Male Human Swashbuckler (Corsair) 3
CG Medium Humanoid (Human)
Init +4 (+4 Dex); Senses Perception +4
AC 19, touch 14, flat-footed 15 (+4 armor, +1 shield, +4 Dex)
hp 29 (10 + 6 + 7 + 6 Con)
Fort +3 (1 base, +2 Con)
Ref +7 (3 base, + 4 Dex)
Will +0 (1 base, -1 Wis)
Defensive Abilities +3 vs charms, +5 vs compulsions, Charmed Life, Opportune Parry and Riposte
Spd 30 ft
Melee Masterwork Cutlass +9 (+3 BAB, +4 dex, +1 masterwork, +1 feat) (1d6+7/18-20/x2)
Melee Dagger +7 (+3 BAB, +4 dex) (1d4+4/19-20/x2)
Ranged Dagger +7 (+3 BAB, +4 dex) (1d4+4/19-20/x2)
(includes precise strike)
Space 5 ft.; Reach 5 ft.
Str 12 (+1)
Dex 18 (+4)(16 base, +2 racial)
Con 14 (+2)
Int 10 (0)
Wis 8 (-1)
Cha 14 (+2)
Base Atk +3 (+3 Swashbuckler)
CMB +4 (+3 BAB, +1 Str)
CMD 18 (10 +3 BAB, +4 Dex, +1 Str)
Weapon Focus (Cutlass) [Level 1], +1 to attack
Slashing Grace (Cutlass) [Human], can finesse Cutlass and get Dex mod to damage.
Extra Panache [Level 3], +2 starting and maximum Panache
Irrepressible: Can use Cha bonus instead of Wis for Will saves vs charms and compulsions.
Enemy of slavers: +2 Diplomacy or Intimidate to influence slavers or anyone who keeps innocent people against their will.
Enmity: Rampore Slavers
Acrobatics +9 (3 ranks, +3 class, +4 Dex, -1 AC)
Climb +4 (1 rank, +3 class, +1 Str, -1 AC)
Diplomacy +10 (3 ranks, +3 class, +2 Cha, +2 Andoran immigrant)(+2 more vs slavers)
Intimidate +9 (3 ranks, +3 class, +2 Cha, +1 swagger)(+2 more vs slavers)
Perception +4 (2 ranks, +3 class, -1 Wis)
Profession (Sailor) +7 (2 ranks, +3 class, -1 Wis, +2 racial, +1 morale)
Swim +6 (1 rank, +3 class, +1 str, -1 AC, +2 racial)
Total Points: 15 (4 Swashbuckler x3 level, +3 favored class)
AC penalty is -1
Masterwork Chain Shirt 250 gp, 25 lbs.
Masterwork Cutlass, 315 gp, 4 lbs.
Masterwork Buckler, 155 gp, 5 lbs.
Spring-Loaded Wrist sheath with Cold Iron Dagger, 9 gp, 2 lbs.
Masterwork Backpack, 50 gp, 4 lbs.
Waterskin, 1 gp, 4 lbs.
2 days trail rations, 2 gp, 2 lbs.
2 sunrods, 4 gp, 2 lbs.
2 Tindertwigs, 2 gp
Smelling Salts, 25 gp
Belt pouch, 1 gp, 0.5 lbs.
Gold: 86 gp
Weight Carried: 48.5 lbs. (50 lbs or less is light, 51-100 is medium, 101-150 is heavy)
Bonus Feat Human bonus feat
Heart of the Sea +2 Profession (Sailor), +2 Swim, can hold breath twice as long as normal (replaces Skilled)
Proficiencies All simple and martial weapons, light armor, and bucklers
+2 on Diplomacy checks and +2 on Will save vs compulsions
After sailing on a ship for longer than a week, can treat it as Favorable Terrain
Panache (4 per day)
Swashbuckler Finesse: Weapon Finesse with light or one-handed piercing weapons, can use Charisma in place of Intelligence for feat prerequisites
Charmed Life 3x/day can add charisma modifier to a save (before rolling) as an immediate action
Swagger +1 bonus on Intimidate checks, and the DC of Intimidate checks made against him increases by 1. He and his allies gain a +1 morale bonus on Profession (sailor) checks. These bonuses and his Intimidate DC increase by 1 for every 4 levels beyond 3rd.
At 7th level, a corsair's swagger gives him an additional benefit when he uses charmed life. If he succeeds at a saving throw against an opponent's attack or ability while using charmed life on that save, he can attempt an Intimidate check to demoralize that opponent without using an action.
Derring-Do: Add D6 to Acrobatics, Climb, Escape Artist, Fly, Ride or Swim, 6 means roll again (costs 1 panache)
Dodging Panache: Immediate action move ft 5 when attacked, +2 dodge vs attack
Opportune Parry and Riposte: Spend one panache to parry attack (AoO) and can attack with immediate action if panache is greater than 0.
Kip-Up (Ex): 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 (Ex): 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 (Ex): 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).
Eyes of the Storm (Ex) At 3rd level, whenever she has at least 1 panache point, a corsair can see three times as far as normal in non-magical fog. In magical fog, she can see normally for 10 feet; after that, creatures and objects have partial concealment for the next 10 feet and total concealment thereafter.
Soft Spot James' personal crusade against slavers has given him an emotional blind spot that's difficult to sidestep. A deep and profound urge wells up whenever a current or ex-slave begs for his help.
In essence, you feel compelled to tangibly help the victims of slave rings, etc - despite the consequences that might come forth.
You can suppress - but doing so leaves you depressed and effectively sickened for a DM specific length of time