Fighter

Martine Fletcher's page

No posts. Organized Play character for Lady Ladile.


Race

l Senses: Perception +1

Skills:
Acrobatics +7, Climb +4, Diplomacy +6, Kn. Local/Nobility +6, Profession: Barmaid +5, Sense Motive +5

Classes/Levels

Female CG Human Swashbuckler (Inspired Blade) 1 l Active Conditions:

Gender

HP: 11/11 l AC: 15, T 13, FF 12 l CMD 14 l F +1, R +5, W +1; +1 vs. enchantments, +2 vs. fear l Panache (4/4) l Init +3

About Martine Fletcher

Martine Fletcher
PFS ID#: 192133 - 12
Occupation: Barmaid
Experience: 1
Fame: 2
Prestige: 2
Wealth: 522 gp, 3 sp, 5 cp

Human Swashbuckler (Inspired Blade) 1
CG Medium Humanoid (human)
Init +3; Senses Perception +1
--------------------
Defense
--------------------
AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
HP 11
Fort +1, Ref +5, Will +1; +1 trait bonus vs. enchantment spells & effects, +2 trait bonus vs. fear
--------------------
Offense
--------------------
Speed 30 ft.
Melee
Cold Iron Rapier +3 (1d6/18-20)
Dagger +1 (1d4/19-20)
Silver Light Mace -1 (1d6)
Ranged
Shortbow +4 (1d6/×3)
--------------------
Statistics
--------------------
Str 10, Dex 16, Con 13, Int 14, Wis 12, Cha 14
Base Atk +1; CMB +1; CMD 14
Feats
Divine Fighting Technique (Cayden Cailean's Blade And Tankard)
Two-Weapon Fighting
Weapon Focus (Rapier)
Traits
Good-Natured
Indomitable
Skills
Acrobatics +7 - (1 rank, 3 class, 3 Dex)
Climb +4 - (1 rank, 3 class)
Diplomacy +6 - (1 rank, 3 class, 2 Cha)
Kn. Local +6 - (1 rank, 3 class, 2 Int)
Kn. Nobility +6 - (1 rank, 3 class, 2 Int)
Profession: Barmaid +5 - (1 rank, 3 class, 1 Wis)
Sense Motive +5 - (1 rank, 3 class, 1 Wis)
Languages Common, Skald, Varisian
Other Gear Leather Armor, Arrows (20), Backpack, Canteen, Compass, Flint and Steel, Mule, Bedroll, Grappling Hook, Hemp Rope (50 ft.), Pack Saddle, Torch, Trail Rations
--------------------
Special Abilities
--------------------
Deeds
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 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) - 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.

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. This ability alters the panache class feature.

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. This ability replaces swashbuckler finesse.

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.

Francis the Mule:

Francis
Mule
N Medium animal
Init +1; Senses low-light vision, scent; Perception +5
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 13 (2d8+4)
Fort +5, Ref +4, Will +0
--------------------
Offense
--------------------
Speed 40 ft.
Melee 2 hooves +2 (1d3+1)
--------------------
Statistics
--------------------
Str 13, Dex 13, Con 14, Int 2, Wis 11, Cha 4
Base Atk +1; CMB +2; CMD 13 (17 vs. trip)
Feats Endurance, Run
[b]Skills
Acrobatics +1 (+5 to jump with a running start, +5 to jump), Perception +5
Other Gear bedroll, grappling hook, hemp rope (50 ft.), pack saddle, torch (5), trail rations (5)
--------------------
Special Abilities
--------------------
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

Introduction & Background:

Appearance:

Personality:

Favored Class Bonus:

1st: +1/4th to Panache

Consumables:

Purchases: