Jirelle

Nomadical's Pregen's page

51 posts. Alias of Nomadical.


Race

| HP 19/19 | AC 18 (19 w/ shield or cape raised) F +4 R +9 W +6 | Perc +6

Classes/Levels

 | Speed 30ft | Default Exploration (Scout) | Active Conditions: None

Gender

Jirelle | Female CG Half-Elf Swashbuckler 1

About Nomadical's Pregen

Jirelle - Level 1
Female half-elf swashbuckler 1 Advanced Player's Guide, 83
CG, Medium, Elf, Human, Humanoid
Perception +6; low-light vision

Str 12 (+1), Dex 18 (+4), Con 12 (+1), Int 10 (+0), Wis 12 (+1), Cha 14 (+2)
Languages Common, Mwangi

Other Items buckler, leather, daggers (5), main-gauche, rapier, backpack, bedroll, chalks (10), dueling cape, fine clothing, flint and steel, minor healing potion, rations (1 week)s (2), rope (foot)s (50), soap, thieves' tools, torchs (5), waterskin, purse (3 sp)

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AC 18 (19 while holding the cape defensively, 19 with shield raised)
Fort +4; Ref +9; Will +6
HP 19 Hero Points 0

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Speed 30 feet

Melee [1] rapier +7 (disarm, deadly (1d8), finesse) 1d6+1 P
Melee [1] main-gauche +7 (disarm, versatile S, agile, finesse, parry) 1d4+1 P
Melee [1] dagger +7 (versatile S, agile, finesse) 1d4+1 P

Ranged [1] dagger +7 (versatile S, thrown 10 ft., agile, finesse) 1d4+1 P

Agile (trait): The multiple attack penalty you take on the second attack each round with this weapon is –4 instead of –5.
Deadly (trait): On a critical hit, the weapon adds a weapon damage die of the listed size; this is added after doubling the weapon’s damage.
Finesse (trait): You can use your Dexterity instead of Strength to calculate your attack bonus (but not damage rolls) with this melee weapon.
Parry (trait): This weapon can be used defensively to block attacks. While wielding this weapon, if your proficiency with it is trained or better, you can spend an Interact action to position your weapon defensively, gaining a +1 circumstance bonus to AC until the start of your next turn.
Versatile (trait): A versatile weapon can be used to deal an alternate damage type listed. Choose the damage type each time you make an attack.
Disarm (trait): You can use this weapon to Disarm with the Athletics skill even if you don’t have a free hand. This uses the weapon’s reach (if different from your own) and adds the weapon’s item bonus to attack rolls (if any) as an item bonus to the Athletics check. If you critically fail a check to Disarm using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure. On a critical success, you still need a free hand if you want to take the item.

Confident Finisher [1] (swashbuckler, finisher) You gain an elegant finishing attack you can make when you have panache. The finisher trait is described on page 87. You gain the Confident Finisher action.
Confident Finisher You make an incredibly graceful attack, piercing your foe’s defenses. Make a Strike with a weapon or unarmed attack that would apply your precise strike damage, with the following failure effect.
Failure You deal half your precise strike damage to the target. This damage type is that of the weapon or unarmed attack you used for the Strike.
Fencer You move carefully, feinting and creating false openings to lead your foes into inopportune attacks. You are trained in Deception. You gain panache during an encounter whenever you successfully Feint or Create a Diversion against a foe.
Panache You care as much about the way you accomplish something as whether you actually accomplish it in the first place. When you perform an action with particular bravado, you can leverage this moment of verve to perform spectacular, deadly maneuvers. This state of flair is called panache, and you are either in a state of panache or you are not.
You gain panache by successfully performing the skill check associated with specific actions that have a bit of flair, including Tumble Through and additional actions determined by your swashbuckler’s style (Feint or Create a Diversion). At the GM’s discretion, after succeeding at a check to perform a particularly daring action, such as swinging on a chandelier or sliding down a drapery, you also gain panache if your result is high enough (typically the very hard DC for your level, but the GM can choose a different threshold).
While you have panache, you gain a +5-foot status bonus to your Speeds and gain a +1 circumstance bonus to checks to Tumble Through, Feint, or Create a Diversion. The precise strike class feature also causes you to deal extra precision damage while you have panache. Powerful finisher actions, including Confident Finisher can be used only while you have panache and cause you to lose your panache.
Normally, you gain and use panache only in combat encounters; when an encounter ends, you lose panache.
Precise Strike You strike with flair. When you have panache and you Strike with an agile or finesse melee weapon, you deal 2 additional precision damage. If the strike is part of a finisher, the additional damage is 2d6 precision damage instead.

Feats

Feint: [1] (mental)
>Requirements: You are within melee reach of the opponent you attempt to Feint
>Effect: With a misleading flourish, you leave an opponent unprepared for your real attack.
>Attempt a Deception check against that opponent’s Perception DC.
>Critical Success: You throw your enemy’s defenses against you entirely off. The target is flat-footed against melee attacks that you attempt against it until the end of your next turn.
>Success: Your foe is fooled only momentarily. The target is flat-footed against the next melee attack that you attempt against it before the end of your current turn.
>Critical Failure: Your feint backfires. You are flat-footed against melee attacks the target attempts against you until the end of your next turn.

Goading Feint: When you trick a foe, you can goad them into overextending their next attack. On a Feint, you can use the following success and critical success effects instead of any other effects you would gain when you Feint; if you do, other abilities that adjust the normal effects of your Feint no longer apply. You can choose whether to use the Goading Feint benefits or the normal benefits.
>Critical Success The target takes a –2 circumstance penalty to all attack rolls against you before the end of its next turn.
>Success The target takes a –2 circumstance penalty to its next attack roll against you before the end of its next turn.

Nimble Elf: Your muscles are tightly honed. Your Speed increases by 5 feet.

Underwater Marauder: You’ve learned to fight underwater. You are not flat-footed while in water, and you don’t take the usual penalties for using a bludgeoning or slashing melee weapon in water.

Skills
Acrobatics +7 *
Athletics +4 *
Deception +5 * (+6 while holding the cape defensively)
Diplomacy +5 *
Sailing Lore +3 *
Society +3 *
Stealth +7 *
Thievery +7 *
* = Trained

Dueling Cape [~1]: You can pull a dueling cape you’re wearing from your shoulder and wrap it around your arm with an Interact action. While wielding the dueling cape this way, the cape uses that arm and hand, and you can’t hold anything else in that hand. While you do so, you can spend an action to hold it in a protective position, giving you a +1 circumstance bonus to AC and to Deception checks to Feint until the start of your next turn.

Tumble Through [1] (move): You Stride up to your Speed. During this movement, you can try to move through the space of one enemy. Attempt an Acrobatics check against the enemy’s Reflex DC as soon as you try to enter its space. You can Tumble Through using Climb, Fly, Swim, or another action instead of Stride in the appropriate environment.
>Success You move through the enemy’s space, treating the squares in its space as difficult terrain (every 5 feet costs 10 feet of movement). If you don’t have enough Speed to move all the way through its space, you get the same effect as a failure.
>Failure Your movement ends, and you trigger reactions as if you had moved out of the square you started in.