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About Lazarus XimDescription:
Male Swashbuckler 1 | Bard 1
Spd 30 ft/x4 ==DEFENSE==
Defensive Abilities
==OFFENSE==
Melee Melee StarKnife +5 (2d4 + 1) 20/x3
Racial Abilities
Weakness Racial Traits
Swashbuckler Abilities:
Panache / Grit (Ex) (Max: 4 Current: 4):
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. Critical Hit with a Firearm: Each time the gunslinger confirms a critical hit with a firearm attack while in the heat of combat, she regains 1 grit point. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewerHit Dice than half the gunslinger’s character level does not restore grit. Killing Blow with a Firearm: When the gunslinger reduces a creature to 0 or fewer hit points with a firearm attack while in the heat of combat, she regains 1 grit 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 gunslinger’s character level to 0 or fewer hit points does not restore any grit. 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 (3). 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 (+3) 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. Gunslinger’s Dodge (Ex): At 1st level, the gunslinger gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the gunslinger, she can spend 1 grit point to move 5 feet as an immediate action; doing so grants the gunslinger a +2 bonus to AC against the triggering attack. This movement is not a 5-foot step, and provokesattacks of opportunity. Alternatively, the gunslinger can drop prone to gain a +4 bonus to AC against the triggering attack. The gunslinger can only perform this deed while wearing medium or light armor, and while carrying no more than a light load.
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. Bard Abilities:
Bard Spells:
Spells per day: 1st:2(used:0) / 2nd:0() / 3rd:0(X) ----- 0-Level Spells -----
Bardic Knowledge (Ex) (+1):
A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained. Bardic Performance (Max Rounds: 7 Rounds Used:0):
A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level. Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed,stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time. At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action. Each bardic performance has audible components, visual components, or both. If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and many such performances are language dependent (as noted in the description). A deaf bard has a 20% change to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components. If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components. Countersong (Su): At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components.) Each round of the countersong he makes aPerform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components. Distraction (Su): At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the Distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard’sPerform check result in place of its saving throw if, after the saving throw is rolled, thePerform check result proves to be higher. If a creature within range of the Distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the Distraction, but it must use the bard’s Perform check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components. Fascinate (Su): At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The Distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability.
Inspire Courage (Su): A 1st level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.
Skills:
Ranks: Bard:6 Swashbuckler:4 (+1 Favored class Swashbuckler) = 11 *Acrobatics: 1 ranks +4 Dex +3 Class 0 ACP = +8 *Appraise: 0 ranks -1 Int = -1 *Bluff: 1 ranks +3 Cha +3 Class +2 Race = +9 (+10 while holding my sword) *Climb: 1 ranks +3 Class +1 Str 0 ACP = +5 *Craft: 0 ranks -1 Int = -1 *Diplomacy: 1 ranks +3 Cha +3 Class = +7 Disable Device: 0 ranks +4 Dex 0 ACP = N/A *Disguise: 0 ranks +3 Cha = +0 *Escape Artist: 0 ranks +4 Dex 0 ACP = +4 Handle Animal: 0 ranks +3 Cha = N/A Heal: 0 ranks +1 wis = +2 *Intimidate: 1 rank +3 class skill +3 Cha = +7 (+8 while holding my sword) *Knowledge (Astronomy): 0 rank 0 Int +1 Bardic K= +1 *Knowledge (Technology):0 rank 0 Int +1 Bardic K = +1 *Knowledge (any): 0 rank 0 Int +1 Bardic K = +0 *Perception: 1 ranks +3 class skill +1 Wis +2 Race = +7 *Pilot(fly): 1 ranks +3 class +4 Dex = +8 *Perform - Oratory: 1 ranks +3 Cha +3 Class = +7 *Profession (Imperial Navy): 1 rank +3 class skill +1 Wis = +5 *Ride: 0 ranks +4 Dex 0 ACP = +4 *Sense Motive: 0 rank +1 wis = +1 *Sleight Of Hand: 0 ranks +4 Dex 0 ACP = N/A *Craft Technology: 0 ranks 0 int = N/A *Stealth: 1 ranks +3 class skill +4 Dex 0 ACP = +8 Survival: 0 ranks +3 class skill +1 wis = +7 *Swim: 0 ranks +1 Str 0 ACP = +0 *Use Technological Device: 1 rank +3 class skill +3 Cha = +7 ==STATISTICS==
Traits
Signature Move
Deruteian Military Graduate
Languages Common, Derutei ==Equipment==
Body Slot Equipment None
Money:
Spent: 495
Remaining: 5 Special Equipment (Scrolls):
None Backstory:
A tall slender man stands at the front counter of a pawn shop in the port district of the capital city of the planet of Unsho. He is looking at a sword in a glass case and after a time he asks the pawnbroker if he can examine it more closely. Bending over he examines the sword as if it was a long lost treasure, or a child. As he examines it, he makes idle conversation with the pawnbroker. This is what he tells the broker: "No, Lieutenant, that won't be necessary, commence landing procedures as planned." It was not the sentence I expected to end my career, render it short and ignominious, and leave me in the brig for 7 years. I remember what he said to me, because that sentence was the first pebble in the avalanche that destroyed my life, and left me here on the fringe looking for work, estranged from all humanity. To begin with, I should probably tell you where I come from. Glisten is a world, not in the strict planetary sense of the word, but it's a political body of people that live in the Glisten system, as part of the Derutei Imperium. Glisten is ruled by a Duke, and administered by the Moot. A council of 39 royal families that were given the system 5 centuries ago. Physically, Glisten is a system of some small rock worlds, 3 gas giants and an asteroid belt. For more than 5 centuries, the Glisten System has been a Jewel in the crown of the rule of man. The Grapthar family, what I used to call my family, has ruled from 230º - 240º of the asteroid belt for more than 1500 years, and has military tradition stretching back to the Terran Alliance. Now my Uncle Atherton rules the system as the Imperial Governor, allowing megacorporations to rape and pillage the wealth of the system. I’m getting ahead of myself, that all happened while I was in the brig. Since we have no inhabited planets, the people of glisten live their whole life on spaceships and stations. Because of that, the nobles of Glisten have a long, proud tradition of serving as the officers the Glisten System Navy. Like all the systems in the Imperium, Glisten Navy officers are expected to train with the Imperial Navy. When my turn came, I did my duty, and was assigned as one of the hundreds of Lieutenants aboard the DISS Devastator. I don’t know if it was the luck of the draw, or if it was considered a commendation assignment, but I was assigned as shuttle commander to deliver Admiral Tarkasis to accept the surrender of the planet Vland. As we approached the landing pad, it became clear that protesters had swarmed the landing pad, making a safe landing impossible. As shuttle commander, it was my duty to inform the Admiral of the situation, and ask permission to revise the flight plan and land at a secondary landing sight. I didn’t believe what I was hearing even as Tarkasis said it, "No, Lieutenant, that won't be necessary, commence landing procedures as planned." I protested, and he cut me off, relieved me of duty and had me arrested on the spot. I don’t really know what the dates are for what happened in the next 7 years. I was in the brig, and at some point I was transferred to the institution and experimented on. I don’t remember much of anything about that time. Pain inside of me so tremendous that I blocked it out. Lights, colors, sensations, maybe feelings, that’s all that remains of the me that was. Sometime while I was in there, Governor Atherton executed the coup that overthrew the Glisten Government. For all I know he had me sent to the institution as part of that plot. At some point I came back to myself in the institution. I’m not the same as I was. My senses are sharper, I’m faster, the bright light hurts my eyes. From what I could piece together, just snippets of overheard conversation as I pretended to be asleep. They were using me as a test subject to figure out what happened on Terra… trying to understand the curse of undeath… somehow, they gave it to me. I heard a name, Doctor Qua’Rhee, sometimes they said Qua’Rhee the Butcher. Qua’Rhee gave me whatever it is that brings the dead back. As I came to my senses, I could feel the other undead in the neighboring rooms. At some point they moved me for some treatment or another, I don’t know what it was, but I saw my opportunity and struck. The orderlies had been expecting a nearly unconscious patient, my combat reflexes came back to me as I struck. I don’t know if I killed them. But I took their uniforms and IDs and made my way out of the institution in a supply shuttle. I had to kill 7 more guards on my way out. From there, it was easy to find passage to Glisten. En route I learned about what my uncle had done. When I got to the Glisten station, the primary center of life in the system. I was able to contact old friends of the family. They wanted nothing to do with me… between my name and my pathetic career as a naval officer, knowing me was death sentence. But I found out who had killed my family, the Jormungand… Oh, I see you know them. Well, I left the system on a hunt for them. One at a time… in the dark… alone… I found them; The officers of the Jormungand Company. Until one of them revealed who he sold my mother’s sword to. He said he sold it to a pawn shop here, on Unsho. Now, let us discuss the price of this sword; and as we do, please remember, I have nothing left to lose.
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