Kassata

Lucretia the bloody rose's page

109 posts. Alias of Helikon.


Full Name

Lucretia the bloody rose

Race

Human

Spoiler:
AC 26/T20/FF17 HP82/82 F+6 R+13 W+3/+7 Init +10 Perception +12

Classes/Levels

Swashbuckler Inspired Blade 9

Gender

female

Size

medium

Age

23

Special Abilities

Deeds

Alignment

CG

Deity

Quell

Location

Razor Coast

Languages

Common, draconic

Occupation

Pirate

Homepage URL

Lucretia

Strength 10
Dexterity 22
Constitution 14
Intelligence 14
Wisdom 10
Charisma 16

About Lucretia the bloody rose

Statistics:

Female Human Swashbuckler (Inspired Blade) 8
Init +10 ; Senses Perception + 11
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DEFENSE
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AC 26,touch 20, flat-footed 17, (+5 armor, +6 Dex+2shield+2Dodge+1def)
hp 82 (9d10+9x 2Con)
Fort +6, Ref +13; Will +4/+7 (charm and Compulsion)
--------------------
OFFENSE
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Speed 30 ft.
Melee:
Rapier + 19 (1d6+12(+9)/15-20/x2)
Ranged:
Dagger +15 (1d4+0/19-20/x2)
--------------------
STATISTICS
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Str 10, Dex 22, Con 14, Int 14, Wis 10, Cha 16
Base Atk +9 ; CMB +9; CMD28 (32Disarm)

Human:

Standard Racial Traits
Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Feat and Skill Racial Traits

Bonus Feat:
Humans select one extra feat at 1st level.
Skilled:
Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.


Inspired Blade:

Inspired Panache (Ex)
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.

Inspired Finesse (Ex)
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.

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. This deed's cost cannot be reduced by any ability or effect that reduces the number of panache points a deed costs.

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.

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 Strike (Ex):
At 7th level, as a full-round action the swashbuckler can spend 1 panache point to make an attack with a single light or one-handed piercing melee weapon that cripples part of a foe's body. The swashbuckler chooses a part of the body to target. If the attack succeeds, in addition to the attack's normal damage, the target suffers one of the following effects based on the part of the body targeted. If a creature doesn't have one of the listed body locations, that body part cannot be targeted. Creatures that are immune to sneak attacks are also immune to targeted strikes. Items or abilities that protect a creature from critical hits also protect a creature from targeted strikes.

Arms: The target takes no damage from the attack, but it drops one carried item of the swashbuckler's choice, even if the item is wielded with two hands. Items held in a locked gauntlet cannot be chosen.
Head: The target is confused for 1 round. This is a mind-affecting effect.
Legs: The target is knocked prone. Creatures with four or more legs or that are immune to trip attacks are immune to this effect.
Torso or Wings: The target is staggered for 1 round.

Charmed Life (Ex)
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 (Ex)2
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).

Bonus Feats
At 4th level and every 4 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. Swashbuckler levels are considered fighter levels for the purpose of meeting combat feat prerequisites. In addition, upon reaching 4th level and every 4 levels thereafter, a swashbuckler can choose to learn a new bonus feat in place of a bonus feat she has already learned. In effect, the swashbuckler loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A swashbuckler can only change one feat at any given level, and must choose whether or not to swap the feat at the time she gains a new bonus feat for the level.

Rapier Training (Ex)
At 5th level, an inspired blade gains a +1 bonus on attack rolls and a +2 bonus on damage rolls with rapiers. While wielding a rapier, she gains the benefit of the Improved Critical feat. These attack and damage bonuses increase by 1 for every 4 levels beyond 5th (to a maximum of +4 on attack rolls and +5 on damage rolls at 17th level).


Feats, Traits and Skills:

Feats:
Combat Reflexes (1)
You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
Weapon Focus (Rapier) (DC)
You gain a +1 bonus on all attack rolls you make using the selected weapon.
Extra Traits(H)
Dodge (3)
Weapon Specialisation Rapier(4)
You gain a +2 bonus on all damage rolls you make using the selected weapon.
(5)Duelist’s Lunge (Combat)
Benefit: When wearing light armor or no armor, you may treat any one-handed piercing weapon as a reach weapon. Reach attacks made using this feat provoke attacks of opportunity from anyone who threatens you. After the attack, you may choose to make a free 5-foot step towards the enemy you attacked.
(7)Responsive Duelist (Combat)
Benefit: When fighting with slashing light weapon or a rapier, any attack made by a single enemy you have designated provokes an attack of opportunity from you. This special attack of opportunity is called a counter-attack. You may not counter-attack your opponent’s counter-attack. Any counter-attack uses one of your attacks of opportunity for the round.
(8)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. You do not gain this benefit while fighting with two weapons or using flurry of blows, or anytime another hand is otherwise occupied. In addition, if you have the panache class feature, you gain a +2 bonus to your CMD against attempts to disarm you of your rapier while you have at least 1 panache point.
(9)Critical Focus
You receive a +4 circumstance bonus on attack rolls made to confirm critical hits
Traits:
Reactionary
+2 trait bonus on initiative checks.
Dangerously curious
Use Magic Device favorite class skill and +1 trait bonus
Irrepresible
You can use your Charisma modifier in place of your Wisdom modifier when attempting Will saving throws against charm and compulsion effects.
Extremly Fashionable
you gain a +1 trait bonus on Bluff, Diplomacy, and Intimidate checks.
Skills:
Swashbuckler 4+INT+1H = 9 x 7 = 63
ACP = 0 //Armour Check Penalty
*Acrobatics: = 18 = 9 + DEX Mod + 3 - 0 ACP;
• Appraise: 1 = 0 + INT Mod + 0;
• *Bluff: 11 = 1 + CHA Mod + 3+1trait+3 comp;
• *Climb: 4 = 1 + STR Mod + 3;
• *Craft: 1 = 0 + INT Mod + 0;
*Diplomacy: 19 = 9 + CHA Mod + 3+1trait+3comp;
• Disable Device: NA = NA + DEX Mod + 0 -ACP;
• Disguise: 3 = 0 + CHA Mod + 0;
• *Escape Artist: 14 = 5 + DEX Mod + 3 -ACP;
• Handle Animal: 3 = 0 + CHA Mod + 0;
• Heal: 0 = 0 + WIS Mod + 0;
• *Intimidate: 19 = 9 + CHA Mod + 3 + 1trait+3comp
• Know(Arcane): NA = NA + INT Mod + 0;
• *Know(Local): 4 = 1 + INT Mod + 3;
• *Know(Noble): 4 = 1 + INT Mod + 3;
• Know(Planes): NA = NA + INT Mod + 0;
• Know(Religi): NA = NA + INT Mod + 0;
• Linguistics: NA = NA + INT Mod + 0;
*Perception: 12 = 9 + WIS MOD + 3;
*Profession (Pirate): 5 = 2 + Wis Mod + 3;
• *Ride: 4 = 0 + DEX Mod + 0;
• *Sense Motive: 4 = 1 + WIS Mod + 3;
• *Sleight of Hand: 10 = 1 + DEX Mod + 3 -ACP;
• Spell Craft: NA = NA + INT Mod + 0;
• Stealth: 7 = 1 + DEX Mod + 0
• Survival: 0 = 0 + WIS Mod + 0;
• *Swim: 5 = 2 + STR Mod + 3 -ACP;
*Use Magic Device: 19 = 9 + CHA Mod + 3+1trait+3comp;
Languages: Common, Draconic

Equipment:

Weapons: 3056
The dark Lady
Mithral cup hilt Rapier +1 3075
The words "Beware of the thorn" are etched in the blade.
The cup is of blue mithril alloy and form a rosebud.
The hilt encased in shark skin and a mithril wire rose is attached to the end
Dark kiss
Primal iron dagger of unknown origin. Lucretia gutted the owner of the brothel with this blade and has used it many times as a back-up weapon 6
Dagger x2 6
Armor: 3258
Mithral Shirt +1 2100
Buckler +1 1158
Wonderous Items: 25.350
Ring of Protection +1 2000
This band of red gold was inteded as a wedding ring.
Inside the words yours forever are engraved.
Cloak of Prot +1 1000
Belt of Dexterity 4000
This belt is made of dragonleather with a beltbuckle made of mother of pearl
Headband of Charisma 4000
This brown silk headband with golden stitchings was about the first item Lucretia "found" as a pirate. It was a garter band of a noble woman and has the words "Remember that my dearest desire is have my hand at exactly the place this cloth is stitched finly inside. Paying some gold Lucretia has found a better place for it.
Quick Runners Shirt 1000
Swordman´s flair blue scarf 2500
Circlet of Persuasion 4500
Boots of striding and springing 5500
Feather token swanboat 450
Feather token fan x2 400
Potions:
Elexir of swimming 250
Potion CMWx1 300
Gravelly Tonic x2 100
Scrolls:
Comprehend Languages 25
Heighten Awarness 25
Mount
Wands:
CLW 17 charges 255
Shield 5 charges 75

Mundane Equipment 214
Fighter´s Kit 9
Pirates Outfit MW 150
Watertight scroll tube 50gp
Wrist sheath- spring loaded (Dark kiss)
Sharkskin gloves 5 gp
A garnet worth 20 gp
4 PP 5 g