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About Emili VhaddruddrDefend the powerless, and exact vengeance for them. Revenge does not require lethality - regret and shame are more painful than any blade. Male Human Free Hand Fighter 2 / Mysterious Avenger Swashbuckler 1
Melee
Ranged
Non-Standard Skill Bonuses
Special Abilities:
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SPECIAL ABILITIES ------------------------------ Bonus Feat: Humans select one extra feat at 1st level. Skilled: Humans gain 1 additional skill rank at 1st level and 1 additional rank whenever they gain a level. Avenger Finesse: 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 mysterious avenger gains all of the benefits of the swashbuckler’s finesse class feature, and gains the ability to use a whip in place of a light or one-handed piercing melee weapon for all swashbuckler class features and deeds. This ability alters swashbuckler finesse. Swashbuckler 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, 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. - Killing Blow with a Light or One-Handed Piercing Melee Weapon: When the swashbuckler reduces a creature to 0 or fewer hit points with a light or one-handed piercing melee 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 momentary bonus or effect, but some provide longer lasting effects. Some deeds remain in effect while the swashbuckler has at least 1 panache point, but do not require expending panache to be maintained. A swashbuckler can only perform 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. Bonus Feats: At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called “fighter bonus feats.” Deceptive Strike: At 2nd level, a free hand fighter gains a +1 bonus to CMB and CMD on disarm checks and on Bluff checks to feint or create a diversion to hide. This bonus increases by +1 for every four levels after 2nd. This ability replaces bravery. Deeds:
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DEEDS ------------------------------ Derring-Do: 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). Dodging Panache: At 1st level, when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modifier (minimum 0) against the triggering attack. This movement doesn’t negate the attack, which is still resolved as if the swashbuckler had not moved from 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 heavier than a light load. Opportune Parry and Riposte: 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. Feats:
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FEATS ------------------------------ 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. Improved Disarm: You do not provoke an attack of opportunity when performing a disarm combat maneuver. In addition, you receive a +2 bonus on checks made to disarm a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to disarm you. Slashing Grace (Whip): Choose one kind of light or one-handed slashing weapon (such as the longsword). When wielding your chosen weapon one-handed, you can treat it as a one-handed piercing melee weapon for all feats and class abilities that require such a weapon (such as a swashbuckler’s or a duelist’s precise strike) and you can add your Dexterity modifier instead of your Strength modifier to that weapon’s damage. The weapon must be one appropriate for your size. You do not gain this benefit while fighting with two weapons or using flurry of blows, or any time another hand is otherwise occupied. Weapon Focus (Whip): You gain a +1 bonus on all attack rolls you make using the selected weapon. Whip Mastery: You no longer provoke attacks of opportunity when attacking with a whip. You can deal lethal damage with a whip, although you can still deal nonlethal damage when you want. Further, you can deal damage with a whip despite a creature’s armor bonus or natural armor bonus. Traits:
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TRAITS ------------------------------ Best Friend (Sandru): You are best friends with Sandru; you’ve grown up together, and while your friend has had a much more exciting life than you so far, you hope one day to follow in your friend’s footsteps and see the world - or perhaps even become an adventurer yourself. You’ve picked up a lot from your friend, but particularly his or her skill in interacting with others. Since Sandru is your best friend, you gain a +2 trait bonus on Bluff checks and this skill is always considered a class skill for you. In addition, in situations where your best friend is in danger, you gain a +1 trait bonus on all attack rolls against foes that threaten your friend. Indomitable Faith: You were born in a region where your faith was not popular, but you still have never abandoned it. Your constant struggle to maintain your own faith has bolstered your drive. You gain a +1 trait bonus on Will saves. Opportunistic: You have learned to recognize openings that your foes leave, and you know how to take advantage of them. You gain a +1 trait bonus on attacks of opportunity when using a dagger, sword, or whip. Gear/Possessions:
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GEAR/POSSESSIONS ------------------------------ Carrying Capacity Light 0-43 lb. Medium 44-86 lb. Heavy 87-130 lb. Current Load Carried 40.5 lb. Wealth 18.99 gp Whip (1 gp) (1 lb) Cestus (5 gp) (1 lb) Dagger (2 gp) (1 lb) Shortbow (30 gp) (2 lb) Arrow x20 (1 gp) (3 lb) Leather Armor (10 gp) (15 lb) Acid Flask x 2 (20 gp) (2 lb) Waterskin (1 gp) (4 lb) Masterwork Backpack (50 gp) (4 lb) *Potion: Cure Light Wounds (50 gp) (1 lb) *Flint and Steel (1 gp) (0 lb) *Silk Rope (10 gp) (5 lb) *Soap (0.01 gp) (0.5 lb) *Stored in Backpack Bot Me!:
At first level, Emili will stick with his dagger or cestus and try to provide a flank to his more opportunistic-minded companions. Background:
Defend the powerless, and exact vengeance for them.
He is a child of seven summers, younger than the teenager who towers over him and leans down to offer a hand up. “You seem to have quite the habit of falling down and getting all sorts of strange bruises on your face in the process, you know.” ”Oh, take a toad and stuff it in your mouth, Sandru,” he grumbles, dusting off his clothes and shaking the leaves from his hair. “That way you might say something useful for a change.” The teenager laughs. “What was it this time? A cat? Dog?” ”One of the lambs.” A sharp whistle summons both a tiny baby sheep from the nearby underbrush and a hiss of pain from the boy. “She can’t help it if she was born with black wool.” ”Did you at least give as good as you got?” ”You know it! Good as I got and then some.” The two laugh as the taller child helps the smaller limp back to the farmhouse, lamb frolicking in the grass on the side of the dusty road. Emili unfolds and refolds a well-worn piece of paper, barely glancing down at the few lines inked upon it. He knows the words by heart now, having repeated them to himself over and over as he milked the cows, as he baled the hay, as he fell asleep in the loft over the stables day after day and dreamt of the beautiful elven woman who slipped from the forest that fateful autumn day. He is a young man of nineteen summers, his bare skin ruddy in the golden light of evening. She is a woman of seven hundred winters, her laughter shimmering like glass chimes in the warm air. “What I know of the elven gods? Sweet child, you would wither an die before I told you but a fraction of what I know. Of course, the Savored Sting teaches with more than just words.” Her dark hair clings to her face, this strange elven woman who stopped to speak with a shepherd on the road to Sandpoint. “But first, tell me what you know of vengeance.” “Against my enemies, or against those who would prey on the sheep in my flock?” he asks breathlessly, chest heaving from exertion. “The Lady in the Room makes no such distinctions, little honeybee.” Her own voice is deep and powerful. “Teach me.” A plea and demand both. A laugh. “Young cub, what do you think it is we are doing right now?” He shakes the dirt out of his tunic before donning it once more, then hangs his whip again at its customary spot on his hip. Face flushed, he stares at his teacher. “But what do you mean, some things are worse than death?” The sheep bleat contentedly around him, oblivious (or perhaps uncaring) of what happened in their midst. She blows him a kiss as she strides off into the trees, calling back over her shoulder, “You’ll understand when you’re older, sweet young grasshopper.” Like a summer storm, she is gone as quickly as she arrived, leaving only a memory of passion and a promise of fulfillment. He looks down at the paper, takes a deep breath, folds it one last time, and returns it to his coat pocket. He is older now, and he understands the lessons written there in his own hand. Revenge does not require lethality. Regret and shame are more painful than any blade. Appearance and Personality:
Brushing his long blond hair out of his face, this Varisian man looks around him like a shepherd still in the habit of keeping an eye on his flock. He is quite easy on the eyes, fit and trim without being overly bulky. |