Lem

-= Longshot =-'s page

52 posts. Alias of Tilnar.


Race

Magically Enhanced Halfling

Classes/Levels

Gestalt Superhero: 8

Vitals:
(HP: 96/96; AC: 24/18/19 (+1 vs. light blades); Percep: +15; Init: +7 ; Fort +7, Ref: +15 [+2 vs. traps], Will: +8 [+2 vs. fear]; CMD: 24[25 v trip]; Speed: 40])

Gender

Male

About -= Longshot =-

Male Magically-Altered Halfling Gestalt Hero (Swashbuckler 8 + Archaeologist 5/Knife Master 3)
CG Medium Humanoid (Human, Halfling)
Init: +5 [+7]; Senses: Normal, Perception +15
Languages: Common, Halfling
Age: 28
Birthday: 1 Desnus
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DESCRIPTION/BACKGROUND
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Longshot. Blond. 4 fingers. Black leather. You know.

Origin - Slavery:

Longshot was born in Maujeaux's Demiplane, a small pocket dimension. As the name implies, the demiplane was created by Maujeaux, a powerful vampire and devout follower of the Infernal Duke Zaebos, the Prince of Broken Glass. Like her patron, Maujeaux began to find her immortality somewhat wearisome after a few dozen centuries... creating the demiplane to have a place where she and her mortal followers could seek her amusement and entertainment...

Maujeaux's Demiplane quickly became a dark and terrible place where mortal slaves from Golarion were valued only in how they could either serve or entertain Maujeaux and her followers. Slaves were directed to dark brothels, arenas to fight each other, fiends or ferocious beasts, games where failure meant pain, torture, or worse... or, eventually, all of the above. Over time, Maujeaux and her followers found that these even these things were growing less satisfying... until they realized that they drew even more enjoyment when they could simply sit back and watch the slaves inflict these things upon themselves.

Still, as easy as slaves were to come by -- especially halflings from Cheliax, thanks to the dark portals to Maujeaux's Demiplane in the dark recesses of cities like Westcrown and Egorian -- the mortal things were just too fragile to be quite entertaining enough.... and so, Maujeaux began bringing in vivisectionists, mages and fiends, trying to change the nature of the slaves into something that would further increase their durability... and their entertainment value.

One of the leaders of this group of experimentors was a named Arize who, unknown to Maujeaux, was secretly affiliated with the Bellflower Network, and a worshipper of Desna. As the others worked to make the slaves faster, stronger and more appealing, Arize instilled them with a spirit that was difficult to break and a love for freedom... and special abilities to fight back... Worried that these abilities would be misused for the enjoyment of Maujeaux and her followers, the abilities were linked to having a pure heart and pure intentions. Arize's deceptions were eventually discovered, and he fled back to Golarion, hiding from Maujeaux and her followers.

Most of these experiments resulted in humanoids that were happily sent into the pits of lust or violence... but, from this group came Longshot. While a halfling, the magics and alchemy had mutated his form, causing him to be as tall as a human, though somewhat more slender... and retaining the swiftness of the smallfolk as a result of having hollow bones. Somehow, the powers that granted him remarkable dexterity also resulted in him having only four fingers on each hand.... and, most importantly, somehow the spirit of freedom that Arize had been working into the slaves was anchored solidly in him... Not only would he refuse to undertake any actions that would harm one of his fellows, being forced to do so magically disrupted his special abilities... ruining his entertainment value.

It took a few years before Maujeaux figured out the perfect solution -- rather than fighting (or worse) other slaves, Longshot was subjected to a number of extremely dangerous stunts and forced to fight for his life against various mindless beasts. However, during those years, Longshot began reaching out to his fellow slaves, fanning the fires of active rebellion.

The First Rebellion:

Finally, the slow flames caught, and Longshot and his fellow slaves revolted against Maujeaux and her followers... Unfortunately, even with their alchemically and magically boosted luck, they were defeated rather easily by the powerful magic of the vampire and her children. Most of the slaves were sent back to their pens with promises of even worse fates, but Maujeaux had a special plan for Longshot: she would destroy his memory and re-educate him in order to make him think he was her champion in a noble cause... He would then not only be the perfect entertainer, able to use his abilities to entertain them, but it would also be the ultimate perversion of the symbol of the rebellion. She and her followers prepared a dark ritual, weaving together the magic of her fiendish patron and their own abilities.... the ritual was a delicate one, as they needed to erase his memory without shattering his mind... and to do so with their dark magics without leaving a fiendish stain that would negate his powers. It took them three whole days, but in the end, they'd succeeded, drawing out his memories and placing them into small vessels.... leaving Longshot a tabla rasa upon which they could write their history. What they hadn't planned on, however, was the interference of and agent of the Bellflower Network who snuck Longshot out of his prison, and through a portal to Westcrown, before the re-education could begin. Sadly, the agent was slain before she could follow him out the portal.

Golarion, Take 1:

Longshot awoke in a strange marketplace in strange town with no memory of himself or his abilities, and yet, there was something almost depressingly familiar about a marketplace where everything -- every vice, every deprativity, even every type of being -- seemed to be for sale. He wandered the city in disgust, using his abilities to neatly sidestep any troublesome situations, until he finally discovered something that he didn't find ugly... a church of Shelyn... a building filled with music, poetry, and dancing. There, he met Rita Wayward, one of the Sacred Dancers... and a paladin of Shelyn who specialized with the bow (earning the nickname "Ricochet"). The two became fast friends, and Rita introduced Longshot to the life of an adventurer -- one that he took to quite well. On one of their adventures, the found a small, glowing stone which seemd to call to him. When he touched the stone, it released its stored memories back into him, and, for the first time, Longshot remembered some of his life in Maujeaux's Demiplane... and his people there. Longshot began searching for more of the stones, feeling them somehow resonate with him, and managed to start piecing together more and more of his life... enough that Rita suggested that they take the stone, and Longshot, to Abadar, where he could seek the help of those with the knowledge and power to understand what had happened to him. They began to prepare for the trip when Maujeaux and her scions attacked them. Apparently, she'd been tracking her lost slave the whole time. The fight was brutal, and in the end, Maujeaux took Rita and fled back to her demiplane. Longshot vowed to save her, and headed back to the Dust Market -- seeking the portal back to Maujeaux's Demiplane.

Rebellion, Part II:

Longshot kept himself hidden this time, quietly making contact with the surviving leaders of his rebellion while staying to the shadows as best he could. Weeks turned to months as he kept reaching out to slaves, trying to gain information about Rita or Maujeaux. Of Rita, he learned nothing, while Maujeaux replaced the scions he killed with a new, powerful ally: a six-armed sorceress and dervish named Spiral. During this time, Longshot sought out what magic he could find to better equip his fellows -- learning from the experiences of the last rebellion that they needed more than just luck to win. Eventually, more than two years after Rita was taken, Longshot was ready and the rebellion began anew.

This time, things went better for the slaves -- so much so that they appeared to be on the edge of victory. They invaded Maujeaux's sancutary, and there, Longshot came across the ritual chamber where his memories had been stolen from him.... and saw a number of memory crystals within. He was shocked, however, when he grabbed one and discovered that it wasn't his.... Sensing that this had been a trap, realizing none of his memories were here, he turned and came face-to-face with Spiral for the first time... and was even more shocked, for he knew that face. It was the face of his first friend. She attacked with both swords and sorcery, and it was all Longshot could do to prevent her from killing him... but he could not harm Rita. Finally, he hurled the stolen memory he held at her... and she screamed as she regained some small memory of who she was -- and the horror of what she'd become. Spiral-Rita collapsed in the room, and Longshot vowed to end Maujeaux's evil -- taking up one of Spiral's swords to go destroy her. Longshot attacked Maujeaux, somehow still lucky despite being driven by rage and a desire for revenge. He evaded her magic until finally striking her down... only to have her turn to vapour and flee. Longshot raced after her, his mind filled only with the need to end Maujeaux.... and stepped into a trap -- another ritual chamber, with its circle of thirteen ready to strip away his memories once more -- this time to finish the job and make him a loyal servant like Spiral. Held by magic, feeling his memories being stripped away, Longshot's fevered mind started screaming for freedom.... fighting the magic of the ritual... and eventually simply wishing that he could be somewhere safe, where he might regain his memories. With that thought, the luckblade in his hand flared and he was teleported away... leaving only the blade behind.

Golarion, Take 2:

Once again, Longshot awoke in a strange place, with only the barest of memories of himself. This time, he was in a strange room... and almost immediately attacked by a number of strange creatures that he could not identify. Instinct, luck and natural agility combined to save him, and he began dodging and counterattacking, driving back the beasts until they all froze -- and then simply vanished, revealing a large underground cavern with adamantine walls, covered in scorch marks and nicks. He was confronted by a strange, large Irrisen man who, as he closed, grew larger by clothing himself in living metal. The metal-man demanded to know how Longshot came to be there -- and Longshot honestly replied that he didn't know. The large man said that he would have to meet 'the Doctor', and was escorted from the strange room and into what appeared to be some sort of school. There, he met Doctor Xavier, and learned that he had appeared in the so-called "Danger Room" of Doctor Xavier's School for the Learned. The good doctor probed Longshot's mind with his magic, helping him sort out the jumbled mess of memories that resulted from the interrupted ritual... and offered to help Longshot find the rest of his memories. Longshot accepted the help, and, despite not being plane-touched himself, joined with the ex-Men for a time... slowly regaining the occasional memory. However, when two of the female ex-Men, an Aasimar of Light and a Tiefling of Envy began to fight over him, he decided that it would be best if he left the team, rather than allow his presence to tear it apart. He thanked Doctor Xavier for his help, and headed into the city to find himself -- literally.

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DEFENSE
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AC 24, Touch 18, Flat-footed 19 [+2 vs. traps], CMD 24 [25 vs. trip]
(+6 armor, +5 dex, +1 deflection, +2 dodge)
Special: +1 vs. light blades, Uncanny Dodge
HP 96 (8HD) [12,12,12,12,12,12,12,12]
Fort: +7, Ref: +15 [+2 vs. traps], Will: +8 [+2 vs fear]
Special: Cat's Luck (1/day, roll twice for reflex save, take best); Charmed Life (4/day, Add Charsima modifier to save); Archaeologist's Luck (+3); +3 Luck bonus (included)
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OFFENSE
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Speed: 40 ft. (8 Squares)

Melee: +1 Mithril Dagger +15/+10 (1d4+5/17-20)
Special:
* +8 damage (Precise Strike), as long as 1 or more panache remains
* Archaeologist's Luck (+3/+3)
Ranged: +1 Heartseeker Throwing Dagger +15/+10 {+13/+13/+8} (1d4+5/17-20) , 10' increment
Special:
* Point-Blank Shot (+1/+1 within 30')
* Deadly Aim (-3 to hit/+6 damage);
* Sneak Attack: +2d8;
* +8 damage (Precise Strike) as long a 1 or more panache remains
* Archaeologist's Luck (+3/+3)
Base Atk: +8, CMB: +9
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STATISTICS
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Str 12, Dex 18 [20], Con 14, Int 10, Wis 10, Cha 18 [20]

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TRAITS
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Charming (Social)
Blessed with good looks, you've come to depend on the fact that others find you attractive. You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures.

Fate's Favored (Faith)
The fates watch over you. Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.

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FEATS
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Armour Proficiencies: Light + Shield.
Weapon Proficiencies: Simple, Martial plus hand crossbow and whip.

Point-Blank Shot, Precise Shot, Quick Draw, Rapid Shot

Bonus Swashbuckler Feats: Weapon Specialization (Dagger), Combat Reflexes (6 AoO per round)

Special: Weapon Focus (Dagger) (via Weapon Training Rogue Talent), Deadly Aim (via Combat Trick Rogue Talent), Weapon Finesse (via Swashbuckler Finesse).
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SKILLS
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Trained are marked with *, italics for class skills.

Skill Name [Total] = Rnk + Stat + Misc (Description)
Acrobatics* [+18] = 8.0 + 5 + 5
--- Jump [+22] (Speed Modifier)
Appraise [+0] = 0.0 + 0 + 0
Bluff* [+16] = 8.0 + 5 + 3
---- vs. Potentially Sexually Atrracted [+17] (Trait bonus)
Climb* [+10] = 4.0 + 1 + 5
Diplomacy* [+16] = 8.0 + 5 + 3
---- vs. Potentially Sexually Atrracted [+17] (Trait bonus)
Disable Device* [+15] = 5.0 + 5 + 5
Disguise [+5] = 0.0 + 5 + 0
Escape Artist [+5] = 0.0 + 5 + 0
Heal [+0] = 0.0 + 0 + 0
Intimidate [+5] = 0.0 + 5 + 0
Knowledge (Untrained) [+2] = 0.0 + 0 + 2
Knowledge (Arcana)* [+6] = 1.0 + 0 + 5
Knowledge (Dungeoneering)* [+6] = 1.0 + 0 + 5
Knowledge (History)* [+6] = 1.0 + 0 + 5
Knowledge (Local)* [+6] = 1.0 + 0 + 5
Knowledge (Nature)* [+6] = 1.0 + 0 + 5
Knowledge (Planes)* [+6] = 1.0 + 0 + 5
Knowledge (Religion)* [+6] = 1.0 + 0 + 5
Perception* [+15] = 8.0 + 0 + 7
Ride [+5] = 0.0 + 5 + 0
Sense Motive* [+7] = 4.0 + 0 + 3
Spellcraft* [+4] = 1.0 + 0 + 3
Stealth* [+16] = 8.0 + 5 + 3
Survival [+0] = 0.0 + 0 + 0
Swim* [+5] = 1.0 + 1 + 3
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MAGIC
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Known Spells (Concentration: +10, CL 5)
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Level 0: -- (at will) -- (DC 15) Detect Magic, Light, Lullaby, Mending, Prestidigitation, Unwitting Ally.
Level 1: -- (ooooo o) -- (DC 16) Charm Person, Cure Light Wounds, Timely Inspiration, Unnatural Lust.
Level 2: -- (ooo) -- (DC 17) Gallant Inspiration, Honeyed Tongue, Seducer's Eyes.
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SPECIAL ABILITIES
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Archaeologist's Luck (Ex) (ooooo oooo)
Fortune favors the archaeologist. As a swift action, an archaeologist can call on fortune's favor, giving him a +2(+3) luck bonus on attack rolls, saving throws, skill checks, and weapon damage rolls. Maintaining this bonus is a free action, but it ends immediately if the archaeologist is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. Archaeologist's luck is treated as bardic performance for the purposes of feats, abilities, effects, and the like that affect bardic performance. Like bardic performance, it cannot be maintained at the same time as other performance abilities. This bonus increases to +3 at 11th level, and +4 at 17th level.

Armored Casting (Ex)
You can cast bard spells while wearing light armor and use a shield without incurring the normal arcane spell failure chance.

Bardic Knowledge (Ex)
You add +2 to all Knowledge checks and may make all Knowledge skill checks untrained.

Blade Sense (Ex)
At 3rd level, a knife master is so skilled in combat involving light blades that she gains a +1 dodge bonus to AC against attacks made against her with light blades. This bonus increases by +1 for every three levels, to a maximum of +6 at 18th level. This ability replaces trap sense.

Bonus Feats (Weapon Specialization: Dagger; Combat Reflexes)
At 4th level and at every four levels thereafter, a swashbuckler gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat feats.

Cantrips
You have learned a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again.

Cat's Luck (Ex) (o)
Once per day, when you make a Reflex saving throw, you may roll the saving throw twice and take the better result. You must decide to use this ability before attempting the saving throw.

Charmed Life (Ex) (oooo)
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 bonus to the result of the save. She must choose to do this before the roll is made, and may only apply one use of charmed life on a given save. At 6th level and every four levels thereafter, the number of times she can do this per day increases by one (to a maximum of 7 at 18th level).

Clever Explorer (Ex)
At 2nd level, an archaeologist gains a bonus equal to half his class level on Disable Device and Perception checks. He can disable intricate and complex devices in half the normal amount of time (minimum 1 round) and open a lock as a standard action. At 6th level, an archaeologist can take 10 on Disable Device checks, even if distracted or endangered, and can disarm magical traps. This ability replaces the versatile performance ability.

Evasion (Ex)
You can avoid damage from many area-effect attacks. If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can only be used if you are wearing light armor or no armor. If you are helpless, you do not gain the benefit of evasion.

Fearless (Ex)
Halflings receive a +2 racial bonus on saving throws against fear. This bonus stacks with the bonus granted by Halfling Luck.

Greater Luck (Ex)
As a result of the magical changes you were subjected to, your natural luck has been enhanced. As a result, you receive a +2(+3) racial bonus on all saving throws.

Gregarious Ladykiller(Ex)
When you successfully use Diplomacy to win over an individual who may be attracted to you, that creature takes a –4 penalty on attempts to resist any of your Charisma-based skills for the next 24 hours.

Jumper (Ex)
You are always considered to have a running start when making Acrobatics checks to jump.

Keen Senses (Ex)
Halflings receive a +2 bonus on Perception skill checks.

Lore Master (Ex)
You have become a master of lore and can take 10 on any Knowledge skill check that you have ranks in. You can choose not to take 10 and can instead roll normally. In addition, 1 times per day, you can take 20 on any Knowledge skill check as a standard action.

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 the Swashbuckler to lose this dodge bonus. This bonus increases by 1 for every four levels beyond 2nd level (to a maximum of +5 at 20th level).

Nimble Faller (Ex)
You land on their feet even when you take lethal damage from a fall. Furthermore, you gain a +1 bonus to their CMD against trip attempts.

Panache (Ex) (ooooo)
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 (5). Her panache goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (5), though feats and magic items can affect this maximum. A swashbuckler spends panache to accomplish deeds (see below), and regains panache when she confirms a critical hit with a light or one-handed piercing weapon, or lands the killing blow with a light or one-handed piercing weapon.

    Panache Deeds:
  • -Derring-do (Ex) : A swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, Swim check to roll d6 and add the result to the check. She must choose to do this before she rolls. If the d6 roll is a natural “6,” she rolls another d6 and add it to the check -- a number of times up to her Dexterity modifier (5).

  • -Dodging Panache (Ex): When an opponent attempts a melee attack against the swashbuckler, she can spend 1 panache point to move 5 feet as an immediate action; doing so grants the swashbuckler a bonus to AC equal to her Charisma bonus (5) against the triggering attack. This movement doesn’t negate the attack, which is still resolved as if the swashbuckler was in the original square. This movement is not a 5-foot step; it provokes from creatures other than the one who triggered this deed.

  • -Opportune Parry and Riposte (Ex): When an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and can 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. If her attack roll is greater than the roll of the attacking creature, the attack automatically misses. For each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on her attack roll. The swashbuckler must declare the use of this ability after the creature’s attack is announced, but before that attack roll is made. Immediately after a swashbuckler performs a successful parry, as long as she has 1 panache point she can make an attack as an immediate action against the creature whose attack she blocked, provided that creature is within her reach.

  • -Kip-Up (Ex):As long as the swashbuckler has at least 1 panache point, she can kip-up from prone as a move action without provoking an attack of opportunity. If she spends 1 panache point when she kips up, she can do this as a swift action instead.

  • -Menacing Swordplay (Ex): While she has at least 1 panache, 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 (Pathfinder RPG Core Rulebook 99) as a swift action instead of a standard action.

  • -Precise Strike (Ex): As long as 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 her damage roll. 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 melee light or one-handed piercing thrown melee weapons, as long as the target is within 30 feet of her. Any creature that is immune to sneak attacks is immune to a precise strike, and any item or ability that protects a creature from critical hits also protects a creature from a precise strike. The extra damage of precise strike is precision damage, and isn’t multiplied with 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 must be used before the end of her turn, or it is lost. This deed’s cost cannot be reduced any ability or effect that reduces the amount of panache points a deed costs (such as the Signature Deed feat).

  • -Swashbuckler Initiative (Ex): While the swashbuckler has at least 1 panache point, she gains a +2 bonus on initiative checks. In addition, if her hands are free and unrestrained, and her weapon isn’t hidden, she can draw a single light or one-handed piercing weapon as part of the initiative check.

  • -Swashbuckler’s Grace (Ex): As long as the swashbuckler has at least 1 panache point, she takes no penalty for moving at full speed when using Acrobatics to attempt to move through a threatened area or an enemy’s space.

  • -Superior Feint (Ex): A swashbuckler with at least 1 panache point can spend a standard action to purposely miss a creature that she could normally hit with a light or one-handed weapon melee attack. When she does, that creature is denied its Dexterity bonus to AC until the start of her next turn.

  • -Targeted Strike (Ex): At 7th level, as a full-round action the swashbuckler can spend 1 panache point to make a single light or one-handed piercing weapon melee attack that cripple’s part of a foe’s body. The swashbuckler chooses a art of the body to target. If the attack succeeds, the target takes the following effects, depending on the part of the body targeted. If a creature doesn’t have one of the listed body locations, that part cannot be targeted. Creatures that
    are immune to sneak attacks are immune to these effects. Items or abilities that protect a creature from a critical hit also protect a creature from a targeted strike.
    • Arms: On a hit, the target takes no damage from the attack but drops one carried item of the swashbuckler’s choice, even if the item is wielded with two hands. Items held in a locked gauntlet aren’t dropped on a hit.
    • Head: On a hit, the target is damaged normally and is confused for 1 round. This is a mind-affecting effect.
    • Legs: On a hit, the target is damaged normally and knocked prone. Creatures with four or more legs or that are immune to trip attacks are immune to this effect.
    • Torso or Wings: On a hit, the target is damaged normally and is staggered for 1 round.

Rogue Talents: Weapon Training, Combat Trick.

Sneak Attack (Ex) (2d8 with knives, 2d4 with all other weapons)
If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. Your attack deals 2d8/2d4 points of extra damage anytime your target would be denied a Dexterity bonus to AC, or when you flank your target. Should you score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. You cannot sneak attack while striking a creature with concealment.

Sure-Footed (Ex)
Halflings receive a +2 racial bonus on Acrobatics and Climb skill checks.

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 Expertise. This ability counts as having the Weapon Finesse feat for purposes of meeting feat prerequisites.

Swashbuckler Weapon Training (Ex)
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 four levels beyond 5th level (to a maximum of +4 at 17th level).

Trap Sense (Ex)
You gain a +2 bonus on Reflex saves made to avoid traps, and a +2 dodge bonus to AC against attacks made by traps.

Uncanny Dodge (Ex)
You can react to danger before your senses would normally allow you to do so. You cannot be caught flat-footed, nor do you lose your Dexterity bonus to AC if the attacker is invisible. You still lose your Dexterity bonus to AC if immobilized or if an opponent successfully uses the feint action against you.

Weapon Familiarity (Ex)
Halflings are proficient with slings and treat any weapon with the word "halfling" in its name as a martial weapon.

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EQUIPMENT
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Carried/Equipped
+1 Mithril Dagger; +2 Darkleaf Hide Shirt; Belt of Incredible Dexterity +2; Headband of Alluring Charisma +2; +1 Efficient Heartseeker Bandolier (30 Throwing Daggers; 30 Cold Iron Throwing Daggers); Ring of Protection +1; Spell Component Pouch

Snazzy Satchel (Handy Haversack) [ Rations (5), Waterskin, Spell Component Pouch; Bedroll; Rope of Climbing ];

Coinpurse: 362gp, 4sp.

Current Weight: 49.5 lbs (Light) Limits: 50 (Light), 100(Medium), 150 (Heavy).