About Hamish MacraeHamish Macrae
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BAB: +2; CMB: +0; CMD: 9
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. Weapon Focus (Rapier): You gain a +1 bonus on all attack rolls you make using the selected weapon. --------------------
Signature Moves: You’re known for some unique item that has become your trademark. Your starting equipment includes a single masterwork item worth less than 900 gp, and you gain a +1 trait bonus on Bluff and Intimidate checks while wielding this item in one or both hands. Human Racial Traits
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Acrobatics: +8
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Thieves Tools 30 Explorer's Outfit (This set of clothes is for someone who never knows what to expect. It includes sturdy boots, leather breeches or a skirt, a belt, a shirt (perhaps with a vest or jacket), gloves, and a cloak. Rather than a leather skirt, a leather overtunic may be worn over a cloth skirt. The clothes have plenty of pockets (especially the cloak). The outfit also includes any extra accessories you might need, such as a scarf or a wide-brimmed hat.) 10gp Dungeoneering Kit (This bundle of essential supplies for exploring ruins and abandoned cities includes two candles, chalk, a hammer and four pitons, 50 feet of hemp rope, a hooded lantern with 5 flasks of oil, two sacks, two torches, and four tindertwigs.) 15gp Fishhook, Folding Pole, Magnet, Marbles, Sewing Needle and Thread, Whetstone, Iron Pot 19sp Snowbell the Pack Mule with Pack Saddle (AC: 11, HP: 13) 13gp One sack of apples, one small sack of sugar. 6sp(?) -------------------
MW Rapier (from Trait), Light Crossbow, Dagger, Quiver (20 bolts) 39gp -------------------
Leather, Buckler 15gp -------------------
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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. A swashbuckler spends panache 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 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. 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 modif ier (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 (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. Swashbuckler Finesse (Ex): 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. 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). --------------------
Background: * Grew up in Bard's Gate. A mixed blood Arkaji and Ashurian. His Dockworker father, three older brothers and uncle all disappeared with Foerdewaith King Ovar and the army chasing the Huun invaders into the Vast Desert. His mother and sister still live in the docks. His mother wastes away in sorrow over her lost family, while his sister works as a personal aide to Mistress Domenwilla Parlicamp and her efforts to refocus the Orphans of War Society. * Hamish, still much too young to join the defense of Bard's Gate during the Huun seige, grew up with little supervision or money. Growing up mostly on the streets he learned to defend himself with blade and wit. Plus more than a thing or two about thieving. * His pathway to the Thieves Guild ended upon meeting Amelia Peppinridge, when Hamish was just a young teenager. Pep, as most of her comrades called her, was a Sister of the Maidens Cross. She saved Hamish's life after he'd unknowingly broke into a warehouse front for the Cult of Orcus. Caught by the cultists, he barely avoided being sacrificed to the dark power when Amelia rescued him. * Amelia set forth to train the young boy and try to turn his heart, mind and soul to good. She was partially successful. He proved adept at handling a blade, and at times, could charm the skin from a snake. But Hamish still had a knack for getting into trouble and still harbors a desire to go in search of his lost father and brothers. As part of her efforts to give him more structure and keep him from trouble, Amelia convinced Hamish to join the Riverguard. * Along with Amelia's training, Hamish's stint in patrolling the riverways surrounding Bard's Gate achieved some of Pep's goal. The structure mellowed his wilder side and certainly taught him more of the ins and outs of the city, trade, business, and the wider world. It also allowed several opportunities to meet folk and supplement his wages with payments from smugglers or others looking to get goods in or out of the city with fewer questions asked or taxes paid. * Most of his earning went to help his mother and sister. The rest he set aside for his own needs. * While on river patrol, Hamish came across a selkie trapped in an old fishing net. Wounded and nearly starved, Hamish frees the fey creature. (Selkie are often considered sacred by Riverfolk, as they have been known to occasionally rescue Arkaji who have fallen into the rivers or coastal waters.) In return for saving her life, Cecelia Rivermaid grants Hamish a boon in the form of a Masterwork Rapier crafted by Fey smiths and discovered by the selkie in a river wreck several years ago. * Having recently mustered out of his term with the Rivergaurd, he returned to Bard's Gate only to find out that Amelia had disappeared three months earlier. His attempts to find out what happened have led nowhere, but he has vowed not to give up. She had saved his life, he couldn't give up without at least knowing what happened. * One of his first suspicions is the Cult of Orcus. There are always plenty of rumors about it running through the city and region but no real leads. Still, he plans to follow those he can both as pay back for almost killing him and because Amelia always said they were after her for stealing him away in the first place. |