Monkey

Rhesa's page

21 posts. Alias of Jessica Catalan (Organized Play Line Developer).


Full Name

Rhesa

Race

| HP: 61/61 | AC 22 (T 17, FF 13) | CMB: +16 (+6 disarm, trip) CMD: 27 (+6 disarm, trip) | F:+5 R:+11 W:+7 | Init +7 | Perc +13, SM +9, Social +8

Classes/Levels

| Speed 30 ft., Climb 20 ft. | Crown: 1/1, Charmed Life: 4/4, Panache: 4/4 | AoO: 6/6 | Active Conditions: Bleeding Eyes

Languages

Common, Elven, Sylvan, Vanara

Strength 12
Dexterity 20
Constitution 10
Intelligence 14
Wisdom 14
Charisma 18

About Rhesa

Statistics:

Rhesa
Female Vanara Swashbuckler 9
CG Medium Humanoid (vanara)
Init +7; Senses Low-light vision, Perception +13

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DEFENSE
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AC 22, touch 17, flat-footed 13 (+4 armour, +5 Dex, +3 dodge)
…+3 Combat Expertise
…dodging panache
…opportune parry and riposte
hp 61 (9d10)
Fort +5, Ref +11, Will +7
…4/day add +4 (CHA) to saves

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OFFENSE
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Speed 40 ft., Climb 20 ft.
Melee +1 rapier +18/+13 (1d6+13/15-20) plus menacing swordplay
…+1 dagger +18/+13 (1d4+13/17-20) plus menacing swordplay
…dagger +17/+12 (1d4+12/17-20) plus menacing swordplay
Ranged +1 composite longbow (+1 str) +15/+10 (1d8+2/x3)
…dagger +17/+12 (1d4+10/17-20)
Offensive Abilities Combat Expertise (-3 attack, +3 AC), Precise Strike (1 point, +9 damage)
Attacks of Opportunity anatomist, fencer

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STATISTICS
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Str 12, Dex 20, Con 10, Int 14, Wis 14, Cha 18
Base Atk +9/4; CMB +16 (+6 disarm, trip); CMD 27 (+6 vs. disarm, trip)
Traits anatomist, fencer
Feats combat reflexes, combat expertise, dodge, greater disarm, greater trip, improved disarm, improved trip
Skills Acrobatics +24* (9R), Bluff +8 (1R), Climb +20* (9R), Diplomacy +8 (1R), Escape Artist +12* (4R), Intimidate +8 (1R), Knowledge (geography) +8 (6R), Perception +13 (8R), Profession (sailor) +13 (8R), Sense Motive +9 (4R), Stealth +19 (9R), Swim +17* (9R)
(Derring Do*: +1d6 for 1 panache)
(7 points; 4 class, 2 INT, 0 race, 1 favoured class)
Abilities agile maneuvers, charmed life, deeds (derring-do, dodging panache, kip up, menacing swordplay, parry and riposte, precise strike, superior feint, swashbuckler’s grace, swashbuckler’s initiative, targeted strike), nimble, panache, prehensile tail, swashbuckler finesse, swashbuckler weapon training +2
Languages Common, Elven, Sylvan, Vanara

Special Abilities:

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SPECIAL ABILITIES
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Anatomist You have studied the workings of anatomy, either as a student at university or as an apprentice mortician or necromancer. You know where to aim your blows to strike vital organs. You gain a +1 trait bonus on all rolls made to confirm critical hits.

Charmed Life - 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).

Combat Reflexes 6 attacks of opportunity per round, can make while flat-footed.

Combat Expertise - You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.

Deeds 4 points
0 Points
Kip Up While the swashbuckler has at least 1 panache point, she can kip-up from prone as a move action without provoking an attack of opportunity. She can kip-up as a swift action instead by spending 1 panache point.
Menacing Swordplay - 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 - 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 onehanded 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
Superior Feint - a swashbuckler with at least 1 panache point can, as a standard action, purposefully miss a creature she could make a melee attack against with a wielded light or one-handed piercing weapon. When she does, the creature is denied its Dexterity bonus to AC until the start of the swashbuckler’s next turn.
Swashbuckler’s Grace - While the swashbuckler has at least 1 panache point, she takes no penalty for moving at full speed when she uses Acrobatics to attempt to move through a threatened area or an enemy’s space.
Swashbuckler’s Initiative - 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.
1 Point
Derring Do - 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 (5).
Dodging Panache - 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 (4) 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 Risposte - 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.
Targeted Strike - As a full-round action the swashbuckler can spend 1 panache point to make an attack with a single light or one-handed piercing melee weapon that cripples part of a foe’s body. The swashbuckler chooses a part of the body to target. If the attack succeeds, in addition to the attack’s normal damage, the target suffers one of the following effects based on the part of the body targeted. If a creature doesn’t have one of the listed body locations, that body part cannot be targeted. Creatures that are immune to sneak attacks are also immune to targeted strikes. Items or abilities that protect a creature from critical hits also protect a creature from targeted strikes.
- Arms: The target takes no damage from the attack, but it drops one carried item of the swashbuckler’s choice, even if the item is wielded with two hands. Items held in a locked gauntlet cannot be chosen.
- Head: The target is confused for 1 round. This is a mind-affecting effect.
- Legs: The target is knocked prone. Creatures with four or more legs or that are immune to trip attacks are immune to this effect.
- Torso or Wings: The target is staggered for 1 round.

Disarm You do not provoke an attack of opportunity when performing a disarm combat maneuver. Whenever you successfully disarm an opponent, the weapon lands 15 feet away from its previous wielder, in a random direction.

Fencer - You trained with blades for long hours as a youth, either taking lessons in the genteel art of fencing from tutors paid for by your parents or being taken under the wing of a disenfranchised fencer who may have turned to a life of crime. You gain a +1 trait bonus on attack of opportunity attack rolls made with daggers, swords, and similar bladed weapons.

Nimble - Vanaras have a +2 racial bonus on Acrobatics and Stealth checks.

Nimble - 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).

Panache - At the start of each day, a swashbuckler gains a number of panache points equal to her Charisma modifier (4). Her panache goes up or down throughout the day, but usually cannot go higher than her Charisma modifier, though feats and magic items can affect this maximum. A swashbuckler spends panache to accomplish deeds, 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.

Prehensile Tail - A vanara has a long, flexible tail that she can use to carry objects. She cannot wield weapons with her tail, but the tail allows her to retrieve a small, stowed object carried on her person as a swift action.

Swashbuckler’s Finesse - A swashbuckler gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and she can use her Charisma score in place of Intelligence as a prerequisite for combat feats. This ability counts as having the Weapon Finesse feat for purposes of meeting feat prerequisites.

Swashbuckler’s Weapon Training - A swashbuckler gains a +1 bonus on attack and damage rolls with one-handed or light piercing melee weapons. While wielding such a weapon, she gains the benefit of the Improved Critical feat. These attack and damage bonuses increase by 1 for every 4 levels beyond 5th level (to a maximum of +4 at 17th level).

Trip - You do not provoke an attack of opportunity when performing a trip combat maneuver. Whenever you successfully trip an opponent, that opponent provokes attacks of opportunity.

Gear/Possessions:

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GEAR/POSSESSIONS
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Combat Gear +1 rapier, +1 dagger, dagger (5), +1 composite longbow (+1 str),
Possessions +1 studded leather, boots of elvenkind, gloves of swimming and climbing, crown of blasting, fancy jewelry
Money 10,050 GP 8 SP 10 CP

Pets:

Archaeopteryx
N Tiny animal
Init +2; Senses low-light vision; Perception +1

DEFENSE
AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
hp 4 (1d8)
Fort +2, Ref +4, Will +1

OFFENSE
Speed 40 ft., climb 10 ft., fly 40 ft. (poor)
Melee bite +4 (1d4–4)
Space 2-1/2 ft.; Reach 0 ft.

STATISTICS
Str 3, Dex 15, Con 10, Int 2, Wis 12, Cha 7
Base Atk +0; CMB +0; CMD 6
Feats Weapon Finesse
Skills Climb +10, Fly +6
SQ weak flier

Weak Flier - An archaeopteryx can’t hover or fly up at an angle greater than 45 degrees while flying.

Dasher (horse)
Female Light Horse
N Large Animal
Init +2; Senses low-light vision, scent; Perception +6

DEFENSE
AC 11, touch 11, flat-footed 9 (+2 Dex, –1 size)
hp 15 (2d8+6)
Fort +6, Ref +5, Will +1

OFFENSE
Speed 50 ft.
Melee 2 hooves -2 (1d4+1)
Space 10 ft.; Reach 5 ft.

STATISTICS
Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
Base Atk +1; CMB +5; CMD 17 (21 vs. trip)
Feats Endurance, Run
Skills Perception +6
Abilities Docile (Hooves count as secondary attacks)
Tricks Come, Down, Heel, Stay
Gear Saddle, Saddlebags, Bag of oats, Grooming Kit

Zephyr (hippocampus)
Female Hippocampus
N Large Animal (aquatic)
Init –1; Senses darkvision 60 ft., low-light vision, scent; Perception +6

DEFENSE
AC 12, touch 8, flat-footed 12 (–1 Dex, +4 natural, –1 size)
hp 15 (2d10+4)
Fort +5, Ref +2, Will +1

OFFENSE
Speed 5 ft., swim 60 ft.
Melee bite +4 (1d4+3), tail slap –1 (1d4+1)
Space 10 ft.; Reach 5 ft.

STATISTICS
Str 16, Dex 9, Con 15, Int 2, Wis 12, Cha 11
Base Atk +2; CMB +6; CMD 15
Feats Endurance
Skills Perception +6, Swim +11
Tricks Attack+, Come, Down, Heel, Stay
SQ water dependency (can survive out of the water for 1 minute per point of Constitution before it begins to suffocate=15 Minutes)