Amin Jalento

Jase Everluck's page

217 posts. Alias of C B 380.


Classes/Levels

Human Swashbuckler (Musketeer) 3 | HP 25/25 | AC 19 T 14 FF 15| F +2 R +6 W +1 | Init +5 | Perception +6 | CMB +5 CMD 18

Special Abilities

Charmed Life 3/day

Strength 14
Dexterity 16
Constitution 12
Intelligence 13
Wisdom 10
Charisma 16

About Jase Everluck

Jase Everluck
Male Human Swashbuckler (Musketeer) 3
CG Medium Humanoid
Init +5; Senses Perception +6
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Defense
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AC 19 touch 14 flat-footed 15 (4 Armor, 1 Shield, 3 Dex, 1 Dodge)
hp 25 (3d10+3)
Fort +3, Ref +7, Will +2
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Offense
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Speed 30 ft.
Melee: Rapier +7 d6+5 (x2/18-20)
Dagger +5 d4+5 (x2/19-20)
Ranged: Light Crossbow +6 d8 (x2/19-20)
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Statistics
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Str 14, Dex 16, Con 12, Int 13, Wis 10, Cha 16
Base Atk: +3; CMB +5; CMD 18

Feats:
Weapon Finesse (Rapier only), Gunsmithing, Rapid Reload (Musket), Combat Expertise, Weapon Focus (Rapier), Point Blank Shot

Traits:

Inspiring Rush - Once per day when you make a charge attack, you gain a +1 trait bonus on both your attack and damage rolls, as do any allies who make a charge attack before the beginning of your next turn.

Unpredictable - You gain a +1 trait bonus on Bluff checks, and Bluff is always a class skill for you.


Skills 12+3(Int)+3(Human)+3(FC)+6(Background):

Acrobatics +9 (3 ranks, 3 Dex, 3 Class)
Bluff +10 (3 ranks, 3 Cha, 3 Class, 1 Trait)
Diplomacy +9 (3 ranks, 3 Cha, 3 Class)
Escape Artist +9 (3 ranks, 3 Dex, 3 Class)
Kn Local +7 (3 ranks, 1 Int, 3 Class)
Perception +6 (3 ranks, 3 Class)
Sense Motive +6 (3 ranks, 3 Class)

Craft (Firearms) +7 (3 ranks, 1 Int, 3 Class)
Sleight of Hand +9 (3 ranks, 3 Dex, 3 Class)


Languages:
Common, Dwarven

Special Abilities:

Panache - 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.

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).

Quick Clear (Ex): At 1st level, as a standard action the musketeer can spend 1 panache point to remove the broken condition from a single firearm he is currently wielding, as long as the firearm gained that condition through a misfire. This deed replaces dodging panache.

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.

Kip-Up: 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: 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: 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).

Swashbuckler Initiative: At 3rd level, while the swashbuckler has at least 1 panache point, she gains a +2 bonus on initiative checks. In addition, if she has the Quick Draw feat, her hands are free and unrestrained, and she has any single light or one-handed piercing melee weapon that isn’t hidden, she can draw that weapon as part of the initiative check.

Charmed Life 3/day: 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 +1: 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).


Gear:
2gp, 8 sp, 5 cp, Chain Shirt, Buckler, Rapier, Dagger, Light Crossbow, 10 Bolts, Quick Runner's Shirt, Backpack, Bedroll, 6 days Rations, Waterskin, Crowbar, Flint & Steel, 5 Torches

Backstory:

Jase was born in Alkenstar to a pair of guards residing and stationed in Cloudreaver Keep. Both were physically fit, and it was no surprise that Jase grew tall and strong, though he managed to inherit the better features of both parents and was a good-looking young lad, as well. Though he shared his parents' martial bent, he was also a fearless and curious youth, wanting to learn about all the technologies the city had to offer.

His parents having little imagination but always busy with their duties, he was allowed to roam free at a young age. Jase wandered about, talking to strangers and friends alike as he grew older. He frequently visited the Gunworks, even managing to talk one of the smiths into showing him the complicated task of forging a firearm. When he became a teen, he started to apprentice with the smiths, though he also practiced with a blade to keep his parents happy. Though they themselves knew how to handle a gun, they stressed the importance of not solely relying on a firearm and learning how to handle a more personal weapon, as well.

As he learned more about the social and political structure of Alkenstar, Jase pondered over the city-state's place in the region, coming to understand its supposed vassal status to Nex and how little that meant to all parties involved. As he blossomed into a young man, he started mixing with those who wanted to overtly declare their independence in the region as a buffer between Nex and Geb, the destructive war between the two and the relatively lifeless expanse in between having been what allowed Alkenstar to come into being to begin with.

Now in his early twenties, Jase is on his own as he recently moved out of his parents' home and into Alkenstar City. Though the move was mutually agreed upon, Jase's parents had been pressuring him to join the guards, which Jase felt would squash his political inclinations and potential. Though he felt the guard force wasn't for him, Jase did agree that he did need to do something with his life, and felt it was time to figure out what that was. He was likely too young to be considered for a parliamentary position, and gunsmithing full time wasn't something he thought of fondly.

Settling into a sort of despondent gloom, Jase has started drinking more heavily as things haven't fallen into place, spending his evenings partying with friends and his days endlessly talking with anyone who would listen about the current state of the city and its neighbors. Already having had to resort to working at the Gunworks for a few months to pay off his last tab at his favorite tavern, Jase continues to grow frustrated, hoping that something will happen to change his fortunes.

Appearance/Description:

Jase is a handsome young man with dirty blonde hair cut short and groomed stylishly and bright blue eyes full of curiosity. Tall and slender, he wears his tunics tight and tucked into his dark trousers to maximize the effect of his wide shoulders.

Quick with a smile and always ready to talk and joke with anyone nearby, Jase rarely has need to use the rapier always hanging from his right hip, though he practices with the weapon frequently in the event that he might. Generous to a fault and having recently discovered a fondness for alcohol, Jase often finds himself low enough in coin that he has to resort to working at the Gunworks to refill his coffers.

Potential Adventure Hooks:

Jase is interested in Politics in general, and relishes the idea of being important and having a say in the direction of Alkenstar.

Jase is intensely curious about new technology and wouldn't need much motivation to investigate something out of the ordinary.

Jase is struggling with his identity, and helping out in a crisis would give him a sense of purpose and possibly feed into his recognition and political aspirations.

Jase is pro-independence, and would likely be an active player in any scheme/plot/plan to disengage from Nex and be completely independent.

As he values Alkenstar independence, and realizing that controlling the flow of guns & technology outside of Alkenstar is part of the process, Jase would also be very interested in seeking out and slowing/stopping gun smuggling from the city-state.