Esperanza
Female Tiefling (Div-Spawn) swashbuckler (wildstrider) 6 / devoted muse 4
NG Medium outsider (native)
Init +8, Senses darkvision (60 ft.); Perception +6
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DEFENSE
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AC 28, touch 22, flat-footed 18 (+5 armor, +5 Dex, +5 dodge, +1 deflection, +1 insight, +1 natural armor, +2 against goblinoids)
hp 74 ((10d10)+10)
Fort +6, Ref +14, Will +6
Resistances cold 5, electricity 5, fire 5
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OFFENSE
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Speed 30 ft.
Melee +1 agile glaive +18/+13 (1d10+7+7 precision/19-20x3) OR +15/+10 (1d10+13+7 precision/19-20x3)
Melee 2 claws +16/+16 (1d4+1/19-20) OR +13/+13 (1d4+7/19-20)
Special Attacks artistic flourish (DC 18), deadly strike 1d4 (1d6 with glaive)
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STATISTICS
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Str 11, Dex 20, Con 12, Int 8, Wis 12, Cha 18,
Base Atk +10; CMB +10 (+18 if using glaive); CMD 32
Feats Weapon Focus (Glaive), Bladed Brush, Combat Expertise, Improved Feint, Combat Reflexes, Deceitful, Piranha Strike, Twinned Feint
Skills Bluff +24, Diplomacy +15, Disguise +9, Intimidate +16, Knowledge (History) +5, Knowledge (Nature) +3, Perception +6, Perform (Dance) +15, Stealth +15, Survival +5
Traits Ironfang Survivor, Inner Beauty
Languages Infernal, Common
SQ panache, swashbuckler finesse, charmed life, deeds, adroit step, derring-do, menacing swordplay, opportune parry and riposte, precise strike, subterfuge, nimble, claw, darkvision, fiendish language, fiendish resistance, prehensile tail, skilled, weapon and armor proficiency, swashbuckler weapon training, artful defense, artistic flourish, harmonious strike, limitless art
Combat Gear 2 potions of cure serious wounds, 6 vials of alchemist's fire, potion of cure light wounds, 2 potions of cure moderate wounds, 1 potion of remove fear, potion of magic fang, 3 ironskin poultice (CL7), 3 greater magic fang poultice (CL8), 1 bull's strength poultice, 1 neutralize poison tonic (CL9), 1 protection from energy poultice (CL8), 1 lesser restoration tonic
Other Gear +1 mithral chain shirt, +2 cloak of resistance, +1 amulet of natural armor, dusty rose prism ioun stone, cracked dusty rose prism ioun stone, backpack (masterwork), circlet of persuasion, flint and steel, silk rope (50 ft.), belt pouch, plume of panache (not worn), belt of incredible dexterity +2, headband of alluring charisma +2, ring of protection +1, gold piece (3,653.8)
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SPECIAL ABILITIES
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Feats:
Weapon Focus (Glaive)
You gain a +1 bonus on all attack rolls you make using the selected weapon.
Bladed Brush
You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a glaive sized for you, even though it isn’t a light weapon. When wielding a glaive, you can treat it as a one-handed piercing or slashing melee weapon and as if you were not making attacks with your off-hand for all feats and class abilities that require such a weapon (such as a duelist’s or swashbuckler’s precise strike).
As a move action, you can shorten your grip on the glaive, treating it as though it lacked the reach weapon property. You can adjust your grip to grant the weapon the reach property as a move action.
Combat Expertise
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, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.
Improved Feint
You can make a Bluff check to feint in combat as a move 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.
Deceitful
You get a +2 bonus on all Bluff and Disguise skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
Piranha Strike
When wielding a light weapon, you can choose to take a -1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee 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 for every 4 points thereafter, the penalty increases by -1 and the bonus on damage rolls increases by +2. You must choose to use this feat before the 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. This feat cannot be used in conjunction with the Power Attack feat.
Twinned Feint
As a standard action, you can attempt to feint against a foe within your reach. If you succeed at the feint, you can make an additional feint attempt against a foe that is adjacent to the first one and also within reach. You can attempt only one additional feint per action with this feat. When you use this feat, you take a –2 penalty to your AC until your next turn. If you have the Improved Feint feat, you can use this feat as a move action instead.
Traits:
Ironfang Survivor
Whether you were serving in the military or simply beset by a surprise attack, you barely survived an encounter with the Ironfang Legion, one of Molthune’s infamous monster regiments. Maybe you even survived the horrors of the Ramgate Massacre. You can’t scrub the memories of their brutality from your waking or sleeping mind, and you keenly recall their distinctive fighting styles. You gain a +2 dodge bonus to AC against goblinoids, and once per day when you attempt an Intimidate, Sense Motive, or Stealth check against a goblinoid, you can roll two dice and use the better result.
Inner Beauty
Once per day, you can manifest your faith in your goddess and gain a +4 trait bonus to a single Bluff, Craft, Diplomacy, or Perform skill check. You can choose to use this trait immediately after making the skill check.
Class Features:
Panache (Ex)
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.
Swashbuckler Finesse (Ex)
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.
Weapon and Armor Proficiency
Swashbucklers are proficient with simple and martial weapons, as well as light armor and bucklers.
Charmed Life (Ex)
At 2nd level, the swashbuckler gains a knack for getting out of trouble. Three times per day as an immediate action, she can add her Charisma modifier to the result of a saving throw. 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 seven 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 feat prerequisites.
4: Combat Expertise
Swashbuckler Weapon Training (Ex)
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).
Deeds (Ex)
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.
Artful Defense (Ex)
When wearing light or no armor and not using a shield, a devoted muse adds 1 point of her Charisma bonus (if any) per class level as a dodge bonus to her Armor Class. If she is caught flat-footed or otherwise denied her Dexterity bonus, she also loses this bonus.
Artistic Flourish (Su)
At 2nd level, when a devoted muse has at least 1 panache point and successfully feints against an opponent in combat, instead of denying the opponent its Dexterity bonus, she can instead create one of the following effects (all of which are mind-affecting effects). A creature can be affected by only one such effect at a time, and imposing a second effect immediately ends the first. The DC of any saving throws to resist these effects is equal to 10 + the devoted muse’s class level + her Charisma modifier.
Distracted: The target treats all other creatures as though they had concealment, suffering a 20% miss chance on all attack rolls (even if the creature has blindsight). This effect lasts for a number of rounds equal to the devoted muse’s Charisma modifier, though a successful Will save reduces the duration to 1 round.
Harmonious Strike (Su)
At 2nd level, when a devoted muse hits a creature affected by her artistic flourish ability, she can spend 1 panache point to perform an especially elegant attack. She selects one of the effects below to modify this harmonious strike.
Circling Strike: After the attack, the devoted muse can move 5 feet as a free action as long as she ends her movement within the target’s reach (or former reach, if the attack incapacitated it). This movement does not provoke attacks of opportunity and does not count as a 5-foot step. If she attacked with a weapon whose critical multiplier is ×3 or higher, she can instead move 10 feet in this way.
Deadly Strike: The attack deals an additional 1d4 points of damage. This extra damage increases by 1d4 every 2 devoted muse levels after 2nd level (maximum 5d4). This is precision damage and isn’t multiplied on a critical hit. If her weapon’s critical multiplier is ×3, the size of these bonus damage dice increases by one step to 1d6. If her weapon’s critical hit multiplier is ×4, the die size increases to 1d8.
Feinting Feat
At 3rd level and every 3 class levels thereafter, a devoted muse gains one of the following as a bonus feat: Disengaging Feint, Disengaging Flourish, Feint Partner, Greater Feint, Improved Feint Partner, Passing Trick, Skill Focus (Bluff), Twinned Feint, or Wave Strike. The devoted muse must meet the prerequisites for the feat selected.
3: Twinned Feint
Limitless Art (Ex)
At 4th level, a devoted muse starts each day with 1 additional panache point, and her maximum number of panache points increases by 1. At 7th level and again at 10th level, the number of additional panache points increases by 1.
Deeds:
Derring-Do (Ex)
At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, Stealth, 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 5 times.
Subterfuge (Ex)
A wildstrider adds Stealth to the list of skills to which the derring-do deed applies. At 15th level, she adds Stealth to the list of skills on which she can take 10 using the swashbuckler’s edge deed. This deed replaces dodging panache and alters derring-do and swashbuckler’s edge.
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.
Adroit Step (Ex)
At 3rd level, a wildstrider can use a swift action to treat a 5-foot square of difficult terrain as if it were normal terrain. If she also spends a panache point, she can treat all difficult terrain as though it were normal terrain until the end of her turn. This deed replaces kip-up.
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.
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.
Superior Feint (Ex)
At 7th level, a swashbuckler with at least 1 panache point can, as a standard action, purposefully miss a creature she could make a melee attack against with a wielded light or one-handed piercing weapon. When she does, the creature is denied its Dexterity bonus to AC until the start of the swashbuckler’s next turn.
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.
Racial Abilities/Traits:
Maw or Claw (Sp)
Claw: You gain two 1d4 claw attacks.
Darkvision (Ex)
Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Fiendish Language (Ex)
Tieflings speak either Abyssal or Infernal.
Fiendish Resistance (Ex)
Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
Prehensile Tail
Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.
Skilled (Ex)
Div-Spawn tieflings have a +2 racial bonus on Diplomacy and Linguistics checks.
Esperanza has pale, nearly white skin, with intense yellow eyes that seem to glow. She often keeps her long, pure white hair in a ponytail. Her forehead features two small horns that sweep backwards, and her smile reveals teeth that are too long and too sharp by half. Her tail is nearly always in motion, especially when she's agitated or nervous.
In contrast to her monochromatic tones, Esperanza adds bright colors to nearly everything she wears, and her own face. Possibly the easiest of these to spot is her glaive; when she swings it, long ribbons in every color of the rainbow follow swiftly behind.
Personality:
Esperanza appears to be an extremely friendly and outgoing person, always interested in what her friends and acquaintances are up to, even if she doesn't understand it. She always has a smile for her friends, though an unseen observer would easily notice it quickly fades when Esperanza believes herself to be alone.
Background:
No one deserves to be born a tiefling in Cheliax.
Esperanza's early childhood was one of horrors, both arcane and mundane in nature. Her strongest memory of home is the isolation, only interrupted by bouts of petty cruelty from her slavers. When her captors came under attack (by abolitionists or political rivals, she has no idea), Esperanza took advantage of the chance she was given and escaped into the countryside.
Fleeing as quickly as her legs would carry her, Esperanza had no experience of life outside of her prison and would surely have succumbed to exposure and hunger if not for a lucky encounter with Eurydicia, a knight-errant Paladin of Shelyn. Eurydicia took her in and trained her in not just self-defense and wilderness survival, but how to recognize that every living thing has beauty, even if it isn't obvious to others.
Esperanza apprenticed herself to Eurydicia for the next several years, and the two were part of a caravan traveling through Nirmathas to Lastwall when it fell under attack by the Ironfang Legion. Though she tried to stay close to her mentor, the two were separated in the chaos and Esperanza found herself leading a small group of survivors away from the battlefield in search of safe haven.
Botting Instructions:
Esperanza uses her glaive's reach to control large areas of the battlefield and to block charge lanes behind her. If an enemy attacks from an adjacent square she can shorten her reach as a move action. If she has enough actions to spare, she will feint as a move action before attacking. If unable to use her glaive for some reason, she'll drink a potion of greater magic fang and fight with her claws. She can withdraw one from her pouch using her tail as a swift action.
Using Panache
Esperanza has 5 panache points. They're primarily to be used for opportune parry and riposte, but at least 1 should be kept in reserve at all times.