Lirianne

Marie Bellicosa's page

2 posts. Alias of Anirtak.


Full Name

Marie Bellicosa

Race

Hps 11 AC 17 ff 14 touch 13 Fort +1 Ref +5 Will +1 BAB +1 CMB 0 CMD 13

Classes/Levels

Wakizashi +5 (1d6) 18-20x2, Shortbow +4 (1d6) 20x3 Skills: Acrobatics +7, Bluff +1, Diplomacy +6, Perception +7, Sense Motive +5

Gender

LG half elf swashbuckler 1

About Marie Bellicosa

ST 10 DX 17 CN 13 IN 10 WS 13 CH 15
Hps 11
AC 17 ff 14 touch 13
Fort +1 Ref +5 Will +2/+4 vs fear
BAB +1 CMB 0 CMD 13
Wakizashi +5 (1d6) 18-20x2, Shortbow +4 (1d6) 20x3
Traits: Making Good on Promises, Indomitable Faith
Feats: Weapon Focus (Wakizashi), Exotic Weapon Proficiency
Skills: Acrobatics +7, Bluff +1, Diplomacy +6, Perception +7, Sense Motive +5 Profession: Sailor +4
Equipment: Wakizashi (35gp, 2#) Lamellar Leather Armor (60 gp, 25#) Shortbow (30gp, 2#)
mule (8gp) saddlebags 4 gp 8 lbs* bedroll 1 sp 5 lbs* 1-pint flask 3 cp 1.5 lbs 3 days’ trail rations 1.5 gp 3 lbs* 36gp 3sp 7cp

class/race features, feats, etc:
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 (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.
Deeds: Swashbucklers spend panache points to accomplish deeds. Most deeds grant the swashbuckler a momentary bonus or effect, but some provide longerlasting 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) (Advanced Class Guide pg. 56): 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) (Advanced Class Guide pg. 57): 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 modif ier (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) (Advanced Class Guide pg. 57): 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.

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.
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.
Ancestral Arms: Some half-elves receive training in an unusual weapon. Half-elves with this racial trait receive Exotic Weapon Proficiency or Martial Weapon Proficiency with one weapon as a bonus feat at 1st level. This racial trait replaces the adaptability racial trait.
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial bonus on saving throws against enchantment spells and effects.
Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.
Multitalented: Half-elves choose two favored classes at 1st level and gain 1 additional hit point or skill point whenever they take a level in either one of those classes.
Languages: Half-elves begin play speaking Common and Elven.


backstory:
Marie's mother travelled from Minkai as a guard on a trading mission, and happened to fall in love with an elven man in Absalom. When she learned she was with child, they ran away to Kyonin to escape the wrath of her employers.
Marie grew up an outcast among the elves. She showed little aptitude for wizardry, and studied swordsmanship under her mother. As soon as she was old enough to go out on her own, she hired onto a merchant ship plying the waters of Lake Encarthan.
It was on a stop in Caliphas that she met the professor. A dockside tavern, too much ale, words were spoken and a challenge was given. It wasn't until after the duel was fought, and the man lay dying at her feet, that someone told her he was the son of a nobleman.
The witnesses all "forgot" that the man had insulted her, and challenged her, and that the duel had been fairly and legally fought. All but Professor Lorrimor, who spoke to the judges and the man's family in her defense. On the strength of his reputation, the other witnesses began to remember the details of the night's events, and eventually, she was cleared of any crime. She owed her life to the Professor, a stranger, and she gave him her name, the name of her ship, and promise that she would answer whenever he called.
She had not expected the call to come from beyond the grave, but she was once again in Caliphas when a message found her, asking her to come to Ravengro.