Cayden Cailean

Kadrian Deverin's page

340 posts. Alias of TheWaskally.


Full Name

Kadrian Deverin

Race

Human (Varisian) | HP 33/33 | AC 18 (T 13, FF 15)| CMB +4 CMD +16 | F 2, R 4, W 2 | Init +4| Perception +6, Sense Motive +6

Classes/Levels

Swashbuckler/3rd | Speed 30ft (30ft) | Active conditions: None | Panache 4/5

Gender

Male

Size

Medium

Age

21

Special Abilities

Deeds, Panache (Ex), Swashbuckler Finesse (Ex), Charmed Life 3/day (Ex)

Alignment

Chaotic Good

Deity

Cayden Cailean

Location

Sandpoint, Varisia

Languages

Common (Taladane), Varisian

Occupation

Brewer

Strength 12
Dexterity 15
Constitution 12
Intelligence 12
Wisdom 12
Charisma 16

About Kadrian Deverin

Initiative: +2, +4 with Swashbuckler's Initiative
Senses: Perception +6
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AC 18 (13 Touch, 15 FF)(+2 Dex, +4 Armor, +1 Shield, +1 Nimble)
Hp 33/33 (1d10(max) + 1 Con)
Fort +2, Ref +4, Will +2
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Speed 30 ft (30 ft Base)
Melee MW Rapier +7 (1d6+1, 18-20/x2), Short sword +3 (1d6+1, 19-20/x2), Light mace +3 (1d6+1, x2), Spear +4 (1d8+1, x3)
Ranged Light crossbow +5 (1d8, 19-20/x2), Spear +4 (1d8+1, x3, 20 ft.)
Panache (Ex) 5/5
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BAB +3, CMB +4, CMD 16
Feats Weapon Focus (rapier), Skill Focus (diplomacy), Weapon Finesse, Extra Panache
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Skills 5/Level +1/Level Human
Acrobatics +8 (3 Rank, 3 Class, 2 Dex)
Bluff +9 (3 Rank, 3 Class, 3 Cha)
Climb +1 (0 Rank, 0 Class, 1 Str)
Craft +1 (0 Rank, 0 Class, 1 Int)
Diplomacy +13 (3 Rank, 3 Class, 3 Cha, 3 Skill Focus, 1 trait)
Escape Artist +2 (0 Rank, 0 Class, 2 Dex)
Intimidate +3 (0 Rank, 0 Class, 3 Cha)
Knowledge (local) +7 (3 Rank, 3 Class, 1 Int)
Knowledge (nobility) +7 [background] (3 Rank, 3 Class, 1 Int)
Perception +6 (2 Rank, 3 Class, 1 Wis)
Perform (string) +3 (0 Rank, 0 Class, 3 Cha)
Profession (brewer) +7 [background] (3 Rank, 3 Class, 1 Wis)
Ride +7 (2 rank, 3 Class, 2 Dex)
Sense Motive +6 (1 Rank, 3 Class, 1 Wis, 1 trait)
Sleight of Hand +2 (0 Rank, 0 Class, 2 Dex)
Swim +1 (0 Rank, 0 Class, 1 Str)

SQ:

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 panaches.
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.
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).
Swashbuckler Initiative (Ex): 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.
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.
Charmed Life (Ex)
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 (Ex)
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).

Racial Traits 2 to any one ability, Medium, Normal Speed, Focused Study (replaces Bonus feat), Skilled.
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Traits Campaign Trait - Merchant Family: You are related to one of the four noble families from Magnimar who founded the Mercantile League of Sandpoint. You either grew up in Magnimar as a cousin in the Valdemar or Deverin family or were born and raised in Sandpoint. Education in running a business and years of looking after the family enterprise have given you a knack for trade. You increase the gp limit of any settlement by 20% and can
resell items at an additional 10% over the amount of gp you normally would get from selling off treasure. Rich Parents and Ease of Faith
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Items Explorer's outfit, small steel mirror, ioun torch, MW backpack, bandolier, silver holy symbol of Caydean Cailean, belt pouch, signet ring of Deverin, MW mandolin
Combat Gear MW rapier, short sword, light crossbow w/ 10 bolts, chainmail armor, buckler, a light mace, and a spear.
Transport A light horse named "Barley", with a riding saddle and bit and tackle.

Wealth (308 gp, 3 sp, 0 cp)
Carrying Capacity
Light (50 lbs or less); Medium (51-100 lbs.); Heavy (101-150 lbs.)
Current Load: 48
Age 21, Height 6'2", Weight 200 lbs
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Description:
Kadrian is tall for a Varisian, around 6'2" (which has led some to some gossip that Androse Deverin might not be Kadrian's real father). The swashbuckler also has long, shoulder-length brown hair and blue eyes. Kadrian dresses in well-maid traditional Varisian garb, and always carries his prized masterwork rapier, with the Deverin family crest built into the crosspiece, with a short sword as his backup melee weapon. The young varisian also carries a light crossbow for ranged attacks. Kadrian's other gear is often finely-made.

Personality:
Kadrian is a hardworking brewer in his family business, but plays just as hard when not working. Born into a wealthy and prominent family, Kadrian Deverin sees Sandpoint as his little slice of Golarion, and wants to see it flourish. The young swashbuckler is also a terrible flirt when it comes to ladies, and for a while, was seen as fop by some of the community, secretly called "Kadrian the Kad". But those voices have been silenced, do to his steadfast defense of Sandpoint in the past.

Background:
Kadrian Deverin was born to Androse, older brother to Sandpoint mayor, Kendra Deverin, and Belacourt Deverin. Born the last of three boys, Talos and Dravin, Kadrian lived with his family on an expansive ranch in The Farmlands, north of Whispering Moors, yet would come to Sandpoint often. Being the youngest, Kadrian was the most troublesome of the Deverin Boys, and he would often come before the family matriarch, Kendra. Despite his early troublemaking, Kadrian loves his whole extended family, referring to Sandpoint's mayor, as "his dear old Aunt Kennie".
Of the four founding families, The Deverins are closest to the Kaijitsu, Ameiko Katjitsu in particular. Being the owner of The Rusty Dragon, Ameiko's tavern was The Deverin families chief purchaser of Deverin ale and vegetables. Ameiko and Kadrian have been friends for many years, though Kadrian wishes they could be more. Most believe due to Kadrian's reputation as a womanizer, has damaged his chances for romance with Ameiko.

Going Forward:
If chosen for the party, Kadrian will continue to advance in swashbuckler, taking various stops in noble scion.