Full Name |
Ravenna van Klef |
Classes/Levels |
INACTIVE - GAME DIED |
Size |
Medium |
Age |
21 |
Alignment |
Chaotic Neutral |
Location |
The Shackles |
Languages |
Common (Taldane); Aquan |
Occupation |
Adventuress, explorer, and general busybody |
Strength |
10 |
Dexterity |
16 |
Constitution |
14 |
Intelligence |
13 |
Wisdom |
12 |
Charisma |
16 |
About Ravenna van Klef
Ravenna van Klef
Female human swashbuckler (picaroon) 3
CN Medium humanoid (human)
Init +3 (+5 with at least 1 panache point); Senses Perception +8, Sense Motive +7
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Defense
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AC 18, touch 14, flat-footed 14 (+3 armor, +1 shield, +3 Dex, +1 Nimble Dodge bonus)
HP 28 (3d10, +6 Con)
Fort +3 (+1 base, +2 Con), Ref +6 (+3 base, +3 Dex), Will +2 (+1 base, +1 Wis)
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Offense
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Speed 30 ft.
Melee Rapier +7 (1d6/18-20/x2; piercing)
Melee Light mace +6 (1d6/x2; bludgeoning)
Ranged Thrown cold iron dagger +6 (1d4/19-20/x2; piercing; 10 ft. range)
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Statistics
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Str 10, Dex 16, Con 14, Int 13, Wis 12, Cha 16
Base Atk +3; CMB +3; CMD 16
Languages: Common (Taldane); Aquan
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Feats
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Human
Point-Blank Shot (Combat): You are especially accurate when making ranged attacks against close targets.
Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Level 1
Weapon Focus (Combat): 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.
Chosen Weapon: Rapier
Level 3
Precise Shot (Combat): You are adept at firing ranged attacks into melee.
Prerequisite: Point-Blank Shot.
Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
Note: Two characters are engaged in melee if they are enemies of each other and either threatens the other.
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Traits
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Natural Born Sailor (Campaign): You were born aboard a ship at sea or down by the docks in a port city on an auspicious day. Old salts and sea dogs nod knowingly and say that the goddess of piracy, sea monsters, and strife, has marked you for a greater destiny. You don’t know anything about that, but you’ve always felt more at home on the sea than on land, and your keen eyes can easily pick out a sail on the distant horizon.
You came to a tavern in port in search of your fate. You’re not sure how many drinks you had, but they quickly went to your head and you passed out on the table before you found your destiny—unless it lay in the bottom of a bottle. Then again, maybe you found your destiny after all…
Benefit: You gain a +1 trait bonus on Perception and Profession (sailor) checks. In addition, once per week you can reroll a Profession (sailor) check and take the higher result (you must announce that you are using this ability before the results of the check are known).
Sea-Souled (Regional): You are at home at sea.
Benefits: You receive a +1 trait bonus on Swim checks, and you can always take 10 while Swimming.
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Skills
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Total skill ranks: 21/6 (12 swashbuckler, +3 Int, +3 human, +3 favored class; 6 background skills)
Acrobatics +9 [+8] (3 ranks, +3 Dex, +3 class skill)
Bluff +9 (3 ranks, +3 Cha, +3 class skill)
Climb +6 [+4] (3 ranks, +3 class skill)
Diplomacy +9 (3 ranks, +3 Cha, +3 class skill)
Perception +8 (3 ranks, +1 Wis, +3 class skill, +1 trait)
Sense Motive +7 (3 ranks, +1 Wis, +3 class skill)
Swim +7 [+6] (3 ranks, +3 class skill, +1 trait)
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Background Skills
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Profession (gambler) +7 (3 ranks, +1 Wis, +3 class skill)
Profession (sailor) +8 (3 ranks, +1 Wis, +3 class skill, +1 trait)
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Untrained Skills
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Handle Animal +3 (+3 Cha)
Intimidate +3 (+3 Cha)
Survival +1 (+1 Wis)
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Gear
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Starting wealth total: 300 gp
Explorer's outfit (free)
Rapier (20 gp, 2 lbs.)
Cold iron dagger (4 gp, 1 lb.)
Light mace (5 gp, 4 lbs.)
Studded leather armor (25 gp, 20 lbs.)
Darkwood buckler (55 gp, 2½ lbs.)
Waterproof hooded lantern (12 gp, 2 lbs.)
Masterwork backpack (50 gp, 4 lbs.)
[
• Bedroll (1 sp, 5 lbs.)
• Blanket (5 sp, 3 lbs.)
• Cards (1 sp)
• Dice (1 sp)
• Grooming kit (1 gp, 2 lbs.)
• Flint and steel (1 gp)
• Lamp oil, 3 pints (3 sp, 3 lbs.)
• Trail rations, 4 days (2 gp, 4 lbs.)
• Waterskin (1 gp, 4 lbs.)
• 421 gp, 4 sp
]
Waterproof bag (5 sp, ½ lb.)
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Special Abilities
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Human
Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Swashbuckler (picaroon) 3
Weapon and Armor Proficiency: Swashbucklers are proficient with simple and martial weapons, as well as light armor and bucklers.
A picaroon gains proficiency with all simple weapons and martial weapons, as well as one-handed firearms. This replaces the swashbuckler’s weapon proficiency.
Panache (Ex): More than just a lightly armored warrior, a swashbuckler is a daring combatant. She fights with panache: a fluctuating measure of a swashbuckler's ability to perform amazing actions in combat. At the start of each day, a swashbuckler gains a number of panache points equal to her Charisma modifier (minimum 1). Her panache goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1), though feats and magic items can affect this maximum. A swashbuckler spends panache to accomplish deeds (see below), and regains panache in the following ways.
Critical Hit with a Light or One-Handed Piercing Melee Weapon: Each time the swashbuckler confirms a critical hit with a light or one-handed piercing melee weapon, she regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or a creature that has fewer Hit Dice than half the swashbuckler's character level doesn't restore panache.
Killing Blow with a Light or One-Handed Piercing Melee Weapon: When the swashbuckler reduces a creature to 0 or fewer hit points with a light or one-handed piercing melee weapon attack while in combat, she regains 1 panache point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the swashbuckler's character level to 0 or fewer hit points doesn't restore any panache.
Unlike other swashbucklers, a picaroon regains panache when she confirms a critical hit or makes a killing blow with a light or one-handed piercing melee weapon or a one-handed firearm.
This ability alters panache.
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.
Melee Shooter (Ex): At 1st level, as a swift action when wielding both a light or one-handed piercing melee weapon and a one-handed firearm, the picaroon can spend 1 panache point to avoid provoking attacks of opportunity with the first ranged attack made by the one-handed firearm during her turn. This deed replaces opportune parry and riposte.
Quick Clear (Ex): At 3rd level, as a standard action the picaroon can spend 1 panache point to remove the broken condition from a single one-handed firearm she is currently wielding, as long as the firearm gained that condition through a misfire. This deed replaces kip-up.
Menacing Swordplay (Ex): At 3rd level, while she has at least 1 panache point, when a swashbuckler hits an opponent with a light or one-handed piercing melee weapon, she can choose to use Intimidate to demoralize that opponent as a swift action instead of a standard action.
Precise Strike (Ex): 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. She can even use this ability with thrown light or one-handed piercing melee weapons, so long as the target is within 30 feet of her. Any creature that is immune to sneak attacks is immune to the additional damage granted by precise strike, and any item or ability that protects a creature from critical hits also protects a creature from the additional damage of a precise strike. This additional damage is precision 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).
Swashbuckler Initiative (Ex): At 3rd level, while the swashbuckler has at least 1 panache point, she gains a +2 bonus on initiative checks. In addition, if she has the Quick Draw feat, her hands are free and unrestrained, and she has any single light or one-handed piercing melee weapon that isn’t hidden, she can draw that weapon as part of the initiative check.
Two-Weapon Finesse (Ex): A picaroon gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons. She also gains the effects of the Two-Weapon Fighting feat as long as she is wielding a light or one-handed piercing melee weapon in one hand and one-handed firearm in the other hand. This ability counts as having both the Weapon Finesse and Two-Weapon Fighting feats for the purposes of meeting feat requirements.
This ability replaces swashbuckler finesse.
Charmed Life (Ex): At 2nd level, the swashbuckler gains a knack for getting out of trouble. Three times per day as an immediate action before attempting a saving throw, she can add her Charisma modifier to the result of the save. She must choose to do this before the roll is made. At 6th level and every 4 levels thereafter, the number of times she can do this per day increases by one (to a maximum of 7 times per day at 18th level).
Nimble: At 3rd level, a swashbuckler gains a +1 dodge bonus to AC while wearing light or no armor. Anything that causes the swashbuckler to lose her Dexterity bonus to AC also causes her to lose this dodge bonus. This bonus increases by 1 for every 4 levels beyond 3rd (to a maximum of +5 at 19th level).
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Backstory
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Description: Black-haired and flashing eyed with a broad smile, Ravenna is an ebullient young woman who loves a life of excitement. She carries herself confidently and is well-groomed, often dressed in fashionable but sturdy clothing, nearly always with a jaunty tricorne hat to give her a roguish, "piratey" look. She has a small nose, straight black hair, narrow eyebrows, and dimples when she smiles, which is often.
Hair: Black
Eyes: Brown
Height: 5' 7"
Weight: 135 lbs.
Personality: Ravenna is spunky and adventurous. She has a great deal of energy and loves trying new and strange things. She is also a risk-taker. She's not completely foolhardy, but she is willing to "give it a shot" if she thinks she has a reasonable chance of getting a return on her attempt - whether that means treasure or action.
Ravenna is also trained in some of the finer points of etiquette and the nobility, because of her background, and is quite capable of curtseying and fitting in with a gala or soiree, but she much prefers the adventuring life.
She has a broad palate, enjoying both fine wine and bitter stout, and loves fresh summer fruits (especially melons) and has a quirky taste for bitter vegetables like brussel sprouts. Despite her wealthy roots she isn't particularly picky about food or accommodations.
Ravenna is free-spirited and chafes at rules and restrictions. She likes to tweak the nose of authority as long as it won't actually result in too much disaster.
She is patient with children but not motherly, loves cats, and likes to watch fish.
Ravenna is not particularly religious, but like any good superstitious sailor she pays homage to Gozreh, as needed.
Background: Ravenna's an old sea-rat who grew up in warehouses and waterfront districts all around Little Oppara. While that town is a small shadow of Taldor, she reveled in the stories and the romance of the place, in its embrace of art as well as its seaside shanties and fisheries. Her mother was a playwright and her father a laborer in the fish markets, so her family was well-provided for. As a youngster she played at sailoring and pirating, and she grew into a scruffy, enthusiastic woman who embraced the reality of those paths with gusto.
As a guttersnipe she learned to play dice and cards in the alleys of the warehouses and she learned to make witty and convincing speeches from the plays that her mother would write and put on in the theaters. As an older teenager she took on work at the dockside, first helping unload cargo and fish, later learning about ships and finally becoming a sailor herself.
Ravenna slowly collected all the accoutrements of a sailor and, fascinated with the sea and the sailing life, committed herself to traveling all throughout the Shackles.