Vaultbreaker

Rialynn's page

No posts. Organized Play character for shawn Grout.


Race

halfling

Gender

Female

Size

Small

Age

26

Alignment

N

Location

Corentyn, Cheliax

Languages

common ; Halfling

Occupation

theif

Strength 12
Dexterity 17
Constitution 14
Intelligence 13
Wisdom 10
Charisma 12

About Rialynn

Unchained Rogue[Filcher] 1
Swashbuckler [Mouser] 1
Favored Class Bonus: +1 HP (x1)
Alignment: N
pfs#228285-7
Init +5; Senses Perception +7
-----DEFENSE-----
AC 17, touch 14 , flat-footed 14 (+3 armor, +3 Dex, Size +1)
hp 19 (d8) (d10)
Fort + 2, Ref +7, Will +0 (+2 vs. fear)
-----OFFENSE-----
Speed 20 ft.
Melee masterwork dagger +5 (19-20/x2)
Ranged dagger +4 (19-20/x2)
or Burst Jar +4 touch
or Bottled Lightning +4 touch
Special Abilities sneak attack (1d6)
Panache pool: 1
Deeds: Derring-Do; Dodging Panache; Underfoot Assault
Racial Abilitiesadaptable luck 3/day

-----STATISTICS-----
Base Atk +1; CMB +2; CMD 14
Feats Skill Focus (Slight of Hand); Weapon Finesse
Skills Acrobatics +8, Disable Device +8; Escape Artist +7; Know.(local) +5; Perception +7; Sense Motive +4; Sleight of Hand +13; Stealth +12; Use Magic Device +5
Languages Common, Halfling
Traits Reactionary (combat); Fate's Favored (Faith)
Vanities Thieves' Guild Membership (Thin Wisps)[/b]

abilities:

Racial Traits:
Shiftless: Halflings have a reputation for larceny and guile—and sometimes it's well deserved. Halflings with this racial trait gain a +2 racial bonus on Bluff and Sleight of Hand checks, and Sleight of Hand is always a class skill for them. This racial trait replaces sure-footed.
Adaptable Luck: Some halflings have greater control over their innate luck. This ability gives them more options for how they can apply their good fortune from day to day, but also narrows its scope. Three times per day, a halfling can gain a +2 luck bonus on an ability check, attack roll, saving throw, or skill check. If halflings choose to use the ability before they make the roll or check, they gain the full +2 bonus; if they choose to do so afterward, they only gain a +1 bonus. Using adaptive luck in this way is not an action. This racial trait replaces halfling luck.
Traits:
Fate's Favored (Faith): The fates watch over you. Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
Reactionary (Combat): You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on initiative checks.
Class Abilities:
Weapon and Armor Proficiency: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow. They are proficient with light armor, but not with shields. Swashbucklers are proficient with simple and martial weapons, as well as light armor and bucklers.
Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.
With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment.
Trapfinding: A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
Finesse Training: At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.
Panache: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.
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.
Underfoot Assault (Ex): At 1st level, if a foe whose size is larger than the mouser’s is adjacent to her and misses her with a melee attack, the mouser can as an immediate action spend 1 panache point to move 5 feet into an area of the attacker’s space. This movement does not count against the mouser’s movement the next round, and it doesn’t provoke attacks of opportunity. While the mouser is within a foe’s space, she is considered to occupy her square within that foe’s space.
While the mouser is within her foe’s space, the foe takes a –4 penalty on all attack rolls and combat maneuver checks not made against the mouser, and all of the mouser’s allies that are adjacent to both the foe and the mouser are considered to be flanking the foe. The mouser is considered to be flanking the foe whose space she is within if she is adjacent to an ally who is also adjacent to the foe. The mouser can move within her foe’s space and leave the foe’s space unhindered and without provoking attacks of opportunity, but if the foe attempts to move to a position where the mouser is no longer in its space, the movement provokes an attack of opportunity from the mouser. This deed replaces opportune parry and riposte.

Swashbuckler Finesse (Ex): At 1st level, 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.

Feats
Skill Focus (Slight of Hand): You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.
Weapon Finesse: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
VanitiesThieves' Guilde (4 PP)
Nearly every community, from the smallest village to the teeming metropolis, has a criminal underground, and most have one or more thieves' guilds to look out for the interests of those on the opposite side of the law.
As a member of one such thieves' guild, you gain a +2 circumstance bonus on Sleight of Hand checks to steal items without being noticed. You can use Sleight of Hand to make Day Job rolls.

Combat Gear: Bottled lightning (1); Burst Jar (1); Dagger (4); [mwk]Dagger;
Other Gear [mwk]backpack; bedroll; Spring Loaded Wrist Sheath; Bandoleer; Pickpockets Outfit; [mwk]Thieves tools; belt pouch; caltrops; chalk(10); Silk rope(50'); Halfling Trail Rations(2); Canteen; Ioun Torch
Money 877gp 3sp
Encumbrance
light load <50lbs
medium Load 51-100 lbs
heavy load 101-150 lbs
Current 31 3/4lbs