Besmara

Marshala's page

128 posts. Organized Play character for Ainilome.


Full Name

Captain Marshala of The Red Flower

Race

HP:32/32 | AC: 17(19) | T: 10 | FF: 16 | CMB/CMD: 5/15

Classes/Levels

ort: +4 | Ref: +3 | Will: +6 | Init: +0 | Perc: +10 | Diplo +10 | Know Local, Rel +4 | Ling +4|Sns Mtv +7 | Spellcraft +4 | Sailor +11 | Swim +7

Gender

Aasimar Swash 2 / Cleric 2

Size

M

Alignment

N

Deity

Besmara, Gozreh

Location

Shackles

Languages

common, Celestial, Polyglot

Occupation

Pirate

Strength 14
Dexterity 10
Constitution 12
Intelligence 10
Wisdom 16
Charisma 18

About Marshala

Cap'n Marshala o' The Red Flower
Female Aasimar Swashbuckler / Cleric of Besmara
4
N medium outsider (native)
Init+0; Senses Darkvision,  Perception +10
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Defense
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AC 17 (19), touch 10, flat-footed 16 (+6 armor, +1 shield) 
hp 32 (2d10+2d8+4con+2fc) 
Fort +4, Ref +3, Will +6
DR 5 vs acid, cold, electric
+1dmg from cold iron
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Offense
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Speed 30 ft.
Melee rapier +5 (1d6+2/18-20) with Bless & divine favor: +7 (1d6+3)
Silver Battle aspergillium +5 (1d6+2)
Cold Iron boarding (battle)axe +5 (1d8+2/×3)
Special Attacks channel positive energy 7/day (DC 15, 1d6) 
Domain Abilities (6/day of each)
. . Surge (Su) As a standard action, a mighty wave appears that pushes or pulls a single creature. Make a combat maneuver check against the target, using your cleric level + your Wisdom modifier as your CMB. If successful, you may pull or push the creature as if using the bull rush or drag combat maneuver (5 remaining)
. . Copycat (Sp) Create an illusory double of yourself as a move action. This double functions as a single mirror imageand lasts for a number of rounds equal to your cleric level, or until dispelled or destroyed. (0 remaining)
Cleric Spells Prepared (CL 4th; concentration +7)  
. . 1st(3+domain) Obscuring Mist [D],Command (DC 14), Liberating Command, Divine Favor
. . 0 (at will)—detect magic, stabilize, read magic, create water
. . D Domain spell; Domains Trickery, Oceans[APG]
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Statistics 
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Str 14, Dex 10, Con 12, Int 10, Wis 16, Cha 18 
Base Atk +3; CMB +5; CMD 15
Feats Fey Foundling [ISWG], Selective Channeling 
Traits armor expert, magical knack (cleric)
Skills Climb +5, Diplomacy +10, Intimidate +8 ,Knowledge (local) +4, Knowledge (religion) +4, Linguistics +4, Perception +10, Profession (sailor) +11, Sense Motive +7, Spellcraft +4, Swim +7
Languages Celestial, Common, Polyglot
Combat Gearwand of cure light wounds (38 remaining),wand of shield of faith (23 charges remaining), Pearl of Power (lvl 1) Other Gearholy symbol (wooden), spell component pouch, mithral breastplate, Besmara's Tricorne, wooden buckler, journal, scriveners kit, rope, torches, flint&steel, whetstone, earplugs,handy haversack, 561g Consumables potions of cure light wounds (2),scroll of comprehend languages (2), acid flasks (3), holy water (1), alchemist's fire (2), vermin repellent (2), chill cream
Vanity ship, "The Red Flower"
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Special Abilities 
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Racial Spell-like Ability Daylight 1/day (CL 4th)
Item:Besmara's Tricorne
If Besmara is the wearer’s patron, once per day the wearer can speak a command word to transform the hat into a small ship’s boat such as a cutter, jolly boat, or longboat.
Deeds (1 panache ea, max 4 panache) (2 remaining)
. .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.
. .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 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 , 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.
Charmed Life 3/day (+4 to save, in advance) (2 remaining)
Cleric Channel Positive Energy1d6 (7/day, DC 15) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect. (1 remaining)
Cleric Domain (Trickery) Granted Powers: You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills.
Cleric Domain (Water, Ocean subdomain)Granted Powers: You can manipulate water and mist and ice, conjure creatures of water, and resist cold
Fey Foundling Receive +2 pt of healing per die
Selective Channeling Exclude targets from the area of your Channel Energy.