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About Ionatan DeverinDescription: The smile on this man's face is the first thing most see. It appears open, warm, inviting, and completely relaxed. His deeper baritone voice carries easily as he tells another story. The nearly coal-black hair and pale skin combine to mark him clearly of Chelish descent, while the blank golden eyes mark his celestial ancestry as clearly to any who recognize the attribute. What little gear he has on him appears either new or very well kept, though occasional fresh stains for the night's activities aren't uncommon. Whether he is wearing his armor, a suit of leather with small metal mugs riveted to it as additional protection, or not, his rapier is clearly visible and readily accessible. The inherent threat doesn't seem to match his pleasant social attitude, but it is there all the same.
Background:
Born in the Deverin Villa of Magnimar in 4684, the family was enthused by the positive sign of an obvious Aasimar born within the family. For years they considered him a good omen. As he got older, though, they realized how easily and frequently he would play the adults off of each other, and how little of his time was spent doing anything meaningful. As he kept getting older, the family was more and more disenchanted with who Ionatan as becoming. He reveled in the family's ready supply of alcohol, but continuously failed to actually learn anything about brewing or even the administration of a business. As much as the family was coming to dislike him, though, their customers were coming to like him. His ready smile, stream of stories, and absolute encouragement of others to keep drinking kept him popular with the tavern owners and with their customers. The family was beginning to resolve themselves to letting Ionatan earn his keep as the primary sales agent instead of having him do anything more central to the business.
When the Pathfinder Society started renovating The Rusty Flagon Inn, Ionatan began spending more and more time at the one location instead of spreading his presence, and sales influence, around the town. He has found something which appeals to him in a way he hasn't quite recognized, yet. Hobart Deverin has now written him off completely, expecting no beneficial contributions from Ionatan ever. Thing is, the path appearing before the Aasimar's feet could end up helping renew House Deverin in unexpected ways.
Other Core Info:
Alignment: CG
Patron Deity: Cayden Cailean Type: Outsider(Native) Favored Class: Swashbuckler Age: 28
Relations:
Family (Magnimar branch only, last 4 generations only)
Caesus Deverin - Grandfather (deceased) M - Belina Mindurian Deverin - Grandmother (deceased) F -- Hobart Deverin - Uncle & Patriarch M --- Tralia Derexhi Deverin - Aunt (deceased) F ---- Illus Deverin - Cousin M ----- Aemia Nirodin Deverin - Cousin (deceased) F ------ Dodato Deverin - 2nd Cousin M ------ Perlina Deverin - 2nd Cousin F ----- Chavia Scarnetti - illicit lover to Illus Deverin F ------ Stiggur Scarnetti - 2nd Cousin & Bastard M ---- Nepor Deverin Feste - Cousin F ----- Triano Feste - Cousin (deceased) M ------ Curio Feste - 2nd Cousin F ------ Viria Feste - 2nd Cousin F ------ Ulixes Feste - 2nd Cousin M -- Tasaril Deverin Kaddren - Aunt F --- Illus Kaddren - Uncle M ---- Caesus Kaddren - Cousin M ----- Gilinda Vetillus Kaddren - Cousin F ------ Nepor Kaddren - 2nd Cousin F ---- Bele Kaddren - Cousin F -- Sergiu Deverin - Father M --- Ateia Vanderale Deverin - Mother F ---- Perlina Deverin Versade - Sister F ----- Linus Versade - Brother-in-law M ------ Canda Versade - Niece (Twins) F ------ Cleosa Versade - Niece (Twins) F ------ Hobart Versade - Nephew M ---- Caesus Deverin - Brother M ----- Vibidia Indros Deverin - Sister-in-law F ------ Sergiu Deverin - Nephew M ---- Ionatan Deverin - Self M Associates
Rusty Flagon Inn
Combat:
Init +4 (Dex+4)
Speed 30' Melee +1, Ranged/Finesse +5, CMB+1/5 (BAB+1, Str+0, Dex+4) Standard Attacks
AC 17, T14, FF13, CMD15 (Armor+3, Deflection+0, Dex+4, Dodge+0, Natural+0, Shield+0, BAB+1, Str+0) Dodging Panache Deed: 1 Panache, step 5' in response to attack (provokes) adds Cha modifier to AC vs triggering attack
HP 11 (10 + 1xCon+1) Fort +1 (Base+0, Con+1)
Celestial Resistance: acid/cold/electricity resistance 5
Skills & Languages:
4 + Int 2 = 6 Adventuring & 2 Background per Fighter Level
Bonus Skill Attribute+Ranks+Class+Specified(+Conditional)[+Overridden] {Notes} + 8-Acrobatics (Dex) 4+1+3+ACP(+Derring-Do) + 2 Appraise (Int) 2+0+0 + 7 Bluff (Cha) 3+1+3 + 0-Climb (Str) 0+0+0+ACP(+Derring-Do) + 2 Craft (any) (Int) 2+0+0 +10 Diplomacy (Cha) 3+1+3+2 Skilled+1 Friend in Every Town + 3 Disguise (Cha) 3+0+0 + 4-Escape Artist (Dex) 4+0+0+ACP(+Derring-Do) + 4-Fly (Dex) 4+0+0+ACP(+Derring-Do) + 1 Heal (Wis) 1+0+0 + 7 Intimidate (Cha) 3+1+3 + 7 Knowledge (local) (Int) 2+1+3+1 Friend in Every Town + 1 Perception (Wis) 1+0+0 {Darkvision} + 9 Perform (Oratory) (Cha) 3+1+3+2 Skilled {Background} + 5 Perform (other) (Cha) 3+0+0+2 Skilled + 4-Ride (Dex) 4+0+0+ACP(+Derring-Do) + 6+Sense Motive (Wis) 1+1+3+1 Vigilant Battler(+1 more Vigilant Battler vs Feint) + 8-Sleight of Hand (Dex) 4+1+3+ACP {Background} + 4-Stealth (Dex) 4+0+0+ACP + 1 Survival (Wis) 1+0+0 + 0-Swim (Str) 0+0+0+ACP(+Derring-Do) ACP: -0
Languages Known: Taldane (Common), Celestial; Draconic, Elven
Feats & Traits:
** Feats **
S1 Weapon Finesse (Rapier only) S1 Weapon Focus (Rapier) 1 Fencing Grace (Ultimate Intrigue - Source Exception) 3 <Combat Reflexes> S4 <Weapon Specialization (Rapier)> S5 <Improved Critical (rapier only)> 5 <Combat Expertise> 7 <Improved Disarm> S8 <Greater Weapon Focus (Rapier)> 9 <Critical Focus> 11 <Bleeding Critical> S12 <Greater Weapon Specialization (Rapier)> 13 <Penetrating Strike> 15 <Greater Disarm> S16 <Greater Penetrating Strike> 17 <Disruptive?> 19 <Spell Breaker?> S20 <Pin Down?> ** Traits **
Deeds:
5 Panache
* indicates a Deed always active while holding positive Panache count. * 1st-level Deeds *
Gear:
300 GP Budget
FREExxx Traveler's Outfit (5#, Boots, wool breeches, sturdy belt, shirt, vest, hooded cloak) x40.0.0 Cold Iron Rapier (2#, 1d6/18+/P/Finesse) x75.0.0 Longbow (3#, 1d8/x3/100'/P) xx1.0.0 Arrows, 20 (3#) 175.0.0 MW Studded Leather (20#, +3/+5/-0/15%/30') xx9.0.0 Swashbuckler's Kit (42#) 300.0.0 Spent for 75#
Light <= 38# (By armor)
Swashbuckler (inspired Blade):
Alignment: Any. Hit Die: d10. Parent Class(es): Fighter and gunslinger. Starting Wealth: 5d6 x 10 gp (average 175 gp). Class Skills: Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (local) (Int), Knowledge (nobility) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), and Swim (Str). Skill Points at each Level: 4 + Int modifier.
Weapon and Armor Proficiency: Swashbucklers are proficient with simple and martial weapons, as well as light armor and bucklers. 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. Inspired Finesse (Ex): 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. This ability replaces swashbuckler finesse. Inspired 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) and Intelligence modifier (minimum 1), instead of just her Charisma modifier. Her panache goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1) and Intelligence modifier (minimum 1) combined, though feats and magic items can affect this maximum. A swashbuckler spends panache to accomplish deeds, and regains panache in the following ways. 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. This ability alters the panache class feature. Charmed Life (Ex): 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 (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. In addition, upon reaching 4th level and every 4 levels thereafter, a swashbuckler can choose to learn a new bonus feat in place of a bonus feat she has already learned. In effect, the swashbuckler loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A swashbuckler can only change one feat at any given level, and must choose whether or not to swap the feat at the time she gains a new bonus feat for the level. Rapier Training (Ex): 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). This ability replaces swashbuckler weapon training. Rapier Weapon Mastery (Ex): At 20th level, when an inspired blade threatens a critical hit with a rapier, that critical hit is automatically confirmed. Furthermore, the critical threat range increases by 1 (this increase to the critical threat range stacks with the increases from rapier training, to a total threat range of 14-20), and the critical modifier of the weapon increases by 1 (×2 becomes ×3, for example). This ability replaces swashbuckler weapon mastery.
Aasimar (Azata-Blooded):
+2 Dexterity, +2 Charisma: Musetouched Aasimars are nimble, confident, and personable. Native Outsider: Aasimars are outsiders with the native subtype. Medium: Aasimars are Medium creatures and have no bonuses or penalties due to their size. Normal Speed: Aasimars have a base speed of 30 feet. Darkvision: Aasimars can see in the dark up to 60 feet. Skilled: Musetouched Aasimars have a +2 racial bonus on Diplomacy and Perform checks. Spell-Like Ability: Musetouched Aasimars can use glitterdust once per day as a spell-like ability (with a caster level equal to the aasimar’s character level). Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5. Languages: Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan. Attirbutes:
25 Pt Build
Base Race Level Gear Current x1 11 +0 11 +0 11 +0 S 11 +0 10 16 +2 18 +0 18 +0 D 18 +4 x2 12 +0 12 +0 12 +0 C 12 +1 x5 14 +0 14 +0 14 +0 I 14 +2 x2 12 +0 12 +0 12 +0 W 12 +1 x5 14 +2 16 +0 16 +0 H 16 +3 |