Lonicera

Marilis's page

39 posts. Alias of Ralphrius.


Race

| HP: 4/26 | AC: 17 (14 T, 13 F) | CMB: +1, CMD: 16 | Fort: +3, Ref: +7, Will: +1| Initiative: +4 | Perception: +6

Classes/Levels

| Speed 30ft | Panache: 1/2 | Dex Damage: 2

Gender

Female N Varisian Swashbuckler (Wildstrider)

About Marilis

Statblock:
Marilis

Female (Varisian) Human Wildstrider Swashbuckler 3
Medium Humanoid
Init +4; Senses Perception +6

DEFENSE

AC 17, touch 14, flat-footed 13
hp 26
Fort +3, Ref +7, Will +1

OFFENSE

Spd 30 ft.
Melee Scimitar +8 (1d6+4/18-20)

STATISTICS

Str 7, Dex 19, Con 14, Int 10, Wis 11, Cha 14
Base Atk +3 CMB +1 CMD 16
Drawbacks Stigmatized
Feats Combat Expertise, Slashing Grace (Scimitar), Weapon Finesse, Weapon Focus (Scimitar)
SkillsAcrobatics +6 , Acrobatics (When Jumping) +2 , Climb -5 , Diplomacy +8 , Escape Artist +5 , Fly +1 , Intimidate +9 , Perception +6 , Ride +1 , Sleight of Hand +7 , Stealth +1 , Survival +4 , Swim -5
SQ bonus feat, panache, swashbuckler finesse, nimble, charmed life, deeds, derring-do, subterfuge, opportune parry and riposte, adroit step, menacing swordplay, precise strike, swashbuckler initiative, skilled, weapon and armor proficiency
Gear studded leather armor, scimitar
Languages Common

Swashbuckler Abilities:

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 [2] (minimum 1). Her panache goes up or down throughout the day, but usually cannot go higher than her Charisma modifier [2] (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. [Max Points = 2]

Swashbuckler Finesse (Ex) 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.

Nimble (Ex) 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.

Charmed Life (Ex) The swashbuckler gains a knack for getting out of trouble. 3 times per day as an immediate action before attempting a saving throw, she can add 2 to the result of the save. She must choose to do this before the roll is made.

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 4 times.

Subterfuge (Ex) A wildstrider adds Stealth to the list of skills to which the derring-do deed applies. At 15th level, she adds Stealth to the list of skills on which she can take 10 using the swashbuckler’s edge deed.

This deed replaces dodging panache and alters derring-do and swashbuckler’s edge.

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.

Adroit Step (Ex) At 3rd level, a wildstrider can use a swift action to treat a 5-foot square of difficult terrain as if it were normal terrain. If she also spends a panache point, she can treat all difficult terrain as though it were normal terrain until the end of her turn.

This deed replaces kip-up.

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 +3 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 deal 6 additional damage instead. 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, as long as the swashbuckler has at least 1 panache point, she gains the following benefits. First, she gains a +2 bonus on initiative checks. Furthermore, if she has the Quick Draw feat, her hands are free and unrestrained, and she has any light or one-handed piercing weapon that is not hidden, she can draw that weapon as part of the initiative check.

Backstory:
Marilis spent her youth like many others spend it in Riddleport: as a street urchin, doing what's necessary to survive another day. During her teens, she was taken in by one of the gangs and quickly made a name for herself as a respectable fighter, albeit a tad dramatic. As the years passed, she started thinking more for herself, and got her own ideas on how to live her life. Some of these ideas diametrically opposed to the gang's own moral and ethical ways. Compounding this, she started dreaming of a life beyond Riddleport, fueled by the tales of traveling merchants, Sandru chief among them. Eventually, her antics started drawing the ire of her fellow gang members. so she started spending more and more time out in the wilderness. To her, it was a different world altogether from the cloak and dagger games in Riddleport, and with every excursion she found it harder to resist. Until eventually, she left the gang, an act that most of her old fellows considered a blessing. From that point on, she was little more than a wanderer, enjoying the life on the road and seeing where she'd end up.