Catfolk

Milah Ashkenazi's page

527 posts. Alias of Pedwiddle.


Full Name

Milah Ashkenazi

Race

Catfolk

Classes/Levels

Swashbuckler (Inspired Blade) 4 [ HP 44/44 | AC 20 / 14FF / 15T | Fort +5 Ref +9 Wil +2 | Init +4(+6) | Perception +8 | Panache 7/7 | Charmed Life 3/3 ]

Gender

Female

Size

M

Special Abilities

Deeds, Inspired Finesse, Inspired Panache

Alignment

CG

Languages

Catfolk, Common, Gnoll, Goblin, Sylvan

Strength 8
Dexterity 19
Constitution 16
Intelligence 16
Wisdom 10
Charisma 18

About Milah Ashkenazi

Crunch:

COMBAT
HP: 44 (1 - 10+3+1, 2 - 6+3+1, 3 - 6+3+1, 4 - 6+3+1)
Init: +6 (4 (Dex) + 2 (Swashbuckler Initiative)
AC: 20 (Touch: 15, Flat-footed: 14) (+4 Dex, +4 Armor, +1 Shield, +1 Dodge)
Fort: +5 (+4 + +1 (Cloak)), Ref: +9 (+8 + +1 (Cloak)), Will: +2 (+1 + +1 (Cloak))
BAB: +4
CMB: +3 (4 (BAB) + -1 (Str))
CMD: 17 (10 + 4 (BAB) + -1 (Str) + 4 (Dex))

ATTACKS
Melee
Rapier (+9 to hit, 1d6+6 (P) damage, 18-20/x2 crit.)
Dagger, Dueling (+3 to hit, 1d4-1 (P or S) damage, 19-20/x2 crit.)

Ranged
Dagger, Dueling (+8 to hit, 1d4-1 (P or S) damage, 19-20/x2 crit., 10' range increment)

Racial and Class Features:

RACIAL FEATURES
Cat’s Luck (Ex): Once per day when a catfolk makes a Reflex saving throw, he can roll the saving throw twice and take the better result. He must decide to use this ability before the saving throw is attempted.
Clever Cat: Catfolk’s generally friendly disposition doesn’t preclude craftiness. Some of them see social obstacles as games to be played and won. These catfolk receive a +2 racial bonus on Bluff, Diplomacy, and Sense Motive checks.
Climber: Catfolk hunters excel at hunting prey from trees and other high vantage points. Catfolk with this racial trait possess a climb speed of 20 feet (along with the +8 racial bonus on Climb checks a climb speed affords).
Low-Light Vision: Catfolk have low-light vision allowing them to see twice as far as humans in dim light.

CLASS FEATURES
Charmed Life (Ex): At 2nd level, the swashbuckler gains a knack for getting out of trouble. Three times per day as an immediate action, she can add her Charisma modifier to the result of a saving throw. 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 seven times per day at 18th level).
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.
  • 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 (Pathfinder RPG Core Rulebook 99) as a swift action instead of a standard action.
  • 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.
  • 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.

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.
Inspired 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. Each day, an inspired blade gains a number of panache points equal to her Charisma modifier (minimum 1) and Intelligence 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 Rapier: Each time the swashbuckler confirms a critical hit with a rapier, 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.

Nimble (Ex): 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).
Weapon and Armor Proficiency: Swashbucklers are proficient with simple and martial weapons, as well as light armor and bucklers.

Feats, Traits, and Skills:

FEATS
Combat Reflexes: 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.
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.

In addition, if you have the panache class feature, you gain a +2 bonus to CMD against attempts to disarm you of your rapier while you have at least 1 panache point.
Weapon Finesse (Rapier only): With a rapier made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Weapon Focus (Rapier): You gain a +1 bonus on all attack rolls you make using the selected weapon.
Weapon Specialization (Rapier): You gain a +2 bonus on all damage rolls you make using the selected weapon.

TRAITS
Black Powder Bravado: You are particularly successful when using deeds. Once per day, when you perform a deed that requires an attack roll and you miss with that roll, you can reroll it. You must take the second result even if it is worse.
Giant Slayer: Your family’s village was plundered by giants in the wilds of Varisia, leaving nothing but a smoldering ruin. After the destruction of your village, your family trained for combat against giants to prevent such a tragedy from ever happening again. Since hearing of giants mobilizing throughout the countryside, you ventured to Sandpoint to help the town prepare for a possible incursion. You gain a +1 trait bonus on Bluff, Perception, and Sense Motive checks and +1 trait bonus on attack rolls and damage rolls against creatures of the giant subtype.

SKILLS - Current ACP: 0
Adventuring Skill Points per Level: 7 | Background Skill Points per Level: 2
Acrobatics*: 11 (4 + 3 (Class Skill) + 4 (Dex)) (ACP)
Appraise: 3 (0 + 3 (Int))
Bluff*: 14 (4 + 3 (Class Skill) + 4 (Cha) + 2 (Racial) + 1 (Trait))
Climb*: 11 (1 + 3 (Class Skill) + 8 (Racial) + -1 (Str)) (ACP)
Craft (Alchemy)*: 7 (1 + 3 (Class Skill) + 3 (Int))
Diplomacy*: 13 (4 + 3 (Class Skill) + 4 (Cha) + 2 (Racial))
Disguise: 4 (0 + 4 (Cha))
Escape Artist*: 8 (1 + 3 (Class Skill) + 4 (Dex)) (ACP)
Fly: 4 (0 + 4 (Dex)) (ACP)
Heal: 0 (0 + 0 (Wis))
Intimidate*: 11 (4 + 3 (Class Skill) + 4 (Cha))
Knowledge (Local)*: 10 (4 + 3 (Class Skill) + 3 (Int))
Knowledge (Nobility)*: 9 (3 + 3 (Class Skill) + 3 (Int))
Perception*: 8 (4 + 3 (Class Skill) + 0 (Wis) + 1 (Trait))
Perform*: 8 (1 + 3 (Class Skill) + 4 (Cha))
Ride*: 4 (0 + 4 (Dex)) (ACP)
Sense Motive*: 8 (2 + 3 (Class Skill) + 0 (Wis) + 2 (Racial) + 1 (Trait))
Sleight of Hand*: 10 (3 + 3 (Class Skill) + 4 (Dex)) (ACP)
Stealth: 4 (0 + 4 (Dex)) (ACP)
Survival: 0 (0 + 0 (Wis))
Swim*: -1 (0 + -1 (Str)) (ACP)

Gear:

Traveler's Outfit (5 lbs.)
Cloak of Resistance +1 (1 lb.)
Mithral Chain Shirt (10 lbs.)
Masterwork Buckler (5 lbs.)
Masterwork Rapier (2 lbs.)
Dueling Dagger (5) (1 lb. ea.)

Masterwork Backpack (4 lbs.)

Belt Pouch (.5 lbs.)
- Alchemist's Fire
- Oil of Magic Weapon (2)
- Money (302gp 2sp 4cp)

Donkey

Pack Saddle
- Alchemist's Lab (40 lbs.)
- Alchemy Crafting Kit (50 lbs.)
- Bedroll (5 lbs.)
- Blanket (3 lbs.)
- Survival Kit (4 lbs.) (flint and steel, mess kit, two waterskins, basic maps, utility knife)
- Trail Rations (2 days) (1 lb.)

Macros/Notes:

Offense
[dice=Attack (Rapier (threaten on 14-18))]3d6+9[/dice]
[dice=Damage (Rapier (Weapon Specialization), Precise Strike)]1d6+6+4[/dice]

[ooc][b]Swift action:[/b] [i]Menacing Swordplay[/i][/ooc]
[dice=Intimidate (DC 10+Hit Dice+Wis Bonus)]3d6+11[/dice] [ooc](lasts 1 + (roll-DC)/5 rounds)[/ooc]

[dice=Attack (Dueling Dagger (threaten on 15-18))]3d6+3[/dice]
[dice=Damage (Dueling Dagger, Precise Strike)]1d4-1+4[/dice]

[dice=Attack (Dueling Dagger (thrown, threaten on 15-18))]3d6+8[/dice]
[dice=Damage (Dueling Dagger, Precise Strike)]1d4-1+4[/dice]

Defense
Dueling Dagger grants +1 AC when fighting defensively/using Combat Expertise

[dice=Opportune Parry (Rapier)]3d6+9[/dice]
[dice=Panache Loss]1d6[/dice]

[dice=Riposte (Rapier (threaten on 14-18))]3d6+9[/dice]
[dice=Damage (Rapier (Weapon Specialization), Precise Strike)]1d6+6+4[/dice]

[dice=Defense]3d6+10[/dice]