Jeggare Noble

Kel Na' Yaa's page

373 posts. Organized Play character for Steven_Evil.


Full Name

Kel Na'Yaa

Race

Male Human Swashbuckler 3/ Ninja 2 Panache:3 Ki: 3 Boots: 10 HP:41

Classes/Levels

AC:22 T:15 FF:17 CMB:+7 CMD:17 Init:+7 Speed:30ft Fort:+4 Ref:+11 Will:+5 +1 Rapier +7, 1d6+12, 18-20x2 Comp. Longbow +8, 1d8+1, 20x3

Skills:
Acro:12 Bluff:9 Climb:8 Diplo:7 Dis Dev:10 Intim:10 Know-Loc:8 Percept:8 Prof:9 Stealth:11

Gender

Male

Size

Medium

Age

20

Special Abilities

Deeds, Panache, Nimble, Sneak Attack, Ki Pool, Ninja Tricks

Alignment

Chaotic Nuetral

Deity

None

Location

Absalom

Languages

Common, Elven

Occupation

Bartender

Strength 13
Dexterity 19
Constitution 14
Intelligence 12
Wisdom 10
Charisma 14

About Kel Na' Yaa

XP: 14 Fame: 22
PP Earned: 23
PP Spent: 12

Traits:
Indomitable Faith: You gain a +1 bonus on Will Saves.
Black Powder Bravado: Once per day, when you perform a deed that requires an attack roll and you miss with that roll, you can reroll it. You must take the second result even if it is worse.

Class Abilities:
Inspired Panache: Each day, an inspired blade gains a number of panache points equal to her Charisma modifier (minimum 1) and Intelligence modifier (minimum 1), instead of just her Charisma modifier. Unlike other swashbucklers, an inspired blade gains no panache from a killing blow. She gains panache only from scoring a critical hit with a rapier. This ability alters the panache class feature.

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.

--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.

Inspired Finesse: At 1st level, an inspired blade gains the benefits of Weapon Finesse with the rapier (this ability counts as having the Weapon Finesse feat for the purpose of meeting feat prerequisites) and gains Weapon Focus (rapier) as a bonus feat. This ability replaces swashbuckler finesse.

Charmed Life: 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).

Poison Use: At 1st level, a ninja is trained in the use of poison and cannot accidentally poison herself when applying poison to a weapon.

Sneak Attack: Sneak Attack: If a ninja can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The ninja's attacks deal extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the ninja flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two ninja levels thereafter. Bonus damage from sneak attacks is precision damage. Should the ninja score a critical hit with a sneak attack, this precision damage is not multiplied. Ranged attacks count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (such as a sap, whip, or unarmed strike), a ninja can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, even with the usual –4 penalty.
The ninja must be able to see the target well enough to pick out a vital spot, and must be able to reach this spot. A ninja cannot sneak attack while striking a creature that has concealment.

Ki Pool: At 2nd level, a ninja gains a pool of ki points, supernatural energy she can use to accomplish amazing feats. The number of points in the ninja's ki pool is equal to 1/2 her ninja level + her Charisma modifier. As long as she has at least 1 point in her ki pool, she treats any Acrobatics skill check made to jump as if she had a running start. At 10th level, she also reduces the DC of Acrobatics skill checks made to jump by 1/2 (although she still cannot move farther than her speed allows). By spending 1 point from her ki pool, a ninja can make one additional attack at her highest attack bonus, but she can do so only when making a full attack. In addition, she can spend 1 point to increase her speed by 20 feet for 1 round. Finally, a ninja can spend 1 point from her ki pool to give herself a +4 insight bonus on Stealth checks for 1 round. Each of these powers is activated as a swift action. A ninja can gain additional powers that consume points from her ki pool by selecting certain ninja tricks. The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive. If the ninja possesses levels in another class that grants points to a ki pool, ninja levels stack with the levels of that class to determine the total number of ki points in the combined pool, but only one ability score modifier is added to the total. The choice of which score to use is made when the second class ability is gained, and once made, the choice is set. The ninja can now use ki points from this pool to power the abilities of every class she possesses that grants a ki pool.

Ninja Tricks: As a ninja continues her training, she learns a number of tricks that allow her to confuse her foes and grant her supernatural abilities. Starting at 2nd level, a ninja gains one ninja trick. She gains one additional ninja trick for every 2 levels attained after 2nd. Unless otherwise noted, a ninja cannot select an individual ninja trick more than once.

Statistics
HP:41
AC:22
Touch:15
Flat Footed:17
CMB:+7
CMD:18
Initiative:+7 (+4 If No Panache)
Speed:30ft

Saves:
Fort: +4
Ref: +11
Will: +5

Skills:
Acrobatics:12
Bluff:9
Climb:8
Diplomacy:7
Disable Device:10
Knowledge-Local:8
Intimidate:10
Perception:8
Profession-Bartender:9
Stealth:11
(Favored Class [Swashbuckler] Bonus: Skill Points)

Attacks:
Sneak Attack: 1d6
+1 Rapier +7, 1d6+12, 18-20x2 (Power Attack, Precise Strike)
Combat Scabbard +5, 1d6+1, 20x2
Composite Longbow +8, 1d8+1, 20x3
Chakram +8, 1d8+1, 20x2

Feats:
Inspired Finesse: With a rapier made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Weapon Focus-Rapier: You gain a +1 bonus on all attack rolls you make using the selected weapon.
Power Attack: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Fencing Grace: When wielding a rapier one-handed, you can add your Dexterity modifier instead of your Strength modifier to that weapon's damage. The rapier must be one appropriate for your size. In addition, if you have the panache class feature, you gain a +2 bonus to CMD against attempts to disarm you of your rapier while you have at least 1 panache point.
Dazzling Display: While wielding the weapon in which you have Weapon Focus, you can perform a bewildering show of prowess as a full-round action. Make an Intimidate check to demoralize all foes within 30 feet who can see your display.
Extra Ninja Trick: Gain access to an additional ninja trick.(Shadow Clone)

Ninja Tricks
Shadow Clone: The ninja can create 1d4 shadowy duplicates of herself that conceal her true location. This ability functions as mirror image, using the ninja's level as her caster level. Using this ability is a standard action that uses up 1 ki point.
Vanishing Trick: As a swift action, the ninja can disappear for 1 round per level. This ability functions as invisibility. Using this ability uses up 1 ki point.

Gear:
+1 Mithral Chain Shirt
+1 Cloak of Resistance
+1 Buckler
Belt of Incredible Dexterity +2
Daredevil Boots: This pair of magical boots shimmers in vibrant shades of blazing red and burning orange when they are held up to the light. These boots allow the wearer to gain extra maneuverability while moving through hazardous areas. As a free action, the wearer can click her heels together to grant herself a +5 competence bonus on Acrobatics checks made to move through threatened squares or to move through an enemy's space without provoking attacks of opportunity for up to 10 rounds per day. The rounds do not need to be consecutive. Furthermore, anytime the wearer of the boots successfully moves though the space of an enemy without provoking an attack of opportunity, she gains a +1 bonus on attack rolls against that enemy until the end of her turn.
Swordmaster's Flair, Blue Scarf: The user can spend 1 panache point as a swift action to increase her melee reach with light or one-handed piercing weapons by 5 feet for 1 minute.

+1 Rapier
Cold Iron Rapier
Silvered Rapier
Combat Scabbard

Composite Longbow (+1 Str)
+1 Flaming Arrows (6)
Arrows (20)
Arrows, Silvered (10)
Arrows, Cold Iron (10)
Arrow, Blunt (10)
Chakram (5)

Messenger Wayfinder
--Currently No Ioun Stone

Bandolier (2)
--Alchemist's Fire (2)
--Holy Water (4)
--Potion of Cure Light Wounds (4)
--Potion of Invisibility
--Potion of Enlarge Person
--Potion of Protection from Evil (2)
--Smoke Pellets (5)
--Smokestick (5)
--Wand of Cure Light Wounds (48 Charges)
--Sunrod (2)
--Tindertwig (5)

Backpack
--Adamantine Weapon Blanch (2)
--Antitoxin (2)
--Antiplague (2)
--Troll Oil (2)
--Bedroll
--Belt pouch (5)
--Flint and Steel
--Iron Pot
--Mess Kit
--Rope-50ft.
--Grappling Hook
--Pitons-10
--Soap
--Torches-5
--Trail Rations-15 days
--Waterskin-2
70gp

Vanities
Tavern: You provide alcohol, food, and even entertainment to your patrons, creating an environment where all can socialize and forget the stresses of the everyday. If you use ranks in Profession (bartender) to calculate your bonus on Day Job checks, your tavern grants you a +1 circumstance bonus on such checks. Additionally, when in the same city as your tavern, you receive a +1 circumstance bonus on Knowledge (local) checks or Diplomacy checks made to gather information as you overhear rumors among your patrons.

Scenarios Completed
The Confirmation
We Be Goblins!
We Be Goblins Too!
Master of the Fallen Fortress
Crypt of the Everflame
Risen From the Sands
Destiny of the Sands Part 1: A Bitter Bargain
Destiny of the Sands Part 2: Race to Seekers Folly
Destiny of the Sands Part 3: Sanctum of the Sages
We Be Goblins Free!
The Sanos Abduction
Year of the Shadow Lodge

Level Up Plan:

1:Swashbuckler, Power Attack, Fencing Grace
2:Swashbuckler, Charmed Life 3/Day
3:Swashbuckler, Dazzling Display, Nimble +1
4:Ninja, Poison Use, Sneak Attack +1d6, Dexterity +1
5:Ninja, Ninja Trick-Shadow Clone, Extra Ninja Trick-Vanish
6:Swashbuckler, Cornugon Smash
7:Ninja, Shatter Defenses, Sneak Attack +2d6
8:Swashbuckler, Weapon Training +1, Dexterity +1
9:Swashbuckler, Iron Will?
10:Ninja, Ninja Trick-Resiliency
11:Ninja, Sneak Attack +3d6, Improved Iron Will?
12:Ninja, Light Steps, Strength +1?