehouses around the Warehouse Way area.

Franzus did care for Emileva in his own way, he even loved her to the extent that a man who was completely dedicated to business and profit could find room and attention for it. For her part Emileva was certainly comfortable, but her new house was a cold one, and Franzus, although fair, was an exacting man who tolerated no misbehavior or laziness.

When Emileva reached her early teens, Franzus had to consider what to do about her future. Without any direct heirs of his own, leaving his business to her was an option. But, Emileva showed little ability in that area. She lacked the head for details and the stomach for the sharp dealing necessary in the business world of the waterfront. Franzus knew that if he turned his little empire over to Emileva, everything he had spent his life building would be eaten away to nothing in a few years.

Instead he settled on the idea of a military career for her. She had grown into a very physically adept girl, and although he disapproved of such things, Franzus knew she already had the talent to handle herself well in a street fight. Emileva was also smart enough that an officer’s commission would not be a stretch with the proper schooling.

When her uncle made the proposal to Emileva, she accepted the idea readily. She loved her uncle, but hated working for him. The business was a dreary occupation to imagine, and the life of a military officer was exciting to imagine. What child had ever watched the Sable Company overhead and not wanted to be one of its marines?

Franzus made some inquiries and found an academy that was willing to admit Emileva for an initial bribe and a guarantee of an acceptable yearly percentage in kickbacks above the price of standard tuition. It wasn’t Endrin Military Academy, but it was good enough. The problem as it turned out, was finding a school that would take an unpedigreed student. Emileva’s father was a Mavrakis, and although they were an old family in the city, there were no ancestors of note. Franzus’s own Porcini family was as common as dirt.

Uncle Franzus’s wealth bought Emileva admittance to the school, but not acceptance. As one of the extremely rare commoner students, she was treated with disdain by most students and instructors there. Despite such difficulties, Emi pushed on through her years at the academy to graduate.

Back at home with her uncle afterward, Emi began hunting for a commission. She expected there would be headwinds for several reasons. Korvosa was at peace, which meant no expansion of the military, which meant openings would probably only become available through retirements or resignations. Also her middle class status would hinder her due to the prevalence of nepotism. Once she’d gotten her name on all the lists, Emi could do little more than wait. She helped her uncle some, doing administrative tasks like inventory and bookkeeping. She wasn’t of much use in truth, but Franzus, ever the Abadaran, would not abide with Emi not working. To his mind idleness would be corrosive to her character.

More productive for Emi was enrolling as a student at the Orisini Academy to sharpen her skills with blades. The military academy had taught weapons and combat of course, but not in a refined and highly technical manner. Emi proved to be exceptionally talented and after a few months training under Master Orisini’s head pupil Dengaro, she caught the notice of the sword master. Vencarlo then began to train her personally.

As the months passed and Master Orisini got to know her better, he began to branch out with her training to include other skills Emi would need she were to advance as far as he thought she could. Etiquette, politics, philosophy and other subjects Emi would have to be able to navigate if she were to rise to the senior ranks. She would find herself present at the royal court, or in the company of aristocrats who would simply expect her to behave and think in ways they found acceptable.

King Eodred’s death and the ascension of Queen Ileosa’s ascension to Korvosa’s throne did not stir much of a reaction from Emi initially. She didn’t have any strong political sentiments. In retrospect to her embarrassment, mostly she thought the change in rule might help her. Queen Ileosa wasn’t as well liked as her deceased husband. So maybe some officers here and there might decide it was time to retire resign.

Emi’s optimism did not last long. Aside from the disorder that gripped Korvosa for a short time after the King’s death, rumors and opinions regarding the Queen seemed far more troubling and negative then Emi had expected as time passed. The queen seemed to be making moves that showed her to be far more autocratic than King Eodred has ever been. The Queen seemed bent on reducing all the the various Korvosan military forces significance to favor a new force, the Gray Maidens, which she was building from scratch. Most important to Emi. Master Orisini viewed Queen Iliosa very negatively, and he had contacts within the court upon which he based his opinion. On his advice, Emi did not follow up anywhere on her earlier requests for a commission.

Soon enough, Emi was glad she didn’t. Word filters out that the Queen’s new personal guard the Gray Maidens, which is supplanting the Korvosan Guard and the Sable Company in all areas, is growing its numbers through forcible conscriptions. Emi became concerned, her name was out there on lists of applicants after all. It would only take someone looking for recruits for the Gray Maidens to bother checking existing lists elsewhere to find her.

In order to protect her uncle, Emi left a note telling him she was leaving Korvosa for Magimar; then she packed up her essentials and disappeared into Old Korvosa. Through the plague and other misfortunes recently suffered by Korvosa, Emi has been living in a small rented room. She stays out of sight except for her visits to Orisini Academy, where she continues to train under Vencarlo and serve as an instructor alongside Dengaro.

Appearance and Personality:

Height: 5'7" | Weight: 130 | Hair: Dark Brown | Eyes: Gray

Emileva is tall and solidly though leanly built. Her skin tone is light which, with her dark hair, suggests a heritage that is more Chelaxian than Varisian. She is pleasant looking, but doesn't stand out in a crowd.

Emileva is quick, agile, and fairly smart, but she has also been easily influenced by others. She grew up fairly lonely, and that has made her a pleaser. She's made some bad decisions due to the influence of others because she wanted their approval. This has very nearly ruined her life. Finding Gaedren Lamm to protect others whom he might poison with shiver, and for her own revenge, is the first big decision that she's made by and for herself. If it doesn't end badly maybe she will gain more confidence in herself.

Emileva is a decent, even good, person who is willing to help and take risks for others. In fact, she finds a lot of pleasure in helping others. She is not, at least yet, much of a leader, but would make a very capable second to someone who is. She is not particularly outgoing and prefers reading to socializing.