Hellknight

GenThunderfist's page

Organized Play Member. 56 posts (526 including aliases). No reviews. No lists. No wishlists. 16 aliases.


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Bloodred918 wrote:
GenThunderfist wrote:

Hmm...that's a pretty decent array. Honestly I was hoping that the rolls would point me in a good direction for a charcter...but with that I could do most anything...

I'm thinking Swashbuckler for kind of a "derring-do" sort of feel..

Dont forget Racials and the d4/d2

I did forget those...not the racials. I just hadn't applied them yet

1d4 ⇒ 3
1d2 ⇒ 2

Even better. I can basically eat the cost of the racials.


4d5 + 3 ⇒ (4, 2, 2, 3) + 3 = 14 = 12
4d5 + 3 ⇒ (3, 4, 4, 2) + 3 = 16 = 14
4d5 + 3 ⇒ (4, 4, 1, 3) + 3 = 15 = 14
4d5 + 3 ⇒ (2, 4, 1, 1) + 3 = 11 = 10
4d5 + 3 ⇒ (4, 4, 4, 5) + 3 = 20 = 16
4d5 + 3 ⇒ (4, 4, 1, 3) + 3 = 15 = 14

Hmm...that's a pretty decent array. Honestly I was hoping that the rolls would point me in a good direction for a charcter...but with that I could do most anything...

I'm thinking Swashbuckler for kind of a "derring-do" sort of feel..


Dotting for interest, I'm thinking of a Speaker for the Past Shaman...


5d6 ⇒ (4, 3, 3, 5, 1) = 16
5d6 ⇒ (2, 2, 3, 6, 4) = 17
5d6 ⇒ (4, 4, 1, 6, 2) = 17
5d6 ⇒ (5, 3, 6, 5, 5) = 24
5d6 ⇒ (1, 3, 2, 1, 1) = 8 Drop this I suppose
5d6 ⇒ (5, 6, 4, 3, 5) = 23
5d6 ⇒ (5, 1, 2, 5, 1) = 14
12, 12, 14, 16, 16, 12

dotting for interest. I'm thinking of a gunslinger bolt ace/ brawler fighter


Dotting for interest. I'm thinking of a Daring-Do sort of Cavalier/Shaman build. It will have light healing - for at least lower levels and it will be able to hold it's own in a fight.


If newbies are alright then I am very interested. I've read and own a copy of the core book, however I have never actually played.


I'm dotting for interest if you are still recruiting! I'm thinking of a summoner.


I might have missed it, but what XP progression are we using?


Fantastic, I'll whip up a profile here and get to the discussion thread


I'm even mroe interested in this now...

I'm thinking Chiurigeon/Vivisectionist Alchemist....and something else...


I'm certainly interested. I'll need to give the rules a look because the only Traveler rules I know are the Mongoose Publishing set. Is there anything we should keep in mind character-wise either in where the story is or the current party composition?


The Little Game Master wrote:


@Gen, the issue is that in this world, magic is highly regulated and extremely showy (this is a major part of the main story). So if you were to practice magic at all for any amount of time (for instance, the amount of time necessary to become an Adept), you'd have to be a member of the Forum of Nethys, even if it's just as a consulting librarian.

Would it be alright if I had been a consulting Librarian to the Forum, or is that too far beyond where the PCs would be able to have hailed from.


Extremely interested.


Definitely interested assuming submissions are still being accepted.


The Little Game Master wrote:


@Gen, looks like Vanclaf and Dominic could be friends! The writer and the reader. If you're going to be an Adept, it'd have to be primarily a magical library.

That was the idea behind Dominic inheriting "rare and uncommon books" was that they were quite possibly magical or mystic in at least a small part.


He is an abbreviated submission, certainly with a profile to come if I do get selected. I really like the concept for this game.

Dominic Tryst:

Ever since he was a young child Dominic would spend most of his time reading whatever he could get his hands on. His mother died when he was quite young, leaving his bookish father to raise him. The Tryst family owned a small book shop. They would scribe, bind, restore, and keep books, tomes, and scrolls. Dominic's father also had a penchant for collecting uncommon and rare books, often going so far as to take them as payment rather than coin. Of all the books that Dominic grew up reading, the grand epics were his personal favorites. Tales of great generals, of fantastic heroes, of mystical wizards; he just couldn't get enough of them and often bemoaned his rather low birth.

His father died in his early teen years, leaving Dominic alone with the book shop and his father's vast library. In grief he shut himself away for years, pouring over the mysterious books that his father would never let him read, absorbing all the knowledge that he could, and hoping and praying that he might receive even a modicum of the power that those books represented. When he reopened the shop, it was revealed that his prayers had been answered and whether it be through his intense study and practice, or by powers unseen, Dominic had mastered the slightest bit of magic.

When he heard about the search Dominic saw a chance to see the world and live a life that he had only read about in the dimmest of lights. Although he wishes to return soon to his Library and Shop, he never regrets for one moment seeing what it is like on the other side of those words.

Male Human Adept
1st Level Feat: Combat Advice
Bonus Human Feat: Cosmopolitan
Profession Skill will be Librarian

I'm thinking of Dominic like a bookish sort of aide, who's really keen on seeing the world yet has little idea of what true heroes go through.


Although I am quite interested, is this game hard set on being a single person adventure? Although I understand the pros of focusing in on a single character and developing them (like a main character out of any book) there is also something to be said of party interactions and the developing of a small group of friends - and the like.

I was just curious.


Hello, I hope I'm no too late to join in the recruitment. I'm working on a Lizard Knight (Animal Kith Mutagen Warrior). Hopefully that can help flesh out some more Frontline needs!


If you're still recruiting I'm thinking of doing a magus/sorcerer build.


Dot


Dotting with interest in a Butler/Maid. PMing questions.


Dotted for interest. Looking into a Druid


4d6 ⇒ (3, 3, 4, 3) = 13 10
4d6 ⇒ (2, 6, 6, 5) = 19 17
4d6 ⇒ (1, 3, 5, 2) = 11 10
4d6 ⇒ (2, 6, 4, 5) = 17 15
4d6 ⇒ (4, 5, 4, 2) = 15 13
4d6 ⇒ (3, 6, 3, 5) = 17 14
4d6 ⇒ (4, 3, 6, 4) = 17 14

So...yeah I'll keep it. I'm thinking of a fighter.


Just wanted to update a bit, I'm still working on a Paladin with the Oath of Devotion. Most of the crunch is out of the way and I'm working on a backstory now.


DM Nerk wrote:

Maybe I should reread it....

I do see how you can read it as one of the three, but a) it doesn't make any sense that you'd give up +1 in all ability scores for +1 in any two, and b) humans getting a bonus feat and skill at first level is very familiar.

No, I definitely agree, which is why I wanted clarification though, because giving up +1 to all for an option of +1 for 2 didn't make sense to me


DM Nerk wrote:

@ Gen: not sure I understand the question.

If you take the alternate human trait, you don't get +1 to all your ability scores. You get +1 to two of them, and a feat, and an additional proficiency.
Then at 4th level, you get ability score bonus or a feat, as you choose.

That answers it. When I read it I thought the language meant you give up a +1 to all the ability scores and get to choose 1 of the other bonuses


I have a question about the alternate human traits. If I replace the Ability Score Increase does it replace it with all of the other bonues or do I just have to pick one?

EDIT: I forgot to roll stats, my bad.

4d6 ⇒ (6, 3, 6, 1) = 16= 15
4d6 ⇒ (3, 2, 6, 5) = 16= 14
4d6 ⇒ (6, 2, 3, 4) = 15= 13
4d6 ⇒ (5, 1, 2, 5) = 13= 12
4d6 ⇒ (1, 2, 4, 2) = 9= 8
4d6 ⇒ (5, 4, 4, 4) = 17= 13

Man...really solid except that 8, oh well.


It didn't look like anyone had nabbed a Paladin yet...a little "on the nose" if you will, but I like the classics I suppose.


Well, I won't lie...I'm still hopeful, however I think it's dead. Bumping one last time for blind hope!


This sounds like a lot of fun. I have the PHB but I honestly haven't played 5e before. I've done Pathfinder, a little bit of 4e, and know about Ravenloft (haven't played in the Setting before) but that's around the extent of my D&D.

If you're still recruiting let me know!


Well, if anyone is up for running a Rouge Trader game, I'm more than happy to play in it as well. RT is something I've wanted to play in for almost half a year now, although I am not comfortable enough with the system and setting in order to run it.


Dot


I'm quite interested in this myself. I'm not particularly familiar with the mechanics and setting beyond a general knowledge however.


I'm quite excited for this all, expecially since it seems we were all much of the same page with what we wanted to see from a Regiment.


Now the Guerrilla gets a Lascarbine at least, and the upgrade to an M36 is only 5, although I don't believe they receive armor as well...


My Votes and some reasoning to them:

Homeworld:

To be honest I was stuck between the RP perspective of the Penal Colony and that of the Frontier World. Both gave respectable bonuses and seemed like fun options to take characters from; the die hard criminal living for the moment, or the man who helped to forge a new pathway for the Imperium who was stuck on some Rock too far for them to actually care about.

In the end, I'm giving my vote to the Frontier World.

Commander:

Again, I was stuck between a few choices that I thought would make for an interesting commander.

However, my vote will go to the Fixed Commander. It is a cheaper option than a few of the other ones I particualarly liked, and to be perfectly honest I'm trying to save some points I blew on the Home-world at this point.

Regiment Type:

I'll be honest, I'm stuck at this one because I like two options just about equally well, Guerrilla Regiment[b] and [b]Grenadiers.

The major downside of the Guerrilla Regiment is that we don't get armor, would give up the Tech-Use skill, and lose a small bonus to BS. although we would gain the Stealth skill, a small bonus to Perception, and get to start with a fairly decent loadout. In either case both options seem to give some good tangible benefits, and I'm not certain which would be the better option.

So, at the moment No Vote Casted

Training Doctrine:

I love the Sharpshooter Doctrine, so it gets my vote hands down.

Equipment Doctrine:

I'm voting for Forward Observer, the main reason being that it's improved Chameleoline for 1 extra point.

Drawbacks:

For drawbacks I was considering The Few or a combination of CUlt of Chivalry and Honor Bound. I think all of them are good roleplaying wise, and personally I kind of like the idea of The Few as a roleplaying avenue. We are all we have reliably, so we need to make it count sort of thing.

I tentatively vote for The Few however I'd feel more comfortable discussing at length the different drawbacks once we have a more finalized version of what our Regiment will look like.

Final Point Use (After Drawback(s) Subtracted): 12

I'll have to look closer at Regimental Equipment, but I suppose most of it will end up being contigent on what we receive for Regiment creation. I do agree with you though Mark, at the very least we will need to pick up Flak Armor or better and make sure we have a pretty good main weapon.


Thank you very much for the invitation, and I gladly accept.

As far as Regiment creation I have a general idea in my head, but I'll need to brush up on a few of the finer details and post my votes in a few hours.


I'm extrememly interested in playing. I have access to all of the books, and have been dying to play.

Regiment creation looks fun and the idea of creating a regiment democratically sounds like it will be a good way to get to know the group and weave our stories into a cohesive unit.

I haven't actually played ONly War before, however from looking over the specialties I'm really most interested in either the Heavy Gunner or Medic. However, assuming Hammer of the Emperor is open then I would rather pick a specialty and move into Sharpshooter when the time comes - assuming it would make sense for both our regiment and our team's composition that is.


HeftyUpTop wrote:

I might be willing to run a Rogue Trader or Only War campaign, depending on interest.

I have a long history with the setting and table top games, I've just found that most people don't 'get' the role of Inquisitors or Space Marines beyond the initial explanation.

If I were to run either title, the set up would be detailed as I would want to do full Ship and crew/Regiment creation with the group. That or I would randomize before character creation.

Thoughts?

I'm actually very interested in both. I've never played either one, and am currently in a Deathwatch game at the moment, it being the first P&P 40k I've played.

I understand a lot of the lore for the setting, however if we happen to be playing in a very specific sector or planet I would have to brush up on whats going on exactly.

I'd most interested in playing Rouge Trader out of the two.


Definitely interested


It would appear that I am a few days late to the party. If it turns out you're looking for players or need a slot filled Great, if not I'll keep my eyes peeled for the next one.


dotting for interest...although the concept of no system worries me


I'm going to work up some sort of Teifling, this should be interesting


Dotting

Thinking about a Human Paladin, maybe going down the Guardian Mythic Path. It sounds a little "standard" though.


Doomed Hero wrote:
Redshirt#3302 wrote:
You could just hand wave it by saying "These monsters are only wounded by ancient weapons and look at this, bullets just bounce off. Ain't that a shame?"

^ This.

In a Lovecraftian game, I don't think guns are going to be an issue. The things that are supposed to be fairly easily killed by guns (like people, or deep ones, or zombies), guns will kill just fine.

Everything else out there in the dark, I really doubt are going to care how many bullets we throw at them.

GenThunderfist wrote:
Taking a system designed for Swords & Sorcery and stapling guns to it is absolutely terrible. The Gunslinger itself (and GUNS in general by extension) is noted as being a G.M to G.M thing by Paizo themselves. The Gunslinger and Guns don't exactly fit into the world correctly, and the rules supporting them are straight up bad when used as is. It's wonky, and without a complete overhall of the Pathfinder system - using Guns Everywhere won't work. It kills feats, classes, etc. with zero support. Pathfinder is acceptable to run a Medieval Fantasy Campaign and that's about the end of the line.

If you aren't comfortable modern guns in 1930 america and how they are modeled in the system, this campaign might not be for you. If RVT has issues with the mechanics of guns she'll house rule them.

In whatever case, the recruitment thread isn't the place to get into another "guns in my swords and sorcery" debate. How about we just accept that they will likely be part of the story and move forward?

While I agree that a recruitment thread is hardly a place for a debate, I would like to point out that I'm not bashing the idea of guns in S&S, I'm only stating the fact that Pathfinder is absolutely terrible at implementing them and, although the campaign idea of Cthulhu/Lovecraftian Mythos does sound very interesting, Pathfinder (and most WotC/d20 systems) are just a very poor medium with which to run it and I feel that it would thereby effect the overall play-ability and enjoyment I would have had in such a campaign.

Only and absolutely obtrusive amount of magical hand waving and on the fly house rulings will make Pathfinder run a true Lovecraftian Themed game, because DnD and Not-DnD (Pathfinder) are meant to be played and be over-the-top type heroes with unstoppable power, not to hide in the closet as the Hellhound sniffs you out and you are only hoping that your 3 bullets left will be enough to get it to leave you alone.

I accept that guns will be part of the story, in fact they have to be if running 1930s. The fact that the system is unsupportive (not "uncomfortable with how they are modeled" I mean, quite literally, not supported correctly) to guns throws a giant wrench into an otherwise interesting game.

This is an INTEREST CHECK thread, and as such I am pointing out that although legitimately interested in the ideas that this campaign presents, I am turned off by the choice of system that we are shoehorning this game into. The reason for an interest check is to find out if people would be willing to play a certain kind of game and, by extension, what they wouldn't like to play. This game sounds interesting and I would like to give it consideration (Interest Check part 1), however Pathfinder cannot be used to properly run a Modern Setting (Interest Check part 2). If we were to use a better system that supports this type of game or if we were to run Lovecraftian: the Dark Ages which Pathfinder would better support, although not perfectly because stapling Sanity values to things does not a Lovecraftian Horror game make, I would love to apply and see where it goes(Part 1). If this game were to insist on using Pathfinder to run a relatively unsupported Earth circa 1930s, then I would have to unfortunately pass due to the tedium of playing a poor system choice (Part 2).


Taking a system designed for Swords & Sorcery and stapling guns to it is absolutely terrible. The Gunslinger itself (and GUNS in general by extension) is noted as being a G.M to G.M thing by Paizo themselves. The Gunslinger and Guns don't exactly fit into the world correctly, and the rules supporting them are straight up bad when used as is. It's wonky, and without a complete overhall of the Pathfinder system - using Guns Everywhere won't work. It kills feats, classes, etc. with zero support. Pathfinder is acceptable to run a Medieval Fantasy Campaign and that's about the end of the line.


Congrats to all that have been selected thus far! I'm still anxiously waiting for tonight *fingers crossed*

*Edit* I've also updated Rawgr's character sheet and have changed a bit of his background.


I know what you mean. I'm really excited for Wednesday as well, but posting IC is keeping me sated for now I suppose.


Ignus 'Tiny' wrote:
GenThunderfist wrote:

Hello all, I'm looking to submit a Catfolk Rogue. Should have it done sometime in the next 12 hours.

Ignus, I would also like to try and link our characters.

Alright, what did you have in mind?

I'll pm you so we can work out the details.


Choon wrote:
Welcome to the running, oh man of awesome avatar. :)

Thanks, hope I can make it.

Full Name

Zandril Siska

Race

Half-Elf

Classes/Levels

Swashbuckler 3- [HP 32/32, 2 Dex Damage ][AC (18):T (16):F 13][Fort +2:Ref (+6):Will +2][CMD (16)][Init (+5)][Perception +9][Panache 3/3, Charmed Life 3/3]

Gender

Male

Size

5'9" 145 lbs.

Age

22

Special Abilities

Being Awesome!

Alignment

Chaotic Good

Deity

Shelyn

Location

Sandpoint

Languages

Varisian, Common, Elven, Giant, Draconic

Occupation

Sailor

Strength 10
Dexterity 18
Constitution 12
Intelligence 14
Wisdom 12
Charisma 16

About Zandril Siska

Background:

Even before the crew drops the gang plank from the merchant ship, The Bearded Harpy, a young Varsian male half-elf throws his backpack over his shoulder and jumps to the dock below. ”Back home at last! And just in time for the festival too.” He tips his hat to the crew tieing off the ship (whom just smile and shake their head at the young man) and walks down the Sandpoint Harbor docks . . .

Zandril Siska was born in Magnimar. His father, whom he’d never met, is an elf from the Ashwood. The story his mother, Eulana, told him was simply that she was young, working as a waitress in a tavern in the Marshes district in Magnimar and in walked this handsome elven ranger. He caught her eye immediately and her his. He was charming, she was young, it was one night, and the next day he was gone. The only thing she remembered about him was that he was from the Ashwood and he had a tattoo of a compass rose with elven writing around the edges on the inside of his right forearm. When asked what it said, he just waved her off and changed the subject. Nine months later she gave birth to twins, Zandril and Zhenya.

For the first nine and a half years of his life, he was part of a loving happy family in Magnimar until one night when this all changed. It was a typical late summer night, a light breeze in the air and the three of them were dancing as they listened to the music from a nearby tavern. In a moment their laughter turned to terror as three armed men broke down the door and entered. Zandril was too young and scared to remember much from the attack. What he does remember was the man with the scar on his right cheek kept asking, ”Where’s the jade statue? I know it’s here. Vhiski told me it was here.” When his mother insisted she didn’t know what they were talking about, the scarred man ran his estoc through her and left it embedded in her torso. The three men trashed the house and quickly realized they had the wrong place. Determined not to leave empty handed they grabbed Zhenya and left. Zandril attempted to keep them from leaving, his instinct to protect his sister, but all he got was a boot to the face. Crying, defeated, and scared, he went to his mother and pulled the sword out. He found the local guard, showed them the sword and took them to his mother’s body. After a fruitless investigation, the city guard came up with nothing and decided to put him in an orphanage, but Zandril wouldn’t have it. He decided to leave Magnimar, not caring where he would end up, he found the first caravan that would take him, his only possessions were the clothes on his back and the sword that killed his mother.

The caravan’s first stop was Sandpoint. The caravan leader sent him to find a retired paladin of Shelyn, Father Adeline. Father Adeline took Zandril in and raised him as his own son. Father Adeline is a patient man, and instilled Shelyn’s teachings of love and compassion for everyone and everything, as well as the important of protecting those that can’t protect themselves. Father Adeline, being an excellent swordsman (even in his aging years) taught Zandril how to use the weapon he carried and the code to live by, but try as he might, Zandril’s restless nature fought against Father Adeline’s disciplined teachings that come with being a Paladin and he often found himself in trouble.

As Zandril got older Father Adeline suggested he find some work to help him focus that energy. The fast pace of the docks drew his attention. He spent much of his time working with various merchants, and ship captains doing grunt work loading and unloading the merchant vessels. Though he is a hard worker, he often had a hard time keeping employment, especially from those employers with daughters his own age. After work he’d wander into The Hagfish to listen to the seafarers spin their tales of adventure, the next tale always more exciting than the previous. Watching the patrons goad each other to drink from Norah’s tank always got a good laugh, until one of the patrons filled a glass of the foul water and handed it to Zandril. The smell alone made him gag, but refusing to back down Zandril took a big drink . . . and immediately threw it back up, and everything else he’d eaten and drank that day. A raucous laughter echoed from The Hagfish, but it seemed like the regular patrons treated Zandril with a bit more respect after that and he always took up the challenge when offered a glass (the result always the same as the previous). Listening to the tales fueled Zandril’s need for adventure, and at the age of 19 he got a seafaring job as a deckhand on one of the merchant ships, The Bearded Harpy, a job he still holds today. He’s grown to love the travel and adventure, but the death of his mother and his missing sister still remains unresolved and lingers in the back of his mind. He had all but forgotten the name Vhiski until a couple years ago when he overheard someone in The Hagfish mention the name. When confronted, the man who mentioned the name denied knowing anything or anyone by the name of “Vhiski.” Ever since that day, Zandril has been secretly researching the underworld activity of Varisia, working on bringing his mother’s murderer to justice and the hope to one day find his sister.

. . .As the young man, backpack in hand, walks from the Bearded Harpy down the dock to The Hagfish he takes in the light off-shore breeze and the sun on his face as he enjoys being back home on this late-summer day. He walks into the tavern and gives a nod to Jargie Quinn, who smiles and nods down the bar toward an elderly man at the other end. Zandril nods and puts up a finger to Quinn as he walks down and lovingly clasps his hand on Father Adeline’s shoulder and sits down next to him.

Father Adeline smiles, ”Welcome home. Back just in time for the festival.”

Quinn brings a tankard of ale down and sets it in front of Zandril who takes a slow sip, ”Ahhh, not much tastes as good as that first sip after returning home.” Staring forward out the bar window overlooking the harbor, ”Thanks, it’s good to be home . . and to see you. I wouldn’t miss the festival for the world.”

Father Adeline, still smiling and satisfied his son made it home, stands up, finishes his ale, and starts out the door, ”Glad you made it home safe. It’s good to see you too.” He pauses at the door and turns around, the smile has left, his face now showing genuine concern, ”You’re staying out of trouble, aren’t you?”

Zandril leans back on his barstool, hands out wide, and big smile on his face, ”Don’t I always!?!” But his smile and boisterous happy-go-lucky attitude can’t hide that there’s something deeper nagging at him, at least not from Father Adeline.

Zandril’s smile is infectious and, though worried about his son, Father Adeline can’t help himself but grin, ”By the way, you need to bath. You smell worse than Norah!” With that he walks out the door waving, ”See you at home.”

Zandril laughs and turns back to his tankard and view of the docks. He sips his ale slowly collecting his thoughts and wondering what his future holds.

Appearance:

A slender male half-elf stands before you at 5’9” and 145 lbs. He wears a simple cloak, sailor’s hat, has a backpack slung over one shoulder, and a long thin blade the length of a bastard sword on his hip. His calloused hands and lightly tanned skin reflects his work as a deckhand on a merchant ship. His broad smile and deep hearty laugh is infectious and his presence can’t help but bring a smile to the face of even the most distressed. He’s always got a smile on his face and a kind word for everyone he meets. To those that don’t know him, they’d probably think him naive. Behind that outward, joyful appearance is a touch of darkness. The restless ghosts of a past that poke and prod at his mind.

--------------------
Zandril Siska
--------------------
Male Half-elf swashbuckler 3
Age 22, 5'9" 145 lbs., Lightly Tanned skin, Green Eyes; Faith: Shelyn
CG Medium humanoid (elf, human)
Init +6; Senses low-light vision; Perception +8

--------------------
Defense
--------------------

AC 19, touch 17, flat-footed 13 (+2 armor, +4 Dex, +1 proficiency, +2 dodge)
hp 31 (3d10+6)
Fort +2 (+2 trait bonus vs. disease and poison), Ref +7, Will +2; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee masterwork estoc +8 (2d4+6/18-20)
Ranged shortbow +7 (1d6/×3)
Special Attacks deeds (derring-do, dodging panache, opportune parry and riposte), panache (3)
--------------------
Statistics
--------------------
Str 10, Dex 18, Con 12, Int 14, Wis 12, Cha 16
Base Atk +3; CMB +3; CMD 17

Feats Combat Reflexes, Dodge

Traits fencer, hagfish hopeful

Skills (trained skills listed only)
Acrobatics +10 (+3 Ranks, +3 Class Skill, +4 Dex)
Bluff +8 (+2 Ranks, +3 Class Skill, +3 Cha)
Climb +6 (+3 Ranks, +3 Class Skill)
Diplomacy +8 (+2 Ranks, +3 Class Skill, +3 Cha)
Intimidate +9 (+3 Ranks, +3 Class Skill, +3 Cha)
Knowledge (local) +7 (+2 Ranks, +3 Class Skill, +2 Int)
Perception +9 (+3 Ranks, +3 Class Skill, +2 Racial, +1 Wis)

Background Skills
Lore (Underworld) +6 (+1 Ranks, +3 Class Skill, +2 Int)
Profession (sailor) +5 (+1 Ranks, +3 Class Skill, +1 Wis)

Racial Modifiers +2 Perception

Languages Common, Elven, Varisian, Giant, Draconic

SQ elf blood, swashbuckler finesse

--------------------
Possesions
--------------------
130 gp
Weight: 33 lbs. (Light Load - Up to 38 lbs.)

alchemist's fire
leather armor
shortbow (on ground) with 19 arrows
estoc
masterwork estoc
masterwork backpack
waterskin

--------------------
Special Abilities
--------------------

Combat Reflexes (5 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Deeds
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Swashbuckler Finesse Use Dex for att with light/1-hand pierce wep. Use Cha instead of Int for combat feat pre-reqs.
Charmed Life At 2nd level, the swashbuckler gains a knack for getting out of trouble. Three times per day as an immediate action before attempting a saving throw, she can add her Charisma modifier to the result of the save. 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 7 times per day at 18th level).
Nimble: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).
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.