Jirelle

Janome's page

No posts. Organized Play character for Clebsch73.


Race

Half-Elf

Classes/Levels

Swashbuckler 1

Gender

Female

About Janome

# 105836-11
Janome Singer
CG Medium Female Half-Elf Swashbuckler 1
Init: +3; Senses Perception +6, Low-Light Vision

Defense
AC 17, touch 13, flat-footed 14 (+3 armor, +1 shield, +4 Dex)
hp 10 (1d10)
Fort +0 Ref +5 Will +0

Offense
Speed 30 ft.
Melee rapier +4 (1d6+2/18-20) or Short Sword +4 (1d6+2/19-20) or Sap +4 (1d6 + 2) non-lethal or battle aspergillum +4 (1d6 + 1 + 1 to undead from holy water) 5 uses w/ holy water
Ranged Chakram +4 (1d8+2/30' range) or Alchemist's Fire +4 (1d6 fire) + 1 splash, Ref DC 15 or catch fire
SA: Panache (3)

Statistics
Str 14 Dex 16 Con 10 Int 10 Wis 10 Cha 16
Base Atk +1; CMB +3; CMD 16
Feats Combat Expertise, Skill Focus (Acrobatics)
Traits Crowd Dodger, Unpredictable
Skills Acrobatics +8 (+10 to avoid AOO for movement), Bluff +8, Knowledge (Local) +4, Perception +6, Perform (Dance) +7
Languages Common, Elven
Gear
Other Gear Studded leather armor, buckler, rapier, short sword, chakrams (5), sap, battle aspergillum, holy water, alchemist's Fire (x2).
SQ: Deeds (Derring-Do, Dodging Panache, Opportune Parry and Riposte), Swashbuckler's Finesse
Encumbrance: 58/116/175
Weight carried: 43 lb
ACP: -2

Race:
Standard Racial Traits: Half-Elf
Ability Score Racial Traits: Half-elf characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Type: Half-elves are humanoid creatures with both the human and the elf subtypes.
Size: Half-elves are Medium creatures and have no bonuses or penalties due to their size.
Base Speed: Half-elves have a base speed of 30 feet.
Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.

Defense Racial Traits
Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Feat and Skill Racial Traits
Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.
Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.

Senses Racial Traits
Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.

Other Racial Traits
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Multi-talented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.


Swashbuckler:
Hit Die: d10.
Parent Classes: Fighter and gunslinger.

Starting Wealth: 150 gp

Class Skills
The swashbuckler's class skills are 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 Ranks per Level: 4 + Int modifier.

Weapon and Armor Proficiency
Swashbucklers are proficient with simple and martial weapons, as well as light armor and bucklers.

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). 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 ways.

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, she 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.

Killing Blow with a Light or One-Handed Piercing Melee Weapon: When the swashbuckler reduces a creature to 0 or fewer hit points with a light or one-handed piercing melee weapon attack while in combat, she regains 1 panache point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the swashbuckler's character level to 0 or fewer hit points doesn't restore any panache.

Swashbuckler Finesse (Ex)
At 1st level, a swashbuckler gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and she can use her Charisma score in place of Intelligence as a prerequisite for combat feats. This ability counts as having the Weapon Finesse feat for purposes of meeting feat prerequisites.


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.

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.


Feats:
Combat Expertise (Combat):
You can increase your defense at the expense of your accuracy.
Prerequisite: Int 13. (Swashbuckler can use Cha 13 instead).
Benefit: You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.

Level 1 Half-elf bonus
Skill Focus (Acrobatics): Choose a skill. You are particularly adept at that skill.
Benefit: You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new skill.


Traits:
Crowd Dodger
You spent much of your youth on crowded streets, dodging quickly around and under others.
Benefit(s): You gain a +2 trait bonus on Acrobatics checks to move through another creature's space and to avoid attacks of opportunity for leaving a threatened square.

Unpredictable
Your actions often seem random and chaotic to others, but there is a method to your madness.
Benefits: You gain a +1 trait bonus on Bluff checks, and Bluff is always a class skill for you.


Faction:
Liberty's Edge
In pursuit of liberty, in opposition to tyranny.
When the god Aroden died over a century ago, the catastrophe ushered in not only the Age of Lost Omens, but also a series of rebellions that founded revolutionary nations like Andoran and Galt. The Liberty's Edge faction hopes to see all forms of tyranny wiped from the Inner Sea region while cleansing corruption from even the good-intentioned states. Although the faction maintains warm relations with Andoran, it operates independently so as to limit the influence of unethical officials and minimize any warning that tyrants might enjoy.

Faction Leader
Major Colson Maldris is a passionate leader who coordinates his agents' efforts from Absalom even though he would rather be out in the field drenching his greatsword in the blood of tyrants and slavers. Maldris was the youngest officer to wear the golden eagle emblem upon his shoulders as a member of Andoran's Eagle Knights, and upon attaining the rank of captain he was reassigned to Absalom to cement Andoren ideals there. In 4711 AR, he was elevated to the rank of major for his effective recruitment and command of like-minded Pathfinders who helped propel the Andoran faction to a position of prominence within the City at the Center of the World. Since uncovering corruption in Andoran's own council, Maldris has taken a leave of absence from the Eagle Knights so as to battle tyranny without the direct oversight of his enemies.

The Liberty's Edge Pathfinder
While many of the Pathfinders who work with Liberty's Edge hail from Andoran, Galt, and other freedom-loving regions, some come from distant lands and find that their ideals align closely with those of the faction. Escaped slaves, indigenous people oppressed by colonists, and political radicals often find themselves working for Maldris while traveling the world on other business. Pathfinders skilled in diplomacy and subterfuge, prowess in the wilderness, effectiveness in battle against those enslaved by undeath, and—due to Maldris's time with the Gray Corsairs, a secretive branch of Andoran's navy—experience as sailors often excel as members of Liberty's Edge. Many of these Pathfinders also pursue membership in the Eagle Knights, which values Maldris's mission and parallel efforts. Most Liberty's Edge faction Pathfinders are good- or chaotic-aligned.

Aiding Your Cause
Pathfinders with allegiances to the Liberty's Edge faction often perform acts of diplomacy, sabotage, and proselytizing while carrying out their primary objectives for the Decemvirate. Whether providing moral support to the downtrodden, delivering messages to agents deep undercover in distant lands, or acting as a thorn in the side of slavers throughout the region, a Liberty's Edge operative improves his reputation by spreading freedom's ideals wherever he goes. A member of this faction should be willing to bend the rules of tyrannical law in order to plant the seed of liberty, even when doing so requires employing questionable techniques.


Gear:
Studded Leather: 3/5/-1, 25 gp, 20 lb
Buckler: 1/-/-1
Chakram: The chakram is a simple, elegant, and highly portable thrown weapon. It is a flat, open-centered metal discus with a sharpened edge.
Benefit: You can wield the chakram as a melee weapon, but it is not designed for such use; you take a –1 penalty on your attack roll with the weapon and must make a DC 15 Reflex save or cut yourself on the blade (half damage, no Strength modifier). You do not need to make this save if wearing heavy armor.

Sap: The sap is a small, easily-concealed club consisting of a leather-wrapped lead weight attached to the end of a leather-wrapped coil spring or rigid shaft, with a lanyard or strap on the end opposite the weight. Materials other than lead and leather are sometimes used to construct these weapons, but the design of a soft covering over a dense weighted core remain. Weapon Feature(s): nonlethal damage.

Battle Aspergillum: Named for the common aspergillum, a mace-like tool used by priests to sprinkle holy water, this light mace has a hollow head and a metal plug to fit the hollow’s neck.
Benefit: When the mace strikes a creature, holy water sprinkles out through tiny holes throughout the weapon’s head; creatures subject to damage from holy water take 1 point of damage in addition to the normal effect of being struck by the mace (a nonmagical aspergillum can deal holy water damage to an incorporeal creature in this manner, even if the mace itself deals no damage). After 5 hits, the battle aspergillum is empty and needs to be refilled.
Filling it with holy water is a standard action that provokes an attack of opportunity (like drinking a potion). A filled aspergillum is normally carried upright, otherwise the holy water leaks out as the weapon moves.

Oil, Alchemist's Fire: You can throw a flask of alchemist's fire as a splash weapon with a range increment of 10 feet.
A direct hit deals 1d6 points of fire damage. Every creature within 5 feet of the point where the flask hits takes 1 point of fire damage from the splash. On the round following a direct hit, the target takes an additional 1d6 points of damage. If desired, the target can use a full-round action to attempt to extinguish the flames before taking this additional damage. Extinguishing the flames requires a DC 15 Reflex save. Rolling on the ground provides the target a +2 bonus on the save. Leaping into a lake or magically extinguishing the flames automatically smothers the fire.

Rules on Catching Fire: Characters exposed to burning oil, bonfires, and non-instantaneous magic fires might find their clothes, hair, or equipment on fire. Spells with an instantaneous duration don't normally set a character on fire, since the heat and flame from these come and go in a flash.
Characters at risk of catching fire are allowed a DC 15 Reflex save to avoid this fate. If a character's clothes or hair catch fire, he takes 1d6 points of damage immediately. In each subsequent round, the burning character must make another Reflex saving throw. Failure means he takes another 1d6 points of damage that round. Success means that the fire has gone out—that is, once he succeeds on his saving throw, he's no longer on fire.
A character on fire may automatically extinguish the flames by jumping into enough water to douse himself. If no body of water is at hand, rolling on the ground or smothering the fire with cloaks or the like permits the character another save with a +4 bonus.
Those whose clothes or equipment catch fire must make DC 15 Reflex saves for each item. Flammable items that fail take the same amount of damage as the character.

Rules on using Splash Weapon:
Make a ranged attack against an unoccupied grid intersection (AC 5 plus range penalties.)
You Hit: Creatures in all adjacent squares are dealt splash damage. No creatures take direct hit damage.
You Miss: First, roll 1d8 to determine the misdirection of the throw.
1 - Falls short (straight line towards the thrower.)
2 through 8 - Count around the target creature or grid intersection in a clockwise direction.
Then, count a number of squares in the indicated direction equal to the number of range increments thrown. The thrown object lands that number of spaces away from the target.
Finally, the item deals splash damage (if any) to all creatures in the square it lands in and in all adjacent squares.


Background:
Background: Born in Opara to Human father and Elven mother. Her father (Aristos Colonsburrough) was an adventurer who did not stick around to help raise his first daughter. Janome learned to fence at a young age and apparently inherited her father’s love of adventure, for she began traveling as soon as she was of age to be on her own. She gravitated to the Pathfinder Society as a way to locate interesting places to visit and challenges that would help her learn new skills and practice her swashbuckling style of fighting. Unknown to her, she has two other half-sisters by the same father: Pfaff and Bernina.

Appearance:
Tall, strong, and athletic, with dark brown hair, blue eyes, and a ruddy complexion. She is pretty and tends to attract attention wherever she goes, which is fine with her. Gregarious, quick to take up a bet or a challenge, she has yet to put down roots or embrace any particular cause or religion.