Ranger

Nevisial's page

67 posts. Organized Play character for rdknight.


Full Name

Female NG Elf Swashbuckler 1 | HP: 11/11 | AC: 17 (T: 13, F: 14 | CMB: +1, CMD: 14 | F: +2, R: +5, W: +0 | Init: +3 | Perc: +6 | Speed 30ft/30ft PFS #121836-5

Race

NG Elf

Classes/Levels

Swashbuckler (Inspired Blade) 1 | HP: 11/11 | AC: 17 (T: 13, F: 14 | CMB: +1, CMD: 14 | F: +2, R: +5, W: +0 | Init: +3 | Perc: +6 | Speed 30ft/30ft PFS #121836-5

Gender

Female

Size

M

Age

136

Alignment

NG

Deity

Desna

Location

Absalom

Languages

Elven, Common, Sylvan, Draconic, Gnome

Occupation

Pathfinder Agent / Trainee Diplomat

Strength 10
Dexterity 17
Constitution 12
Intelligence 17
Wisdom 10
Charisma 11

About Nevisial

Statistics:
Female Elf Swashbuckler (Inspired Blade) 1
N Medium Humanoid (Elf)

Init +3; Senses Perception +6
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DEFENSE
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AC 17, touch 13, flat-footed 14 (+3 armor, +3 dex, +1 shield)

hp 11

Fort +2, Ref +5, Will +0
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OFFENSE
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Speed 30 ft.

Melee +5

Ranged +4
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STATISTICS
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Str 10, Dex 17, Con 12, Int 17, Wis 10, Cha 11

Base Atk +1; CMB +1; CMD 14
.
.
Traits

Clever Wordplay (Diplomacy)
Your cunning and logic are more than a match for another’s confidence and poise.
Benefit: Choose one Charisma-based skill. You attempt checks with that skill using your Intelligence modifier instead of your Charisma modifier.

Resilient
Growing up in a poor neighborhood or in the unforgiving wilds often forced you to subsist on food and water from doubtful sources. You’ve built up your constitution as a result.
Benefit: +1 trait bonus on Fortitude saves.

Feats

Weapon Focus: Rapier
Choose one type of weapon. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for the purposes of this feat.
Prerequisites: Proficiency with selected weapon, base attack bonus +1.
Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.

Fencing Grace
Your dashing style and fluid rapier forms allow you to use agility rather than brute force to fell your foes.
Prerequisite(s): Dex 13, Weapon Finesse, Weapon Focus (rapier).
Benefit(s): 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.

Skills (7 points; 4 class, 3 INT)
ACP -1

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Acrobatics* +7 = DEX 3+1+3
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Appraise +3 = INT 3+0+0
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Bluff +0 = CHA 0+0+0
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Climb* +4 = STR 0+1+3
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Craft +3 = INT 3+0+0
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Diplomacy +4 = CHA 0+1+3
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Disable Device*† +3 = DEX 3+0+0
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Disguise +0 = CHA 0+0+0
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Escape Artist* +3 = DEX 3+0+0
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Fly* +3 = DEX 3+0+0
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Handle Animal† +0 = CHA 0+0+0
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Heal +0 = WIS 0+0+0
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Intimidate +0 = CHA 0+0+0
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K (Arcana)† +3 = INT 3+0+0
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K (Dungeoneering)† +3 = INT 3+0+0
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K (Engineering)† +3 = INT 3+0+0
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K (Geography)† +3 = INT 3+0+0
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K (History)† +3 = INT 3+0+0
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K (Local)†+7 = INT 3+1+3
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K (Nature)† +3 = INT 3+0+0
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K (Nobility)† +3 = INT 3+0+0
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K (Planes)† +3 = INT 3+0+0
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K (Religion)† +3 = INT 3+0+0
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Linguistics† +3 = INT 3+0+0
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Perception +6 = WIS 0+1+3+2 [elf]
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Perform +0 = CHA 0+0+0
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Profession† +0 = WIS 0+0+0
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Ride +3 = DEX 3+0+0
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Sense Motive +5 = WIS 0+1+4
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Sleight of Hand*† +3 = DEX 3+0+0
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Spellcraft† +3 = INT 3+0+0
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Stealth* +3 = DEX 3+0+0
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Survival +0 = WIS 0+0+0
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Swim* +4 = STR 0+1+3
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Use Magic Device† +0 = CHA 0+0+0
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*ACP applies to these skills
Non-Standard Skill Bonuses

Elf: +2 Perception
Clever Wordplay: INT to Diplomacy

Languages Common, Elven, Sylvan, Gnome, Draconic

Special Abilities:

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SPECIAL ABILITIES
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Elf

Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Keen Senses: Elves receive a +2 racial bonus on Perception checks.

Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.

Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.

Envoy: Elves often have trouble relating to neighbors of other races, especially those with much shorter lifespans. As a result, some are trained in minor magics that are particularly useful when dealing with non-elves. Elves with this racial trait and an Intelligence score of 11 or higher gain the following spell-like abilities once per day: comprehend languages, detect magic, detect poison, and read magic. The caster level for these effects is equal to the elf's level. This racial trait replaces elven magic.

Swashbuckler

Inspired Panache (Ex)
Panache = 4
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.

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.

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.

Spells:

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Spells
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Comprehend Languages (SLA 1/day Caster Level = Character Level)
Detect Magic (SLA 1/day Caster Level = Character Level)
Detect Poison (SLA 1/day Caster Level = Character Level)
Read Magic (SLA 1/day Caster Level = Character Level)

Gear/Possessions:

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GEAR/POSSESSIONS
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Rapier
Dagger
Short Bow
Arrows (20)
Studded Leather
Buckler
Backpack
Pathfinder's Kit
Grooming Kit
50' Hemp Rope
Bandolier
Acid Flask x2
Alchemical Fire x1
Vermin Repellant x1

Carrying Capacity
Light 0-33 lb. Medium 34-67 lb. Heavy 68-100 lb.
Current Load Carried 0 lb.

Money 32 GP 5 SP 0 CP

Background:

Appearance and Personality:

Height: 5'11" | Weight: 110 | Hair: Golden Blond | Eyes: Blue