Cayden Cailean

James "Madman Jim" Patterson's page

3,604 posts. Alias of John Woodford.


Race

Taldan Human

Classes/Levels

Free-Hand Fighter/5 Inspired Blade Swashbuckler/1+5 | AC 22 T 16 FF 17 | HP 61/62 NL0| F +5 R +7 W +5 | Init +3| Perc +7

Gender

Male

Strength 14
Dexterity 16
Constitution 13
Intelligence 14
Wisdom 12
Charisma 12

About James "Madman Jim" Patterson

Current XP N/A
Male Taldan human fighter 5/swashbuckler 1+5
N Medium humanoid (human)
Init +3 Perception +8

Panache: (3/day + special) [ ] [ ] [ ]

DEFENSE
AC 22, touch 16, flat-footed 17 (+4 armor, +1 enhancement, +1 natural armor, +1 deflection, +3 Dex, +2 Dodge)
hp 62 (6d10+2+2+2+2+2+1+1+1+1+1+1)
Current hp 62
Fort +5, Ref +7, Will +5

OFFENSE
Speed 30 ft.
Melee +2 shocking rapier +14/+9 (1d6+3+2+2+1/18-20/x2) or with PA +12/+7 (1d6+12/18-20/x2) or kukri +11/+6 (1d4+3/18-20/x2) or silver dagger +11/+6 (1d4+2/19-20/x2) (all including singleton bonus)
Ranged mw composite longbow +11 (1d8+2/x3)
Special Attacks None
Spells Known None

STATISTICS
Str 14, Dex 16, Con 13, Int 14, Wis 12, Cha 12
Base Atk +7; CMB +9/+13 w/disarm attempts & one hand free (+2 Improved Disarm, +1 Deceptive Strike, +1 Singleton)/+15 w/disarm attempts with Storm Eyes' rapier (+1 weapon focus, +2 enhancement); CMD 22 (+2 vs. disarm attempts when holding rapier)

Feats
Nimble Moves (L1) (ignore 5' of difficult terrain)
Dodge (human bonus) (+1 AC)
Weapon Focus (rapier) (L1 fighter bonus) (+1 to hit with rapier)
Combat Expertise (L2 fighter bonus)
Improved Disarm (L3)
Weapon Specialization (rapier) (L4 fighter bonus) (+2 damage with rapier)
Iron Will (L5) (+2 Will saves)
Skillfulness (L6+1) (+1 skill rank/level)
Power Attack (L6+2)
Blind-Fight (L6+3)
Combat Improvement (L6+4)
Fencing Grace (L6+5)

Skills
Acrobatics +13/+12 in armor (+6 ranks, +3 DEX, +3 class skill, +1 trait)
Climb +11/+10 in armor (+6 ranks, +2 STR, +3 class skill)
Diplomacy +11 (+2 ranks, +1 CHA, +3 class skill, +5 tattoo bonus)
Perception +8 (+4 ranks, +1 WIS, +3 class skill)
Sense Motive +7 (+3 ranks, +1 WIS, +3 class skill)
Swim +11/+10 in armor (+6 ranks, +2 STR, +3 class skill)
Profession (Sailor) +8 (+5 ranks, +1 WIS, +3 class skill)
Profession (Navigator) +6 (+2 ranks, +1 WIS, +3 class skill)
Intimidate +9 (+5 ranks, +1 CHA, +3 class skill)
Survival +6 (+2 ranks, +1 WIS, +3 class skill)
Knowledge (Local) +6 (+1 ranks, +2 INT, +3 class skill)
Bluff +5 (1 rank, +1 CHA, +3 class skill)
Racial Modifiers none

Languages Common (Taldane), Polyglot, Aquan
SQ One-handed fighter archetype, traits (Able Seaman (+1 on Acrobatics checks, Acrobatics is a class skill), Deft Dodger (+1 on Reflex saves))
Combat Gear Amulet of Natural Armor +1, Sea Pact ring, shocking rapier +2, kukri, silver dagger, longbow, normal arrows (20), cold iron arrows (10), silver arrows (8), chain shirt +1, studded leather armor, backpack, bedroll, belt pouch (2), traveler's outfit, flint and steel, sack (2), torch (5), rice paper (20 pcs), ink, pen, twine (50 ft.), whetstone, waterskin, silk rope (50'), 2 days trail rations, alchemist's fire (0) 0 pp, 230 gp, 0 sp, 0 cp (standard rapier & studded leather armor in storage)

SPECIAL ABILITIES

Favored Class: Fighter +1 HP at L1, L2, L3, L4, L5

Besmara's Favor: Keep your blade close - Can recall his rapier to his hand as a swift action.

Deceptive Strike (Ex): At 2nd level, a free hand fighter gains a +1 bonus to CMB and CMD on disarm checks and on Bluff checks to feint or create a diversion to hide. This bonus increases by +1 for every four levels after 2nd. This ability replaces bravery.

Singleton: +1 on attack rolls and damage rolls with a one-handed weapon when off hand is empty.

Inspired Panache (Ex): More than just a lightly armored warrior, a swashbuckler is a daring combatant. He 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 his Charisma modifier (minimum 1) and Intelligence 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 way.

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, he 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.

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 his 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 he makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. He 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. He can continue to do this as long as he rolls natural 6s, up to a number of times equal to his 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 his 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, he 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 he 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 his 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 he has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack he parried, provided that creature is within his reach.

Inspired Finesse (Ex): At 1st level, a swashbuckler gains the benefits of the Weapon Finesse feat 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.

Madman Jim is medium height and slender but well-muscled, 5'9" and #160. He generally has the typical Taldan coloration: bronze skin and flowing brown hair worn in a single braid, but unlike most Taldan men he is clean-shaven. He still dresses in some approximation of a Taldan naval uniform under his armor, though.

Background:
James "Madman Jim" Patterson, late of the Taldan Imperial Navy. Jim ran away to sea as a boy, and has worked on shipboard ever since--starting as a cabin boy, moving up to able seaman, and ending his official naval career as a marine/shipboard infantryman. He'll follow a good captain into the Eye of Abendego, but a bad captain will get the sharp side of his tongue...his tenure in the Imperial Navy ended abruptly when a particularly bad one got the sharp side of his rapier as well. He escaped before he could be hung, and has been a sellsword to any captain who'll have him ever since.

History:

Notes and Useful Pastes:
Round :

Status:

HP: 33/40 AC: 20 +2 vs. evil Conditions: avolitional

To hit: [dice]1d20 + 8[/dice]

Damage: [dice]1d6 + 2 + 2[/dice]

Currently holding key to Vault storage chamber containing barrel o' loot.