Ilarris Zeleshi

Kenna Breac's page

72 posts. Alias of Ariarh Kane.


Full Name

Kenna Breac

Race

Half-Elf

Classes/Levels

Commoner 1/Swashbuckler (Flying Blade) 1 [HP: 18/20 | AC: 17 T: 14 FF: 13 | CMD 14 | F: +1 R: +5 W: +0/+2| Init: +3, Perc: +9

Gender

F

Size

M

Age

22

Alignment

CG

Location

Valen

Languages

Common Elven, Dwarven

Occupation

Waitress

Strength 10
Dexterity 17
Constitution 13
Intelligence 13
Wisdom 11
Charisma 18

About Kenna Breac

Background:

Kenna Breac (pronounced Breck) had been raised in the local, rundown orphanage from the age of three (abandoned by her human mother, Fionna Breac, who wanted to marry and leave town and didn't want the burden of a bastard, half breed child in tow). When Kenna reached sixteen summers old, the beautiful young woman left the orphanage (with no money and only a small parcel of clothes and articles) and sought employment at the only, real tavern in the small town of Valen. Even with her ill luck in life, Kenna had a ready smile and an affable nature/charm (clever, too!). The proprietor saw something in the girl (her good looks were certainly a boon) and took a chance in hiring her on. She proved to be hard working and capable with the patrons/clientele; even able to handle the ones with "touchy" hands. Kenna could hold her own and relied only on herself - her talents and charms. She had a certain knack with daggers and starknives -- a skill that was born out of necessity in the orphanage. Kenna longed for something more -- adventure, elevation in her social status, something ... other than the unfortunate circumstance of her birth.

Physical Description:

Kenna is 5'8" and 125 lbs. Her hair is midnight black, long and wavy. Her eyes are the colour of clear, blue topaz. She has a feminine body - voluptuous where it counts, toned where required. Her complexion/skin is fair and she possesses an easy laugh -- melodic to the ear-- and a ready smile. She is certainly considered a "beauty".

Pic of Kenna

Personality:

Kenna has an easy/ready charm, enhanced by her looks and cleverness. She draws people in, but she doesn't readily let anyone into her heart or confidence. Having been on her own since the age of three (the other children in the orphanage didn't really count), she developed a certain independence -- a thirst for improving her current condition and status on her own terms. She is genuinely caring and affectionate with those she is loyal to and cares about. For the rest, she has learned how to mislead/beguile and obscure the lines in order to remain in their good graces (or catch them unawares).

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Kenna Breac
Female Half-Elf Commoner 1/Swashbuckler (Flying Blade) 1
CG Medium Humanoid (Human, Elf)
Init +3; Senses Low-Light Vision, Perception +9

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Defense
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AC 17, touch 14, flat-footed 13 (+3 Armor, +3 Dex, +1 Dodge)
hp 20 (1d6+1+1d10+1+1FC+1FC)
Fort +1, Ref +5, Will +0/+2 vs enchantment spells & effects

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Offense
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Speed 30 ft.
Melee Starknife +4/+5* (1d4x3) (*+1 on attack during surprise rd)
Melee Dagger +4/+5* (1d4/19-20x2) (*+1 on attack during surprise rd)
Ranged Starknife +4/+5* (1d4x3/20ft range) (*+1 on attack during surprise rd or +1 to hit for point-blank shot (+1 to damage as well))
Ranged Dagger +4/+5* (1d4/19-20x2/10ft range) (*+1 on attack during surprise rd or for point-blank shot (+1 to damage as well))
Ranged Lt Crossbow +4 (1d8/19-20x2/80 ft range)

Spell-like Ability (1/day): Daze (at caster level 2) (Will DC 16)

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Statistics
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Str 10, Dex 17, Con 13, Int 13, Wis 11, Cha 18 (Ability Modifiers +2 CHA)
Base Atk +1; CMB +1; CMD 14

Feats Dodge (GM given bonus), Point-Blank Shot, Skill Focus (Perception) (bonus racial trait), Weapon Finesse (class bonus per Swashbuckler Finesse)
Traits Alluring (Religious), Hidden Hand (Combat)
Drawback Pride

Skills Acrobatics +7(1 rank), Bluff +8(1 rank), Climb +4(1 rank), Diplomacy +8/+10(1 rank/+2 trait), Handle Animal +8(1 rank), Know. Local +6(1 rank, +1 trait), Perception +9(1 rank, +2 Keen Senses, +3 Skill Focus), Profession (Waitress) +4(1 rank), Sense Motive +0(0 ranks), Sleight of Hand +7/+8(1 ranks) (Racial Skill Modifiers +1 additional skill rank (given by GM re commoner for profession skill)

Languages Common, Elven, Dwarven

SQ Deeds, Panache, Swashbuckler Finesse

Gear
Starting with Traveller’s Outfit valued at 1gp.

Armour
Studded Leather Armour+3, ArmorCheck-1, Weight 20 lbs, Cost 25gp

Weapons
Starknife x 2 24gp (1 found), 1d4x3, Range 20ft, Weight 3 lbs
Dagger x 3 6gp, 1d4 19-20x2, Range 10ft, 3 lbs
Total Cost & Weight of Weapons: 30gp, 6 lbs

Equipment
* Cold Weather Outfit: This outfit includes a wool coat, linen shirt, wool cap, heavy cloak, thick pants or skirt, and boots. This outfit grants a +5 circumstance bonus on Fortitude saving throws against exposure to cold weather. Cost 8gp, Weight 7 lbs
* Trail Rations (4 days) Cost 20sp, Weight 4 lbs
* Masterwork Backpack Cost 50gp, 4 lbs
* Bedroll Cost 1sp, Weight 5 lbs
* Belt Pouch Cost 1gp, Weight 0.5 lbs
* Soap Cost 5sp, Weight 1 lbs
* Waterskin Cost 1gp, Weight 4 lbs
* Flint & Steel Cost 1gp, Weight –
* Wrist Sheath (This is a sheath designed to be strapped to your forearm and hidden under a long sleeve. The sheath can hold one forearm-length item such as a dagger, dart, or wand, or up to five arrows or crossbow bolts. Alternatively, you may store up to 1 pound of ammunition in a wrist sheath. As a move action, you can bend your wrist to cause some or all of these items to drop into your hand (provoking attacks of opportunity as normal). You have a +2 bonus on Sleight of Hand checks made to oppose the Perception check of someone observing or frisking you regarding items in the sheath. You can only wear one wrist sheath per arm.) Cost 1gp, Weight 1 lbs
* Light Crossbow (Free from Valen guard, 4 lbs)
* 20 Bolts (Free from Valen guard, 17 remaining, 2 lbs)
Total Cost & Weight of Equipment: 64gp, 2 sp out of 75gp, 32.5 lbs

* When wearing a masterwork backpack, treat your Strength score as +1 higher than normal when calculating your carrying capacity. So carrying capacity is as follows: Light load 38 lbs. or less, Medium load 39–76 lbs., Heavy load 77–115 lbs.
Kenna’s total carrying load is 58.5 lbs (medium encumbrance).

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Tracked Resources
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Trail rations - 0/4

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Racial Attributes
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Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
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.
Multitalented: Half-elves choose two favoured classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.
Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

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Special Abilities
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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.
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 (4). 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. Unlike other swashbucklers, a flying blade regains panache only when she confirms a critical hit or makes a killing blow with a dagger or starknife.
Swashbuckler Finesse: 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.

Flying Blade Archetype:

Flying Blade
While most swashbucklers prefer their battles up close, others prefer dealing death from a distance.

Panache
Unlike other swashbucklers, a flying blade regains panache only when she confirms a critical hit or makes a killing blow with a dagger or starknife.
This ability alters panache.

Deeds
A flying blade gains the following deeds, each of which replaces an existing deed.

Subtle Throw (Ex): At 1st level, a flying blade can spend 1 panache point as part of a ranged attack with a dagger or starknife to make it without provoking attacks of opportunity. At 6th level, as a swift action she can spend 1 panache point to make all of her ranged attacks with daggers or starknives without provoking attacks of opportunity until the start of her next turn. This deed replaces dodging panache.

Disrupting Counter (Ex): At 3rd level, when an opponent makes a melee attack against her, she can spend 1 panache point to make an attack of opportunity against the attacking foe. This attack of opportunity can be made with either a dagger or a starknife. If the attack hits, the opponent takes a –4 penalty on all attack rolls until the end of its turn. This deed replaces kip-up.

Precise Throw (Ex): At 3rd level, as long as she has at least 1 panache point, a flying blade can use her precise strike with a thrown dagger or starknife as long as the target is within 60 feet of her, and she increases the range increment of these weapons by 5 feet. She can spend 1 panache point when she throws a dagger or a starknife to ignore all range increment penalties with that ranged attack. This deed replaces menacing swordplay.

Targeted Throw (Ex): At 7th level, a flying blade can target individual body parts. This deed functions as the swashbuckler's targeted strike deed, but the flying blade can also use this deed when making ranged attacks with either a dagger or a starknife as long as the target is within 60 feet of the flying blade. This deed replaces targeted strike.

Bleeding Wound (Ex): At 11th level, a flying blade can deal bleed damage as part of an attack. This deed functions as the swashbuckler's bleeding wound deed, but the flying blade can also use this deed when making ranged attacks with either a dagger or a starknife as long as the target is within 60 feet of the flying blade. This deed alters bleeding wound.

Perfect Throw (Ex): At 15th level, a flying blade can pool all of her attack potential into a single attack. This deed functions as the swashbuckler's perfect strike .deed, but the flying blade must use this deed when making ranged attacks with either a dagger or a starknife, and she can use this deed only on targets within 60 feet of her. This deed replaces perfect thrust.

Flying Blade Training (Ex)
At 5th level, a flying blade gains a +1 bonus on attack and damage rolls when using daggers or starknives in combat. When a flying blade wields a dagger or starknife, she gains the benefit of the Improved Critical feat with those weapons. Additionally, a flying blade increases the range increment of a thrown dagger or starknife by 5 feet. The increase of range increment stacks with that of precise throw.
Every 4 levels thereafter, the bonus on attack and damage rolls increases by 1, and the range increment increases by 5 feet.
This ability replaces swashbuckler weapon training.

Flying Blade Mastery (Ex)
At 20th level, when an attack that a flying blade makes with a dagger or starknife threatens a critical hit, that critical hit is automatically confirmed. Furthermore, the critical modifiers of daggers and starknives increase by 1 (×2 becomes ×3, and so on).
This ability replaces swashbuckler weapon Mastery.

Deeds at 1st level:

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).

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.

Subtle Throw (Ex): At 1st level, a flying blade can spend 1 panache point as part of a ranged attack with a dagger or starknife to make it without provoking attacks of opportunity. At 6th level, as a swift action she can spend 1 panache point to make all of her ranged attacks with daggers or starknives without provoking attacks of opportunity until the start of her next turn. This deed replaces dodging panache.

Deeds at 3rd level:

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.

Disrupting Counter (Ex): At 3rd level, when an opponent makes a melee attack against her, she can spend 1 panache point to make an attack of opportunity against the attacking foe. This attack of opportunity can be made with either a dagger or a starknife. If the attack hits, the opponent takes a –4 penalty on all attack rolls until the end of its turn. This deed replaces kip-up.

Precise Throw (Ex): At 3rd level, as long as she has at least 1 panache point, a flying blade can use her precise strike with a thrown dagger or starknife as long as the target is within 60 feet of her, and she increases the range increment of these weapons by 5 feet. She can spend 1 panache point when she throws a dagger or a starknife to ignore all range increment penalties with that ranged attack. This deed replaces menacing swordplay.

Deeds at 7th level:

Swashbuckler's Grace (Ex) : At 7th level, while the swashbuckler has at least 1 panache point, she takes no penalty for moving at full speed when she uses Acrobatics to attempt to move through a threatened area or an enemy's space.

Superior Feint (Ex) : At 7th level, a swashbuckler with at least 1 panache point can, as a standard action, purposefully miss a creature she could make a melee attack against with a wielded light or one-handed piercing weapon. When she does, the creature is denied its Dexterity bonus to AC until the start of the swashbuckler's next turn.

Targeted Throw (Ex): At 7th level, a flying blade can target individual body parts. This deed functions as the swashbuckler's targeted strike deed, but the flying blade can also use this deed when making ranged attacks with either a dagger or a starknife as long as the target is within 60 feet of the flying blade. This deed replaces targeted strike.

Deeds at 11th level:

Evasive (Ex) : At 11th level, while a swashbuckler has at least 1 panache point, she gains the benefits of the evasion, uncanny dodge, and improved uncanny dodge rogue class features. She uses her swashbuckler level as her rogue level for improved uncanny dodge.

Subtle Blade (Ex) : At 11th level, while a swashbuckler has at least 1 panache point, she is immune to disarm, steal, and sunder combat maneuvers made against a light or one-handed piercing melee weapon she is wielding.

Bleeding Wound (Ex): At 11th level, a flying blade can deal bleed damage as part of an attack. This deed functions as the swashbuckler's bleeding wound deed, but the flying blade can also use this deed when making ranged attacks with either a dagger or a starknife as long as the target is within 60 feet of the flying blade. This deed alters bleeding wound.

Deeds at 15th level:

Dizzying Defense (Ex) : At 15th level, while wielding a light or one-handed piercing melee weapon in one hand, the swashbuckler can spend 1 panache point to take the fighting defensively action as a swift action instead of a standard action. When fighting defensively in this manner, the dodge bonus to AC gained from that action increases to +4, and the penalty to attack rolls is reduced to –2.

Swashbuckler's Edge (Ex) : At 15th level, while the swashbuckler has at least 1 panache point, she can take 10 on any Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check, even while distracted or in immediate danger. She can use this ability in conjunction with the derring-do deed.

Perfect Throw (Ex): At 15th level, a flying blade can pool all of her attack potential into a single attack. This deed functions as the swashbuckler's perfect strike .deed, but the flying blade must use this deed when making ranged attacks with either a dagger or a starknife, and she can use this deed only on targets within 60 feet of her. This deed replaces perfect thrust.

Level 1 NPC Character Sheet to begin with:

Kenna Breac
Female Half-Elf Commoner 1
CG Medium Humanoid (Human, Elf)
Init +4; Senses Low-Light Vision, Perception +9
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Defense
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AC 14, touch 14, flat-footed 11 (+3 Dex, +1 Dodge)
hp 8 (1d6+1+1FC)
Fort +1, Ref +3, Will +0/+2 vs enchantment spells & effects
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Offense
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Speed 30 ft.
Melee Starknife +0/+1* (1d4x3) (*+1 on attack during surprise rd)
Ranged Starknife +3/+4* (1d4x3/20ft range) (*+1 on attack during surprise rd or for point-blank shot (+1 to damage as well))

Spell-like Ability (1/day): Daze (at caster level 1) (Will DC 15)

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Statistics
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Str 10, Dex 17, Con 13, Int 13, Wis 11, Cha 18 (Ability Modifiers +2 CHA)
Base Atk +0; CMB +0; CMD 13

Feats Dodge (GM given bonus), Point-Blank Shot, Skill Focus (Perception) (bonus racial trait)
Traits Guide of the Streets (Regional), Hidden Hand (Combat)
Drawback Pride

Skills Climb +4(1 rank), Handle Animal +8(1 rank), Perception +9(1 rank, +2 Keen Senses, +3 Skill Focus), Profession (Waitress) +4(1 rank) Racial Skill Modifiers +1 additional skill rank (given by GM re commoner for profession skill)

Languages Common, Elven, Dwarven

Racial Attributes
Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
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.
Multitalented: Half-elves choose two favoured classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.
Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.