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About Lady Vulpina of LetheVulpina
REFINED NOBLE MARTIAL TRADITION
Yulai Reipia, aka Lady Vulpina
Spoiler:
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. CMD 22 hp 40 Fort +3, Ref +10, Will +3 Charmed Life: +5 to any save, 4/day Defensive Abilities Nimble --------------------
Spoiler:
At 5th level, a swashbuckler gains a +1 bonus on attack and damage rolls with one-handed or light piercing melee weapons. While wielding such a weapon, she gains the benefit of the Improved Critical feat. These attack and damage bonuses increase by 1 for every 4 levels beyond 5th level (to a maximum of +4 at 17th level). Melee Shooter Spoiler:
At 1st level, as a swift action when wielding both a light or one-handed piercing melee weapon and a one-handed firearm, the picaroon can spend 1 panache point to avoid provoking attacks of opportunity with the first ranged attack made by the one-handed firearm during her turn. This deed replaces opportune parry and riposte. Precise Strike Spoiler:
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). Menacing Swordplay Spoiler:
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. Fatal Thrust Spoiler:
Whenever you make an attack action or an attack of opportunity against a target that is within 30 ft. and that you are flanking, that is flat-footed, or that has lost its Dexterity bonus to AC (such as through a successful feint), you deal an additional +1d6 precision damage to the target. This damage is not multiplied on a critical hit. This damage increases by an additional 1d6 precision damage for every 5 points of base attack bonus you possess.
A fencer may apply the effects of a single (exploit) talent to any fatal thrust. Dual Attack Spoiler:
Whenever you make an attack action with a light or one-handed weapon, you can make an additional attack with a light or one-handed weapon held in your off-hand, though both attacks take a -2 penalty on their attack rolls when doing so; only your initial main hand attack qualifies as an attack action, and the additional attack cannot be made with the same weapon as your initial main hand attack. Your off-hand attack only applies 1/2 your Strength modifier, and if your off-hand attack is made with anything other than a light weapon, both attacks take an additional -2 penalty. Associated Feat: Two-Weapon Fighting Mixed Assault Spoiler:
Whenever you wield a melee weapon in one hand and a ranged weapon in the other, you don’t provoke attacks of opportunity from firing or reloading while threatened. If you successfully attack two different creatures more than 5 ft. apart from each other in the same round you make an attack using the attack action, you gain a +2 circumstance bonus on damage rolls against each creature until the end of your next turn; for every 5 base attack bonus you have, this bonus increases by +2. Fast Feint Spoiler:
You may attempt to feint a creature as a move action. In addition, once per round when you succeed on a feint attempt against a creature, you may expend martial focus to move up to your speed. This movement does not provoke attacks of opportunity from the target of your feint. Associated Feat: Improved Feint. -------------------- Statistics -------------------- Str 10, Dex 18, Con 10, Int 10, Wis 10, Cha 20 Base Atk +6 Feats Magical Tail, Magical Tail, Gunsmithing Spheres Fencing, Dual Wielding, Sniper Combat Talents Impossible Reload, Parry and Riposte, Mixed Assault, Fast Feint Traits Never Stop Shooting, Extremely Fashionable, Nine-Tailed Scion Drawback Pride Skills Acrobatics +14, Appraise +1, Bluff +14*, Climb +3, Diplomacy +10, Disguise +8, Escape Artist +8, Intimidate +9, Knowledge (everything but local/nobility) +1, Knowledge (local) +4, Knowledge (nobility) +6, Linguistics +3, Perception +4, Ride +8, Sense Motive +4, Sleight of Hand +9, Spellcraft +1, Swim +4, Use Magic Device +7; Conditional Modifiers +2 Acrobatics, +10 to Bluff to convince others of humanity Languages Common, Sylvan, Xhikanese, Gnome, Undercommon, Celestial Combat Gear firearm bullet (30), silver bullet (5), adamantine bullet (5), black powder (30) stored in powder horns (3), masterwork pistol, masterwork estoc, masterwork coat pistol, masterwork cane sword, 2 "very special" bullets Other Gear masterwork backpack, alchemist's fire, antiplague, antitoxin, Cap of Human Guise, beneficial bandolier, endless bandolier, challenger's gloves, noble's outfit x 3, kitsune mask, jewelry, tea ceremony set, box of 10 ceremonial tea, sealord wine, grooming kit, perfume, gunsmith's kit Fecklin Gear hip flask, tepache 2 gp 9sp cp -------------------- Tracked Resources -------------------- Charmed Life 4/day Gunpowder 30/30 Bullet 30/30 Silver Bullet 10/10 Trail rations - 2/2 Antiplague - 2/2 Antitoxin - 1/1 Alchemist's fire - 2/2 Wand of CLW Charges - 50/50 Dancing Lights 3/day Disguise Self 2/day (DC 16) Charm Person 2/day (DC 17) -------------------- Special Abilities -------------------- Panache (Ex) 4/day Derring-Do Spoiler:
Add 1d6 to Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim (+1d6 if a 6 is rolled), cost 1PAN Quick Clear Spoiler:
As a standard action the picaroon can spend 1 panache point to remove the broken condition from a single one-handed firearm she is currently wielding, as long as the firearm gained that condition through a misfire. This deed replaces kip-up. Swashbuckler Initiative Spoiler:
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. Low Light Vision (60 feet) Change Shape Spoiler:
As a Standard action, transform from kitsune to human form or vice-versa. +10 to Disguise checks to appear human. Dancing Lights (Sp) Disguise Self (Sp) Charm Person (Sp) Never Stop Shooting Spoiler:
If your hit point total drops to 0 or lower but you are not dead, you may act as if disabled rather than dying (as if you possessed the Diehard feat). However, you can use your actions only to draw a firearm, reload a firearm, or attack with a firearm. --------------------
Backstory:
Coming from a noble house in Xhikania, Yulai Reipia was expected to learn etiquette, nobility, and fencing, as was the house custom. She took well to each of these things; however, one day as they were strolling through the marketplace, young Yulai broke away from her governess and found a merchant selling something that she had never seen before: a gun. Quickly dispensing of her monthly allowance, the kitsune purchased the pistol and hid it away.
Her lessons continued, but at nights and when her parents were away, Yulai practiced the ways of the gun. At points, she swore servants into confidentiality, until she was certain that her skills were at least as good as any roving pistolero's. In the meantime, her parents worked toward her betrothal, and eventually had her engaged to the son of a samurai lord. Even with her gender preferences aside, Yulai opposed the match, finding the man entirely unlikeable. With much convincing, her parents agreed that the two could duel for her hand in marriage-- to first blood. Yulai and the samurai's son agreed to terms, and the duel itself was cut incredibly short as a pistol was fired from inside Yulai's coat, wounding the samurai's son-- as well as the pride of the Reipia family. The betrothal was ended immediately, as was Yulai's status as a member of the family. With nothing but the clothes on her back, the pistol in her jacket, and the rapier on her hip, Yulai set out on her own, operating under a rather on-the-nose alias of "Lady Vulpina." Fecklin Handyflask:
Fecklin Handyflask is a gnome that seems to be permanently between jobs, often happy to run messages for merchants, craftsmen, and clergy in exchange for a few coppers so she can keep her belly and her flask full. Never seen without her threadbare cap atop her dusty violet mane, she is not an infrequent sight at Karlea's alms house. |