Azmur Kell

Inta Matoya Marid's page

35 posts. Alias of Dave Herman.


Classes/Levels

Inspired Blade 7; HP 6/47; Panache 3/5; AC 22 (T 17, FF 15); CMD 23; Saves (F:5/R:10/W:5) +2 vs fear; Initiative +5; Perception +11; Sense Motive +6

About Inta Matoya Marid

Theme: Strategic duelist

Male NG Human Swashbuckler (Inspired Blade) 7
Age: 33 / Height: 5' 10" / Weight: 165 lbs.
Hair: Dark Brown / Eyes: Green
Deity: Caiden Cayleen

Abilities and Stats:

STR: 10 / DEX: 17 / CON: 13
INT: 14 / WIS: 12 / CHA: 14
HP: 47
Initiative: +5 (+3 with no panache)
Move Rate: 30
AC: 22 Touch: 17 , Flat Footed: 15 (+5 armor, +3 Dex, +3 dodge, +1 deflection)
BAB: +7/+2
CMB: +7
CMD: 24
Fort Save: 5
Reflex Save: 10
Will Save: 5
Conditional Modifiers: +2 vs fear, Charmed Life +4

Combat:

Melee
+1 Rapier +13; 1d8+8; 15-20 x2
Starknife +7; 1d4; x3

Ranged
Starknife +10; 1d4; x3; 20ft

Situational
Precise Strike: +7 damage

Skills:

(49 ranks: 28 class, 14 int, 7 human)
(7) Acrobatics +13
(2) Bluff +7
(2) Climb +4
(2) Diplomacy +7
(7) Escape Artist +13
(7) Intimidate +16
(2) Knowledge (local) +7
(2) Knowledge (nobility) +7
(7) Perception +11
(3) Profession (soldier) +5
(2) Ride +8
(2) Sense Motive +6
(2) Sleight of Hand +8
(2) Swim +4

Languages: Common, Sylvan, Elven

Racial Traits:

Skilled: +1 skill rank per level
Focused Study: Gain skill focus at levels 1,8 and 16. This replaces the standard bonus feat

Character Traits:

Anatomist: +2 trait bonus to confirm critical hits
Good Natured: +2 trait bonus to saves vs fear

Swashbuckler Abilities:

Favored Class Bonus +1 ¾ panache

Inspired Panache (5): Each day, an inspired blade gains a number of panache points equal to her Charisma modifier (minimum 1) and Intelligence modifier (minimum 1), instead of just her Charisma modifier. Unlike other swashbucklers, an inspired blade gains no panache from a killing blow. She gains panache only from scoring a critical hit with a rapier. 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.

Deeds:
Derring-Do: 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.

Kip-Up: At 3rd level, while the swashbuckler has at least 1 panache point, she can kip-up from prone as a move action without provoking an attack of opportunity. She can kip-up as a swift action instead by spending 1 panache point.

Menacing Swordplay: 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 : 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: 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: 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: 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: 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.

Inspired Finesse: At 1st level, an inspired blade gains the benefits of Weapon Finesse with the rapier (this ability counts as having the Weapon Finesse feat for the purpose of meeting feat prerequisites) and gains Weapon Focus (rapier) as a bonus feat.

Charmed Life (+2, 4/day): 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 (+2): 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).

Rapier Training (+1 attack/ +2 damage) : At 5th level, an inspired blade gains a +1 bonus on attack rolls and a +2 bonus on damage rolls with rapiers. While wielding a rapier, she gains the benefit of the Improved Critical feat. These attack and damage bonuses increase by 1 for every 4 levels beyond 5th (to a maximum of +4 on attack rolls and +5 on damage rolls at 17th level).

Feats:

Weapon Finesse (Rapier only): Substitute Dex for Str on attack rolls
Weapon Focus (Rapier): +1 to attack rolls with rapier
Fencing Grace: Substitute Dex for Str on damage with rapier
Skill Focus (Intimidate): +3 to intimidate checks
Quick Draw: Draw weapon as free action, draw concealed weapon as move. Can throw weapons at full attack rate
Weapon Specialization (Rapier): +2 damage with rapier
Improved Critical (Rapier): Double critical threat range with rapier
Dodge: +1 dodge bonus to AC
Dazzling Display: While wielding the weapon in which you have Weapon Focus, you can perform a bewildering show of prowess as a full-round action. Make an Intimidate check to demoralize all foes within 30 feet who can see your display.

Gear and Property:

+1 Rapier (2020gp)
Starknife x2 (48gp)
+1 Mithral Shirt (2100gp)
Cape of Daring Deeds (9000gp)
Spoiler:
The wearer can spend a full-round action concentrating to change the color of this short, silken cape to match any attire or mood. When using the derring-do 1st-level swashbuckler deed, the wearer adds an additional die when rolling either a natural 5 or 6 rather than just a natural 6. Additionally, the cape grants a +2 resistance bonus on saving throws. This bonus increases to +4 for 1 round each time the wearer uses the charmed life swashbuckler class feature.

Gloves of Arrow Snatching (4000gp)
+1 Ring of Protection (2000gp)
Handy Haversack (2000gp)
Scabbard of Vigor (1800gp)
Swashbuckler's Kit (9gp)
Antitoxin x1 (50gp)
Antiplague x1 (50gp)
Thunderstone x2 (60gp)
Light Horse (Combat Trained) (110 gp)
Military Saddle (60 gp)
Cash on hand: 193gp

Background: