Keyra Palin

Natalie Desmee's page

413 posts. Alias of Jarveiyan.


Full Name

Natalie Desmee

Race

Human

Classes/Levels

Swashbuckler 7; HP 62/62, Init +4, AC: 23 /T: 17 /F: 17 ; Fort:+4/ Ref:+9/ Will:+4; Per: +11; BAB: +7, CMB: +7, CMD: 24; panache - 3/3, charmed life - 4/4

Gender

Female

Size

Medium

Age

20

Alignment

Chaotic Good

Languages

Common

Occupation

ex-pirate

Strength 10
Dexterity 18
Constitution 14
Intelligence 11
Wisdom 12
Charisma 16

About Natalie Desmee

Natalie Desmee
Female Human Swashbuckler 7
CG Medium Humanoid (human)
Init +4; Senses Perception +11

Defense:
AC 23, touch 17, flat-footed 17 (+5 armor, +4 Dex, +1 deflection, +2 dodge, +1 natural)
hp 62 (7d10+14)
Fort +4, Ref +9, Will +4; +2 to fortitude saves against ingested poisons or toxins

Offense:
Speed 30 ft.
Melee masterwork cutlass +14/+9 (1d6+7/17-20x2)
Ranged light crossbow +11 (1d8/19-20x2)
Special Attacks deeds - opportuneparryandriposte menacingswordplay precisestrike

Statistics:
Str 10, Dex 18, Con 14, Int 11, Wis 12, Cha 16
Base Atk +7; CMB +7; CMD 24

Feats:
Combat Reflexes<swb 4>, Iron Stomach, Quick Draw, Slashing Grace(cutlass), Weapon Focus(cutlass)<human>, Weapon Specialization(cutlass)

Traits:
Skilled Crewman (Razor Coast) (Know[geography]), Totem Tattoo (Razor Coast)

Skills:

Total 42 (28 swashbuckler, 7 human, 7 favored class)

Acrobatics +14 (7 r, 4 dex, 3 class)
Appraise +0
Bluff +7 (1 r, 3 cha, 3 class)
Climb +6 (3 r, 3 class)
Craft +0
Diplomacy +3 (3 cha)
Disguise +3 (3 cha)
Escape Artist +8 (1 r, 4 dex, 3 class)
Fly +4 (4 dex)
Heal +1
Intimidate +13 (7 r, 3 cha, 3 class)
Knowledge (geography) +5 (1 r, 3 class, 1 trait)
Knowledge (local) +4 (1 r, 3 class)
Knowledge (nature) +3 (3 r)
Perception +11 (7 r, 1 wis, 3 class)
Perform +3 (3 cha)
Profession (sailor) +10, (1 r, 1 wis, 3 class, 5 mw sextant)
Ride +8 (1 r, 4 dex, 3 class)
Sense Motive +5 (1 r, 1 wis, 3 class)
Sleight of Hand +8 (1 r, 4 dex, 3 class)
Stealth +4 (4 dex)
Survival +5 (4 r, 1 wis)
Swim +6 (3 r, 3 class)

Languages:
Common

SQ:
charmed life 4/day, deeds - derringdo dodgingpanache kipup swashbucklerinitiative, nimble, panache 3, swashbuckler finesse, swashbuckler weapon training +1

Gear:
Combat Gear masterwork cutlass, Amulet of Natural Armor +1, Blade's Kiss Tattoo, 23 crossbow bolts, 2 Feather Token's (whip), light crossbow, Mithral Shirt +1, Ring of Protection +1

Other Gear
Handy Haversack, bedroll, winter blanket, flint and steel, grappling hook, small steel mirror, belt pouch, 100' hemp rope, 2 lb of soap, shovel, tent, waterskin, whetstone, 7 sunrods, 7 pirate garbs(travelers outfit), fake treasure map to Garr Bloodbane's gold(past the Isle of Grey Whispers and south about 20 miles), masterwork sextant, Ring of Sustenance, Feather Token's - 2 anchors 2 birds 4 fans 2 swan boats, 4 Cure Light Wounds potions

Wealth:
30 GP, 3 SP, 8 CP

Special Abilities:
Blade's Kiss Tattoo[sp] +1 luck bonus on attack and weapon damage rolls for melee weapons for 1 minute per day
Charmed Life[ex](4/day) as an immediate action add 3 to a saving throw before the roll
Combat Reflexes(4/rnd) make 3 more AoO's per round and can make an AoO even when flat-footed
Deeds spend panache points or have 1 panache point to accomplish deeds.
-a)Derring-Do[ex] 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. Must be made before result is revealed. If rolls 6 can keep rolling upto 4 times.
-b)Dodging Panache[ex] when attacked in melee as an immediate action spend 1 panache point to move 5 feet granting a +3 dodge bonus to AC against the attack. It doesn't negate the attack and provokes from other enemies as if not a 5-foot move. Can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load.
-c)Opportune Parry and Riposte[ex] when attacked in melee can spend a panache point and a AoO to attempt to parry before attack result is known. Make an attack as if making an AoO, if creature is larger -2 to the roll for each size difference. If result is greater than triggering attack, it is negated. upon a successful parry if have 1 panache point can make an attack as an immediate action provided creature is within reach.
-d)Kip-Up[ex] can get up as move action without provoking a AoO, can get up as swift action instead by spending a panache point.
-e)Menacing Swordplay[ex] if has 1 panache point can intimidate to demoralize as a swift action when hits opponent with a light or one-handed piercing melee weapon.
-f)Precise Strike[ex] if have 1 panache point and wielding a light or one-handed piercing weapon can add 7 points of precision damage to attack(not natural attacks). Can't attack with another weapon or use a shield other than a buckler. Can use with thrown light or one-handed piercing weapons as long as within 30 feet. Damage is not multiplied on a crit. As a swift action can spend 1 panache point before the end of round to add 14 points of precision damage. Deeds cost can't be reduced.
-g)Swashbuckler Initiative[ex] if have 1 panache point add 2 points to initiative checks. If has quick draw feat, a free hand, and a light or one-handed piercing weapon that isn't hidden may draw it as part of the initiative check.
-h)Swashbuckler's Grace[ex] if have 1 panache point takes no penalty for full movement when she uses acrobatics to move through a threat zone or enemy space.
-i)Superior Feint[ex] if have 1 panache point can as a standard action purposely miss a creature to deny it's dexterity bonus to ac until swashbuckler's next turn when wielding a light or one-handed piercing melee weapon.
-j)Targeted Strike[ex] can spend 1 panache point as a full-round action to make a melee attack with a light or one-handed piercing melee weapon that cripples a part of the foe's body. Choose a body part if the attack succeeds in addition to normal damage target suffers one of the following effects. If creature doesn have body part it can't be targeted. Creatures immune to sneak attacks or crits are immune to targeted strike.
--arms: targets takes no damage but drops a carried item that the swashbuckler chooses, items in locked gauntlet can't be chosen.
--head: confused for 1 round, this is a mind-affecting effect.
--legs: knocked prone, creatures with four or more legs or immune to trip are immune to this effect.
--torso or wings: staggered for 1 round.
Iron Stomach never nauseated, immune to any creatures abilities that rely on stench, and gain a +2 circumstance bonus to fortitude saves against ingested poisons or toxins
masterwork sextant +5 to profession (sailor) checks, without -8 to profession (sailor) checks made at sea
Nimble[ex] gain dodge bonus to AC while wearing light armor or no armor.
Panache(3)[ex] gain 3 panache points at the start of the day. Regain panache in the following ways.
-a)when you confirm a critical hit on a non-helpless, aware creature of no less than 3 Hit dice with a light or one-handed piercing melee weapon regain 1 panache point.
-b)when you reduce a attended object, or non-helpless aware creature with no less than 3 Hit dice to 0 hit points in a attack with a light or one handed piercing melee weapon regain 1 panache point.
Quick Draw can draw weapon as free action and hidden weapon as move action, may throw weapons at full rate of attacks; alchemical items, potions, scrolls, and wands cannot be drawn quickly using this feat
Slashing Grace when wielded one-handed cutlass is treated as one-handed piercing melee weapon for for all feats and class abilities that require such a weapon and you can add dex mod instead of str mod to weapon damage. Weapon must be appropriate for your size.
Swashbuckler Finesse[ex] gain benefits of weapon finesse with light or one-handed piercing melee weapons, and can use charisma score in place of intelligence score as prereq for combat feats. Counts as weapon finesse for meeting prereqs.
Swashbuckler Weapon Training[ex](+1) gain bonus to attack and damage rolls with light or one-handed piercing melee weapons. Also gain benefits of Improved Critical while wielding such a weapon.

Background:
Natalie can barely remember her real family, she has been raised aboard a pirate vessel since she was five. Her families vessel was attacked while at sea by a viscous pirate crew. One-Eyed Jacks crew came across the scene helping in chasing away the other pirates. The only living person they found aboard was Natalie, she was hiding when One-Eyed Jack's crew showed up. Ever since then most of her memories are about ship decks and pirate's crew for a "family".

Although weak she made up for it by being skilled. When she was old enough she started with menial chores, finding cooking not to be one she was good at. By the time she could hold a blade she was able to traverse the ship like it was dry land. She found combat to be to her liking, the cutlass became like another arm rather than just a weapon. The crew learned just how far her martial bloodlust went when they were attacked by a pirate hunting crew. She sought out a challenge batting aside any non-worthy.

She recently lost her "family" when Captain Jarvis ambushed them pretending to be a merchant crew among a merchant vessel. The protracted fight seemed over before it began when Ammara took to the battle. Natalie last saw her Captain fall in battle before being knocked overboard. Climbing back aboard she saw how futile anymore fighting was, so she dropped one of the "scout" boats in the confusion and escaped. She first made her way to a hidden cache nearby, reequipping herself before looking for a new crew. Natalie regrets having lost her only home and family, running out on everything she knew. She wants revenge on that officer...Captain Jarvis. She's looking for those of like mind having seen the aftermath of those black-hearted pirate crews.

Appearance:
5'4" 140lbs Short red hair, deep blue eyes, and a athletic frame is almost the first thing you notice about this beauty. She wears a mithral shirt under her clothes. Has a dolphin tattoo on her left shoulder and cutlass tattoo on her right shoulder.

XP:
49635/51000