Master Basaalee Minvandu

Ionatan Deverin's page

93 posts. Alias of hustonj.


Full Name

Ionatan Deverin

Race

M Chelaxian Aasimar Swashbuckler 1 | HP 11/11 | AC17, T14, F13, CMD15 | Resist Acid/Cold/Electric 5 | F+1, R+6, W+1 |

Classes/Levels

Init +4 | Perc+1 (darkvision 60'), SM+6+ | Speed 30' | Glitterdust | Panache 4/5

Age

28

Alignment

CG

Deity

Cayden Cailean

Location

Magnimar

Languages

Taldane (Common), Celestial; Draconic, Elven

Strength 11
Dexterity 18
Constitution 12
Intelligence 14
Wisdom 12
Charisma 16

About Ionatan Deverin

Description: 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
Fancy Reefclaw (Family Brewery)
-- General Manager - Golliver Haskinswurth
-- Apprentice Brewer - Leofsige (male gnome)

Rusty Flagon Inn
-- Barkeep - Rodika Covan (female Varisian)


Combat:
Init +4 (Dex+4)
Speed 30'

Melee +1, Ranged/Finesse +5, CMB+1/5 (BAB+1, Str+0, Dex+4)

Standard Attacks
Cold Iron Rapier +6 for 1d6+4 @ 18+, P
[Finesse, WF, Fencing Grace]
Longbow +5 for 1d8 over 100' @ x3, P, 20 Arrows
[Ranged]
Spell-Like Ability glitterdust 1/Day @ Caster Level 1; DC15 Will
[No attack roll or damage]

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
Opportune Parry & Riposte: 1 Panache & AoO to oppose attack roll. If won and holding Panache, may counter-attack at no additional cost

HP 11 (10 + 1xCon+1)

Fort +1 (Base+0, Con+1)
Ref +6 (Base+2, Dex+4)
Will +1 (Base+0, Wis+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
Derring-Do: Spend 1 Panache point to add exploding d6 to roll, can explode 4 times.

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 **
Basic: Combat: Vigilant Battler: +1 trait on Sense Motive, +2 vs Feint
Basic: Social: Friend in Every Town: +1 trait Knowledge (local) & Diplomacy. One becomes Class Skill.


Deeds:
5 Panache

* indicates a Deed always active while holding positive Panache count.

* 1st-level Deeds *
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 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.


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#
25.5.1 coin on hand

Light <= 38# (By armor)
Medium <= 76# (+3/-3/20'/x4)
Heavy <= 115# (+1/-6/20'/x3)


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.
Class Features
Level BAB Fort Ref Will Special
1st +1 +0 +2 +0 Deeds, inspired finesse, inspired panache
2nd +2 +0 +3 +0 Charmed life 3/day
3rd +3 +1 +3 +1 Deeds, nimble +1
4th +4 +1 +4 +1 Bonus feat
5th +5 +1 +4 +1 Rapier training +1/+2
6th +6/+1 +2 +5 +2 Charmed life 4/day
7th +7/+2 +2 +5 +2 Deeds, nimble +2
8th +8/+3 +2 +6 +2 Bonus feat
9th +9/+4 +3 +6 +3 Rapier training +2/+3
10th +10/+5 +3 +7 +3 Charmed life 5/day
11th +11/+6/+1 +3 +7 +3 Deeds, nimble +3
12th +12/+7/+2 +4 +8 +4 Bonus feat
13th +13/+8/+3 +4 +8 +4 Rapier training +3/+4
14th +14/+9/+4 +4 +9 +4 Charmed life 6/day
15th +15/+10/+5 +5 +9 +5 Deeds, nimble +4
16th +16/+11/+6/+1 +5 +10 +5 Bonus feat
17th +17/+12/+7/+2 +5 +10 +5 Rapier training +4/+5
18th +18/+13/+8/+3 +6 +11 +6 Charmed life 7/day
19th +19/+14/+9/+4 +6 +11 +6 Deeds, nimble +5
20th +20/+15/+10/+5 +6 +12 +6 Bonus feat, rapier weapon mastery

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