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About Silviu IllicaA tall, lithe Varisian young man by dress, but with blond hair, is singing idly to himself, watching those around him. He carries a pair of rapiers both on his right hip, anda single daggeron his right. Background:
Rasvan Illica was an apprentice smith. He was doing well, and it appeared he was going to be promoted to journeyman and be able to start making an honest living, when his girlfriend magically became pregnant. Being reasonably responsible Rasvan married her. The problem is, a Journeyman is called that because they grow their experience and begin gatheirng the money to build their own forge by working on the road, going from village to village. Durril wouldn't accept that life, especially with a newborn. So, Rasvan accepted an Indentured Servitude contract to Tanum, a Kalistocrat, so he could afford to care for his new family.
Tanum pushed a bad contract, one designed to capture the servant in an ever-deeper pit of debt to the contract holder. As Silviu got older, Rasvan chose to "upgrade" to an even worse deal, one that openly tied him to Tanum for the rest of his life, but the pay-off was formal tuition money and expenses for his son's education. Rasvan didn't know, though he had ot have feared, that even this deal would be twisted by Tanum. Silviu wasn't sent to a place of higher learning, or even to an apprenticeship with a smith of some kind. Instead, he was sent to a dueling academy. The only positive about this is that to honor the contract, he was sent to the Almas Dueling Academy, a good dueling academy that was relatively close and doesn't focus on less common weapons. Tanum's intent was that Silviu would indebt himself in order to return to his parents. Silviu studied and practiced for 8 years before his instructors would allow him to take the graduation test. As per school standards, the test wasn't really a challenge by the time he was allowed to face it. That's not to say it was easy. Silviu was very capable before he was allowed to test. Not every student retains the same information from every lesson. Each student focuses on learning to be better at the skills and tricks which they view as important. Silviu used misdirection and quick swordplay to control the nature and tempo of each conflict. Disarming his opponents, or tripping them, as necessary to prevent things getting out of his control. Upon graduation, instead of accepting the sponsored trip home, Silviu decided to earn his way home by guarding caravans. North through Andor was simple and easy. Approaching the Five Kingdoms was when ruffians and bandits started making appearances. Within the Five Kingdoms, bandits were fairly numerous away from the Dwarven citadels but absent close to them. Within Druma there were no bandits, obviously. Paid security forces attempting to impose addtional taxes for their lords, on the other had . . .. When Silviu reached home, he found Durril begging in the street. Rasvan had taken a hoof to the head from a poorly trained horse he had been shoeing, and died. Tanum gleefully offered Silviu a contract accepting his father's debt in retrn for his mother receiving the things she needed. Durril threatened to kill herself if he signed the contract, becuase she had long since learned how evil and maniplative Tanum really is, and she was desperate to keep her son from falling under his sway. While looking for a different solution, Silviu found Colewind Binderbook. The halfling paladin convinced Silviu to join the Silver Shields, and took Durril on as support staff. This leaves young Silviu looking for purpose, for a direction, selling his sword as a way to pass the time while he tries to figure out what should be next.
Other core information:
Alignment: N
Patron Diety: Shelyn Type: Humanoid (Human) Favored Class: Swashbuckler Age: 17 Height: 6' 3"
Combat:
Init +3 (Dex+3)
Speed 30', 30' w/o pack Melee +3, Ranged/Finesse +5, CMB+3/+5 (BAB+2, Str+1, Dex+3) Standard Attacks
Fencer:+1 trait to attack rolls for AoOs using daggers, swords, or similar bladed weapons (Opportune Parry is an AoO attack roll.) AC 16, T13, FF13, CMD16 (Armor+3, Deflection+0, Dex+3, Dodge+0, Natural+0, Shield+0, BAB+2, Str+1) Dodging Panache: Trade Panache for Cha Modifier Dodge bonus to AC and 5' (provoking) movement
HP 24 (2x10 + 2xCon+2) Fort +1 (Base+0, Con+1)
Class Details:
Panache 3/3
Skills & Languages:
4 + Int -1 + Skilled 1 + Favored Class 1 = 5 Adventuring & 2 Background per Swashbuckler Level
Bonus Skill Attribute+Ranks+Class+Specified(+Conditional)[+Overridden] {Notes} + 8-Acrobatics (Dex) 3+2+3+ACP {Derring-Do} - 1 Appraise (Int) -1+0+0 + 8 Bluff (Cha) 3+2+3 + 1-Climb (Str) 1+0+0+ACP {Derring-Do} - 1 Craft (Int) -1+0+0 + 8 Diplomacy (Cha) 3+2+3 + 3 Disguise (Cha) 3+0+0 + 3-Escape Artist (Dex) 3+0+0+ACP {Derring-Do} + 3-Fly (Dex) 3+0+0+ACP {Derring-Do} + 2 Heal (Wis) 2+0+0 + 6 Intimidate (Cha) 3+0+0 + 7 Perception (Wis) 2+2+3 + 8 Perform (Sing) (Cha) 3+2+3 {Background} + 3-Ride (Dex) 3+0+0+ACP {Derring-Do} + 7 Sense Motive (Wis) 2+2+3 + 8-Sleight of Hand (Dex) 3+2+3+ACP {Background} + 3-Stealth (Dex) 3+0+0+ACP + 2 Survival (Wis) 2+0+0 + 1-Swim (Str) 1+0+0+ACP {Derring-Do} ACP: -3 w/ Pack, -0 w/o Pack, -0 w/o Armor Derring-Do: Trade Panache to add exploding D6 on roll; max 3 Explosions Languages Known: Common (Taldane), Varisian
Feats & Traits:
** Feats **
* EitR "Freebies" * Defensive Stance: -1 Melee Attack for +1 Dodge. Dex to Attack: All light (Finesse) and Agile weapons my be wielded this way by anyone. Lethal Strike w/ Non-lethal Weapon:: -4 attack. Non-lethal Strike w/ Lethal Weapon: May not score a critical hit. Risky Strike: -1 Attack for +2 damage. +3 damage w/ two-handed weapons. +1 damage w/ off-hand weapons. * Feat Selections *
Traits
Deeds:
^ Free while holding Panache
** 1st-level Deeds **
3rd-level Deeds **
** 7th-level Deeds **
** 11th-level Deeds **
** 15th-level Deeds **
** 19th-level Deeds **
Gear:
800+180=980 GP Budget (rolled)
FREExxx Explorer's Outfit (8#, Sturdy boots, leather breeches, belt, shirt, gloves, cloak, scarves) 320.0.0 MW Rapier (2#, 1d6/18+/P/Finesse) x40.0.0 Cold Iron Rapier (2#, 1d6/18+/P/Finesse) xx2.0.0 Dagger (1#, 1d4/19+/10'/P or S) 175.0.0 MW Studded Leather (20#, +3/+5/-0/15%/30') x75.0.0 Ioun Torch (-) x50.0.0 MW Backpack (4#) xxx.1.0 Bedroll (5#) [Backpack] xxx.2.0 Mess Kit (1#) [Backpack] x10.0.0 Silk Rope, Knotted (5#) [Backpack] xxx.x.1 Soap (.5#) [Backpack] xx2.0.0 Waterskinx2 (4# ea [8#]) [Backpack] xx5.0.0 Gear Maintenance Kit (2#) [Backpack] xx1.0.0 Grooming Kit (2#) [Backpack] xx2.5.0 Trail Rationsx5 (1# [5#]) xx1.0.0 Belt Pouch (.5#) xx1.0.0 Flint & Steel (-) [Belt Pouch] 100.0.0 Potion of CLWx2 (-) [Belt Pouch - padded] 784.8.1 Spent for 66# (33.5# w/o Pack)
Light <= 43# [50#] (By armor)
Swashbuckler (basic):
Alignment: Any. Hit Die: d10. Parent Class(es): Fighter and gunslinger. Starting Wealth: 5d6 x 10 gp (average 175 gp). Class Skills: Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (local) (Int), Knowledge (nobility) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), and Swim (Str). Skill Points at each Level: 4 + Int modifier.
Weapon and Armor Proficiency: Swashbucklers are proficient with simple and martial weapons, as well as light armor and bucklers. 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. 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. Charmed Life (Ex): At 2nd level, the swashbuckler gains a knack for getting out of trouble. Three times per day as an immediate action before attempting a saving throw, she can add her Charisma modifier to the result of the save. 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 7 times per day at 18th level). 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). Bonus Feats: At 4th level and every 4 levels thereafter, a swashbuckler gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat feats. Swashbuckler levels are considered fighter levels for the purpose of meeting combat feat prerequisites. In addition, upon reaching 4th level and every 4 levels thereafter, a swashbuckler can choose to learn a new bonus feat in place of a bonus feat she has already learned. In effect, the swashbuckler loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A swashbuckler can only change one feat at any given level, and must choose whether or not to swap the feat at the time she gains a new bonus feat for the level. Swashbuckler Weapon Training (Ex): At 5th level, a swashbuckler gains a +1 bonus on attack and damage rolls with one-handed or light piercing melee weapons. While wielding such a weapon, she gains the benefit of the Improved Critical feat. These attack and damage bonuses increase by 1 for every 4 levels beyond 5th level (to a maximum of +4 at 17th level). Swashbuckler Weapon Mastery (Ex): At 20th level, when a swashbuckler threatens a critical hit with a light or one-handed piercing melee weapon, that critical is automatically confirmed. Furthermore, the critical modifiers of such weapons increase by 1 (×2 becomes ×3, and so on).
Human (Varisian):
+2 to One Ability Score: Human characters get a +2 bonus to one ability score (Dex) of their choice at creation to represent their varied nature. Medium: Humans are Medium creatures and have no bonuses or penalties due to their size. Normal Speed: Humans have a base speed of 30 feet. Bonus Feat: Humans select one extra feat at 1st level. Skilled: Humans gain 1 additional skill rank at 1st level and 1 additional rank whenever they gain a level. Languages: Humans begin play speaking Common and their ethnic language. Humans whose ethnic language is Common (or Taldane, in the case of Chelaxians or Taldans) do not receive an additional ethnic language. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). Attributes:
Rolled
Rolled Race Level Gear Current S 12 +0 12 +0 12 +0 S 12 +1 M 15 +2 17 +0 17 +0 D 17 +3 N 13 +0 13 +0 13 +0 C 13 +1 S x9 +0 x9 +0 x9 +0 I x9 -1 N 14 +0 14 +0 14 +0 W 14 +2 M 16 +0 16 +0 16 +0 H 16 +3 |