Jirelle

PFS Pregen #3 - ShieldBug's page

2 posts. Alias of ShieldBug.


Race

| HP 40/40 | AC 22, T 16, FF 16 | CMD 19 | F +4 R +9 W +5 (+2 vs. enchantments, charms, compulsions) | Init +6 (+4 without panache) | Perc +10

Classes/Levels

| Speed 30ft | panache 2/2; charmed life 3/3 | Active Conditions: None

Gender

”Jirelle” | Female CG Half-Elf Swashbuckler 4

About PFS Pregen #3 - ShieldBug

Jirelle is a friendly sort with a biting wit and a charming personality. A life of plunder and cruelty holds no appeal for the daring swashbuckler, but she has a vendetta to fulfill.

Jirelle
Female half-elf swashbuckler 4
CG Medium humanoid (elf, half-elf, human)
Init +6 (+4 without panache); Senses low-light vision; Perception +10
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Defense
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AC 22, touch 16, flat-footed 16 (+5 armor, +4 Dex, +2 dodge, +1 shield)
hp 40 (4d10+12)
Fort +4, Ref +9, Will +5; +2 vs. enchantments, +2 vs. charms and compulsions
Immune sleep
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Offense
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Speed 30 ft.
Melee +1 rapier +10 (1d6+1 +4 precision/18–20) +1 on attacks of opportunity
Ranged light crossbow +8 (1d8/19–20)
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Statistics
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Str 10, Dex 18, Con 14, Int 10, Wis 12, Cha 14
Base Atk +4; CMB +4 (+10 with rapier); CMD 19
Feats Combat Reflexes, Dodge, Weapon Focus (rapier)
Skills Acrobatics +8, Bluff +6, Climb +4, Diplomacy +6, Intimidate +6, Knowledge (local) +4, Knowledge (nobility) +4, Perception +10, Profession (sailor) +5, Ride +8, Sense Motive +5, Sleight of Hand +8, Swim +4; Armor Check Penalty –0
Traits fencer, strong-willed
Languages Common, Elven
SQ charmed life 3/day, deeds (derring-do, dodging panache, kip up, menacing swordplay, opportune parry and riposte, precise strike, swashbuckler’s initiative), dual-minded, elf blood, panache, swashbuckler’s finesse
Combat Gear acid (2), potion of shield of faith; Other Gear +1 mithral chain shirt, mwk buckler, +1 rapier, cold iron rapier, silver rapier, light crossbow with 10 bolts, cloak of resistance +1, wand of cure light wounds (10 charges), backpack, waterskin, 15 gp 8 sp
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Special Abilities
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Charmed Life 3 times per day, Jirelle can spend an immediate action before rolling a saving throw to add +2 to her save.
Combat Reflexes Jirelle can make 6 attacks of opportunity each round and can make attacks of opportunity when flat-footed.
Derring-Do Jirelle can spend 1 panache point after rolling an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to add 1d6 to her result. On a 6, she roll another d6 and add that result too. This process continues as long as she rolls 6 up to a total 4d6.
Dodging Panache When an opponent attempts a melee attack against Jirelle, she can spend an immediate action and 1 panache to move 5 feet, gaining a +2 dodge bonus against that attack (though not negating it). All other enemies who threaten her can make attacks of opportunity.
Kip Up As long as Jirelle has at least 1 panache, she doesn’t provoke attacks of opportunity when she stands up, and she can spend 1 panache to stand as a swift action instead of a move action.
Menacing Swordplay As long as Jirelle has at least 1 panache, she can spend a swift action when she hits with a light or one-handed piercing weapon to attempt to Intimidate to demoralize her opponent.
Opportune Parry and Riposte When an enemy attempts a melee attack against Jirelle (but before it rolls its attack roll), Jirelle can spend an attack of opportunity and 1 panache to make an attack roll as if she was making an attack of opportunity with a –2 penalty for every size larger than Jirelle the enemy is. If Jirelle’s result is higher than the enemy’s, the attack misses, and Jirelle can then spend an immediate action to make a counterattack against that enemy, as long as she can reach it.
Panache Jirelle starts each day with 2 panache, and her total panache can never be higher than 2. She gains a point of panache whenever she confirms a critical hit or reduces a creature to 0 or fewer hit points with her rapier or dagger (or other light or one-handed piercing weapon she finds), but she doesn’t gain a panache if the creature is lower than 2 Hit Dice or is helpless or unaware.
Precise Strike As long as she has at least 1 panache and carries just her buckler in her free hand, Jirelle adds 4 precision damage to all her attacks with her light or one-handed piercing weapons (if she throws her dagger, she only deals this damage within 30 feet). Precision damage isn’t multiplied on a critical hit and can be prevented by anything that stops critical hits or sneak attacks. She can spend 1 panache as a swift action to double this precision damage to 8 for her next successful attack before the end of her turn.
Strong-Willed Jirelle’s fervent desire to follow her own path grants her a +2 trait bonus on Will saving throws against charm and compulsion effects.
Swashbuckler’s Finesse Jirelle gains Weapon Finesse, but only for light and one-handed piercing weapons.
Swashbuckler Initiative As long as Jirelle has 1 panache, she gains +2 initiative (included above).
Cure Light Wounds Jirelle’s wand heals a touched target for 1d8+1 damage. Jirelle needs help from an ally to activate her wand.
Shield of Faith Jirelle’s potion gives the drinker a +2 deflection bonus to AC for 1 minute, which increases her touch, flat-footed, and CMD as well.
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Background:
Jirelle may have been born and raised on a ship, and she might call the Shackles her homeland, but she never considered herself a pirate, even if only to distance herself from the darkest part of her childhood: her mother.

Today, Jirelle is a friendly sort with a biting wit and a charming personality. She makes new friends as swiftly as she strikes with her rapier, and while she has a flair for the dramatic (why merely attack a foe when you can make a show of it with a twirl of the cape or a somersault?), she never favors ostentation or glory over the opportunity to help a friend in need. Jirelle often jokes that she befriends for life, with the playful, only slightly malicious glint in her eyes implying what might happen to those who would betray such friendship.

On the subject of her mother or her ship, the Bloodcrow, the typically light-hearted half-elf grows serious. Jirelle does not share the secrets of her childhood with just anyone. As such, few know how she engineered the sinking of the Bloodcrow and the death of her wretched elven mother off the coast of Tempest Cay.

After escaping, Jirelle spent some time surviving as a street rat in the alleys of Drenchport. When rumors of a strange, ghostly ship plying the seaways of the Shackles reached her—fearful stories of a vessel commanded by an imperious banshee and bound by undeath—Jirelle realized that in sinking the Bloodcrow she’d done the exact opposite of what she’d intended. Rather than spare the Shackles of a brutal pirate queen, she’d unleashed an even deadlier scourge upon the Fever Sea.

Today, Jirelle seeks the funds to someday finance a ship and crew of her own. She plans not to become a pirate—for a life of plunder and cruelty holds no appeal for the daring swashbuckler—but to finish the job she started on the eve of her thirteenth birthday. Jirelle seeks true and able allies, knowing that only with bravery and trust will the Bloodcrow’s days be numbered.