Full Name |
Evelyn Kellbor |
Race |
Half Elf |
Classes/Levels |
Swashbuckler 2 / Witch (Sea Witch) 2 Init+5 HP 33/33 AC 16 T 12 FF14 Fort+2 Ref+5 Will+2 Perc+6 Spd 30 |
Gender |
Female |
Size |
Medium (5'11", 135 ) |
Age |
26 |
Special Abilities |
Panache , Charmed Life (3/day, +2 to one save) |
Alignment |
CN |
Deity |
Besmara |
Location |
On the deck, between the seas and the skies |
Languages |
Common, Elf, Aquan, Polyglot |
Strength |
14 |
Dexterity |
14 |
Constitution |
14 |
Intelligence |
14 |
Wisdom |
10 |
Charisma |
14 |
About Evelyn Kellbor
Name
Race half elf
Gender Female
Age
Class Swashbuckler (FC+1 hp) / Witch (Sea Witch) 1 (FC +1 skill)
Init +2 ; Senses Perception +6
Half-Elf Racial Traits
+2 to One Ability Score: Half-elf characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Half-elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half-elves have a base speed of 30 feet.
Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.
Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.
Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
_____________________________________________
Armor and Weapon training
_____________________________________________
Weapon and Armor Proficiency: Swashbucklers are proficient with all simple and martial weapons, as well as light armor and bucklers.
__________________________________________
DEFENSE
_____________________________________________
AC 16 , touch 12 , flat-footed 14
(+ 4 Armor, Shield, +2 Dex)
Hp 33/33 Temp hp []
Fort +2 , Ref+5 Will+2
_____________________________________________
OFFENSE
_____________________________________________
Speed 30
Melee
Msw Rapier , Hit+6, 1d6+2, Crit 18 (*2) P
Light mace, hit+4, 1d6+2, Crit 20 (*2) B
Ranged
Light crossbow Hit +4 1d8 range 80 crit 19 (*2) P
Special Attacks
Hexes (DC 13)
Evil Eye (Su): The witch can cause doubt to creep into the mind of a foe within 30 feet that she can see. The target takes a –2 penalty on one of the following (witch's choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for a number of rounds equal to 3 + the witch's Intelligence modifier (5 rounds) . A Will save reduces this to just 1 round. This is a mind-affecting effect.
Misfortune (Su): The witch can cause a creature within 30 feet to suffer grave misfortune for 1 round. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A Will save negates this hex.
_____________________________________________
STATISTICS
_____________________________________________
Str 13 (+1 L4) , Dex 14 , Con 12+2 R, Int 14 , Wis 10 , Cha 14
Base Atk +4; CMB +4 ; CMD 14
Feats
(Racial)Skill Focus-Acrobatics
(Swash)Weapon Finesse
Iron Will
L3-Extra Hex
Traits
Combat-Tactician: You know how to take advantage of enemies who are unprepared for your assault. You gain a +1 trait bonus on initiative checks. In addition, once per day when you make an attack of opportunity, you gain a +2 trait bonus on the attack roll.
Social-Criminal: You spent your early life robbing and stealing to get by. Select one of the following skills: Disable Device, Intimidate, or Sleight of Hand. You gain a +1 trait bonus on that skill (Disable Device), and it is always a class skill for you.
Special Abilities
Know Direction (Sp): So long as she near a sizable body of water (at least a lake with a diameter of 1 mile or more), a sea witch may cast know direction at will as a spell-like ability.
Sea Creature Empathy (Ex): A sea witch can influence the attitude of water-dwelling animals and animals that live along coasts and shores, including birds, as if using wild empathy. The sea witch uses her witch level as her druid level for this ability. If the sea witch has wild empathy from another class, her witch levels stack with the other class's levels to determine her wild empathy bonus for these kinds of creatures. This ability replaces the witch's 1st-level hex.
____________________________________________
SKILLS
____________________________________________
Skills
Swash 4+2 Int +0Race+0 FC=6/lvl; Ar Pen w/shield)
Witch 2+2 Int+1 FC+0 Race=5/lvl)
Acrobatics +7 (+10 Skill Focus) Rank 2
Know local +6
Know Nobility +6
Disable Device+7 rank 2
Perception+4 (+6 Keen senses)
Profession Sailor+6 Rank 3
Swim+6 Rank 2
Sleight of hand +6
Know Nature+7 Rank2
Know PLanes+7 Rank 2
Know Arcana +6
Spellcraft+6
Craft-Carpenter+6
Intimidate+6
Use Magic Device+6
Languages
Common, Elf, Aquan, Polyglot
____________________________________________
SPECIAL QUALITIES
____________________________________________
SQ
Panache 3/day
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 can't exceed her Charisma modifier (minimum 1), though feats and magic items can affect this maximum. A swashbuckler spends panache points to accomplish deeds (see below), 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 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 the expenditure of panache points to be maintained. A swashbuckler can perform deeds only 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, 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 (Ex): 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 her previous 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 perform this deed only while wearing light armor or no armor, and while carrying no heavier 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 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.
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
Magic (10% failure for Mithral chain shirt)
Cantrips (4/day) Message, Mending, Light
Spells
L1 (3) : Cure Light Wounds, Ray of enfeeblement.
Patron: Water
Familiar : Blackwaves the Scorpion
(+2 to Initiative)
____________________________________________
EQUIPMENT AND GOLD
____________________________________________
Money
PP
GP 348+1546=1894+1537=3431
SP 5
CP
Load
Carried 38.5
Weapons 7
Armor 12.5
Stuff 19
Light 0-50
Medium 51-100
Heavy 101-150
Gear
Msw Rapier
Light mace
Mithral Chain shirt
Light crossbow
10 bolts
Backpack
4 days rations
Waterskin
Rope, Silk, 50 ft
Grappling hook
Msw Thief tools (+2 to DD)
2 Flasks of alchemic fire
____________________________________________
APPEARANCE
____________________________________________
Height
Weight
Eye Color
Hair Color
General appearance:
Region of Origin
Deity Besmara
Backstory:
Personality
PFS # 133884-11
Daily job [dice=Profession sailor]1d20+4[/dice]
XP 10
Prestige 15
Bought with Prestige:
Adventures
The Hao Jin Cataclysm (10-00)
Prince of Augustana (already played)
The confirmation
Master of the Fallen Fortress
From under Ice (6-18)
What lurks in the shadows