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About Rata FennRata Fenn
Traits:
River Rat +1 bonus to dmg to attacks made with a dagger.
Fencer You gain +1 to AoOs made with bladed weapons. Deeds:
Derring-Do Spend 1 panache point when making an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. Can do this after making 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 and can do so up to a number of times equal to her Dexterity modifier.
Disrupting Counter (Ex) Use 1 panache when foe attacks in melee, take AoO with dagger and if hit foe takes -4 to attack for 1 round (including the attack which triggered the AoO). Opportune Parry and Riposte When attacked, 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. Precise Strike At 3rd level, while she has at least 1 panache point, a swashbuckler gains the ability to strike precisely with a light or one-handed piercing melee weapon (though not natural weapon attacks), adding her swashbuckler level to the damage dealt. To use this deed, a Swashbuckler cannot attack with a weapon in her other hand or use a shield other than a buckler. The target must be within 30 feet of her. Any creature that is immune to sneak attacks is immune to the additional damage and isn’t multiplied on a critical hit. As a swift action, a swashbuckler can spend 1 panache point to double her precise strike’s damage bonus on the next attack. This benefit must be used before the end of her turn, or it is lost. This deed’s cost cannot be reduced by any ability or effect that reduces the amount of panache points a deed costs (such as the Signature Deed feat). Precise Throw (Ex) While have 1 panache, precise strike with dagger/starknife has 60 ft range and +5 range inc. Use 1 to ignore all range pen. Subtle Throw (Ex) Use 1 panache as a free action, next dagger/starknife ranged attack doesn't provoke AoO. At 6th level this applies to all ranged attacks made that round. Swashbuckler Initiative At 3rd level, while the swashbuckler has at least 1 panache point, she gains a +2 bonus on initiative checks. Feats:
Combat Reflexes Make a number of AoOs equal to your dexterity mod even when flat-footed.
Deadly Aim You can choose to take a -2 penalty to attack with ranged weapons to add +4 damage. Slashing Grace (dagger) Add dexterity instead of strength to damage to selected weapon. Weapon Focus (dagger) You gain a +1 bonus on all attack rolls you make using the selected weapon. Weapon Specialization (dagger) You gain a +2 bonus on all damage rolls you make using the selected weapon. Skills:
Acrobatics +13
Bluff +8 Diplomacy +8 Escape Artist +9 Intimidate +10 Knowledge (local) +4 Linguistics +1 Perception +9 Profession (sailor) +6 Ride +5 Sense Motive +5 Stealth +5 Survival +1 (+2 to avoid becoming lost when using compass) Swim +4 Gear:
Equipped mithral chain shirt, bandolier (additional daggers stored here), mwk dagger, amulet of natural armor +1, belt of incredible dexterity +2, cloak of resistance +1, ring of protection +1 Masterwork backpack Belt pouch chalk (5), compass, 25 gp, 4 sp, 9 cp Background:
Malika Fenn, sole proprietor of the Pathfinder lodge in Bloodcove, birthed twins in secret, Usha and Rata. Very few locals knew that Malika was mentally unstable and struggled to retain her rank within the Pathfinder Society. She suffered from extreme paranoia, worried that assassins from the Aspis Consortium lurked just outside of every window preparing to ambush her at any moment. Her being the only venture-captain in the heart of consortium territory didn’t help matters. So it was that both children were raised by their father, a bonuwat merchant vessel captain, with only rare visits with their mother in her small wooden lodge. Usha and Rata grew up manning their father’s ship, the Concord--Usha acting as lookout while Rata served as deckhand and guard for their long voyages west to the Razor Coast. A pirate crew (hired by Aspis Consortium as a covert attack against the Society, although Rata has no knowledge of this) attacked the Concord and in the ensuing struggle, Usha was killed. With no regard for his personal safety, Rata dove into the water, climbing up the ships exterior and into a gun port. Catching the cannoneer completely by surprise, he slashed the man’s throat open with his daggers. Rata was fully intent on killing every last man on the Wailing Gypsy; hell-bent on avenging sister. Unfortunately, as he stormed his way through the waves of pirates and up to the main deck, he was ultimately surrounded and one pirate managed to land a hard blow, cutting him deeply across the chest. In the struggle he was overrun, causing him to stumble backwards, falling overboard and plunging into the frothy depths. . . . He awoke to the sound of breaking waves, crying gulls, and being violently shaken by small, rough hands. As he began to stir he realized that he lay on a beach of weathered rocks and sand. A salty mist sprayed his chest, causing his fresh wound to sting, as a warm breeze blew his hair across his face. Momentarily blinded by the dazzling white sun, as his vision returned he found himself staring into the bright eyes of a halfling draped in unfamiliar tribal garb… His first order of business was to send a letter to his mother back in Bloodcove, informing her of the attack and of Usha’s tragic fate. As he awaited a response, he pitched in with his newfound allies, acting as a guard as the others served as guides for foreigners to the Razor. After some time, he finally received a response from his mother, informing him that the wreckage of the Concord was indeed found, but most of the crew was slain and that the whereabouts of his father were still unknown. He didn’t dare return to Bloodcove, for fear of being discovered by whoever had orchestrated the attack. Appearance:
Rata is adorned with all manner of brightly colored jewelry of shell and stone over deeply tanned brown skin. Sun-streaked beaded and braided dark brown hair brushes his shoulders. Light brown eyes shimmer with cunning below a deep brow and slightly sloped forehead. He wears a cyan-colored vest over an airy cream-colored shirt, open at the neck. His clothes serve to conceal the shimmering mithral chain shirt he wears underneath. He has a bandolier strapped across his chest, housing his collection of knives crafted of various materials. Loose fitting light gray pantaloons, with ties at the knees and ankles are tucked into weathered, but sturdy boots. A belt pouch hangs from the rope at his waist, containing with a few essentials. He dons a finely made pack over his shoulders when forced to travel. Personality:
Until recently, Rata was an easy-going, warm, and gentle man. Now, those qualities are obscured under a stern mask of deadly determination. He is driven by the need to bring about the downfall of the Wailing Gypsy. He will not rest until the flaming wreckage of that ship is silently resting on the ocean floor, and all of its crew as rotting flotsam, food for the scavengers of the sea. Tactics:
Rata is fairly simple. He will use the opportune parry and riposte deed against any attacks coming his way until he is only left with 1 panache at which point he saves it to fuel his other abilities, only spending it in extremely dire circumstances. At range he throws his daggers (60 ft. range) and in melee he stabs with them (the only difference being that in melee he can't use deadly aim). When making a ranged attack, he prefers to aim for squishier targets that aren't engaged in melee (no precise shot).
Keep in mind the damage from precise strike only applies when attacking with one weapon. He has a maximum of 3 panache points and gains an additional point every time he scores a critical hit or killing blow. His typical attack and damage rolls will look like this: [dice=Thrown mwk dagger]1d20 + 10[/dice] (critical threat range of 17-20)
[dice=Melee mwk dagger]1d20 + 12[/dice] (critical threat range of 17-20)
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