About Rae Keisinger. . . . Rae Keisinger
Size / Type: Medium Humanoid (Human)
Attributes
BAB: +3 (1 Swashbuckler +2 Investigator) Rapier
HP: 32 (1d10 + 3d8 + 1 Con per Level + 3 Favoured Class)
CMB: 4 (3 BAB + 1 Str)
Fort +2 (+0 Base Swash +1 Base Invest +1 Con)
Notes
Swashbuckler: 10 (4 Base + 3 Int + 1 Human + 2 Background)
Notes:
Campaign - Best Friend: +2 Diplomacy, +1 Attack rolls against people who threaten Ameiko Magic - Magical Knack: +2 Caster Level up to character level to slightly make up for multiclassing.
Weapon Finesse: You gain the effects of weapon finesse with rapiers and it counts as weapon finesse for feat qualifications. (Level 1 Swashbuckler Bonus Feat) Weapon Focus: You gain the effects of weapon focus with rapiers and it counts as weapon focus for feat qualifications.(Level 1 Swashbuckler Bonus Feat) Improved Initiative: +4 Initiative). (Human Bonus Feat) Fencing Grace: You can use Dexterity to Damage instead of Strength while using a rapier. (Level 1) Extra Inspiration: You have an additional +3 Inspiration per day. (Level 3)
Proficiencies - Simple weapons, martial weapons, light armour, bucklers. Inspiration (7 / Day) - The investigator has an inspiration pool equal to ½ his investigator level + his intelligence bonus +3 Feat. As a free action, he can spend one use of his inspiration from his pool to add 1d6 to the result of a skill or ability check. This choice is made after the check is rolled, and before the results are revealed. Inspiration can only be used once per check or roll. Inspiration can be used on any Knowledge, Linguistics, or Spellcraft skill check for free, provided the Investigator is trained in that skill. Inspiration can also be used on Attack rolls and Saving throws, but it requires two uses of Inspiration to do so. Trapfinding - An Investigator adds ½ his level to Perception skill checks made to locate traps, and Disable Device checks to disarm them. An Investigator can use Disable Device to disarm magical traps. Keen Recollection - An investigator can attempt all Knowledge skills untrained. Trap Sense - At 3rd level, an investigator gains an intuitive sense that alerts her to danger from traps, granting her a +1 bonus on Reflex saving throws to avoid traps and a +1 dodge bonus to AC against attacks by traps. Psychic Meddler - At 2nd level, a psychic detective receives a +1 bonus on saves against psychic spells and spell-like abilities. Phrenic Dabbler - At 3rd level, a psychic detective gains a small pool of phrenic points equal to 1/2 her psychic detective level, as well as one phrenic amplification, as the psychic class feature. This does not allow the psychic detective to qualify for the Extra Amplification feat. Mindtouch (1 / Day) - When casting a psychic spell, you can cast Mindtouch to probe one target’s mind. If the target is hit by the spell or fails the asving throw, you detect their surface thoughts (as the 3rd-round effect of detect thoughts). If the spell does not already require an attack roll or allow a saving throw, the target can attempt a Will saving throw to avoid the thought-detection effect only. The DC is calculated using the linked spell’s level. The spell must be the type to affect a target or an area, in which case the caster must choose the specific target. This is a mind-affecting effect.
Panache (5 / Day) - You have a pool of Panache that refreshes each day. Panache is spent on Deeds and is regained by scoring critical hits with a rapier. Your maximum panache is equal to your Charisma modifier plus your Intelligence modifier. Derring-Do - 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 - 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 - 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.
DC: 10 + Spell Level + Intelligence Modifier
Light Carrying Capacity: 30 lbs / 43 lbs On Me
Belt Pouch (7lbs free)
Handy Haversack Left Side (0 lbs free)
Handy Haversack Right Side (0 lbs free)
Handy Haversack Center (51.5 lbs free)
1. What does your character look like? What kinds of clothes do they wear? What weapons and armor do they carry?
2. How is your character acquainted with Ameiko Kaijitsu? Why would he care about traveling with her across the world? What I have in mind - and I want to elaborate on this more - is that Ameiko and Rae grew up together in Sandpoint. Rae’s parents weren’t upper class like Lonjiku’s was, and he’d forbid them to not spend time together, but of course, Ameiko has never really been one to respect authority, and would do it anyway, even if it meant sneaking away. Rae’s father would have been a sailor, with her mother dying in childbirth (or something? I want Ameiko to be the strong female figure in her life, even in the early years). The father would probably have died at sea, or possibly had problems with gambling or alcohol. Still working on that bit. It might be as simple as “He’s away at sea and she has no idea if he’s alive”. In any case, it’ll leave her fairly alone on the streets, so when Ameiko runs away to Magnimar at ~13, Rae actually goes with her, and remains in Magnimar when Ameiko returns for her mother’s funeral (expecting Ameiko to come back afterwards). Instead, she’ll get a simple “I love you very much but I’m not coming back” letter sent to her. And she won’t hear from Ameiko basically until now, which is… what, ten years later? So there should be some interesting feelings on both sides there. A hurt that hasn’t completely faded, abandonment, but also Rae clearly still has some feelings of dedication with dropping everything to help her immediately, and of course hopes that they can “get it right this time”. Though, she’s probably also terrified of the notion. 4. How did they become whatever class they are? Were they trained? Did it come to them magically one day? So, a level of Swashbuckler to represent time spent on a ship with her father in her youth, as well as being something of a vagabond. The rest of her levels will be in Investigator (psychic detective). A lot of social skills and rogue-like skills to represent some time on the streets. The psychic powers would be innate, and would be one of the things that had helped her to survive. She could tell who was an easy mark by how they were thinking, whether they were buying her story, telling them what they wanted to hear. It’s the only thing that’s kept her one step ahead. Knowledge of arcana and spellcraft would be from having done some jobs tracking things down for a wizard. She’s a bit known as something of a “problem solver” in Magnimar now. Think less the “I need someone killed” and more “I need this object / person tracked down”. Leaning towards a Jessica Jones style private investigator (with slightly less substance abuse). 5. What is your character like? How do they treat people? She is straightforward and intelligent, but clever and secretive as well. She wants to help make the world a better place but isn’t sure where to start. In a city like Magnimar, it seems that corruption is wide-spread. She tends to act a bit “proper” in a way that sometimes puts people off, because of people like Lonjiku who judged her for her family’s status, but she does actually care about people. 6. Why is your character whatever alignment they are? Explain what their own ideas of ethics or morality mean to them.
I’m really not sure what her alignment will be, I’m going to keep musing on it a bit. She probably doesn’t have too many rules, and certainly has no problem operating outside of the Law itself, but I think the big one would be “I don’t kill for money”. She’ll point you to the person, but she won’t pull the trigger. If she’s, say, doing a job to rescue someone who’s been sold into slavery, she’ll kill to protect them and herself, but she would never accept a job that was a hit. I may come up with other personal rules that push her towards being LN. She definitely WANTS to be LG. An interesting challenge for her as a person / character will be if Ameiko falls for someone else. It's not always easy to be the person that you want to be. Relations with Others
With Kara, I think we’d have some similar feelings with regards to homelessness and being lonely. I also think that Kara would succeed more at actually being a good person and trying to change the world, which Rae would find inspiring. As far as Kroob goes, one of the reasons that Rae is so hesitant to kill in general is that she very much believes in the idea of redemption. Kroob would be an interesting companion for her to interact with because of a juxtaposition. He is someone who has left behind what he was and has learned to be more, but at the same time, he murders for money, which is something that she’s never done - or is it that she's never HAD to? |