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About Janome# 105836-11
Defense
Offense
Statistics
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
Feat and Skill Racial Traits
Senses Racial Traits
Other Racial Traits
Swashbuckler:
Hit Die: d10.
Parent Classes: Fighter and gunslinger. Starting Wealth: 150 gp Class Skills
Weapon and Armor Proficiency
Panache (Ex)
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)
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
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
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
The Liberty's Edge Pathfinder
Aiding Your Cause
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.
Oil, Alchemist's Fire: You can throw a flask of alchemist's fire as a splash weapon with a range increment of 10 feet.
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.
Rules on using Splash Weapon:
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. |