Friendly Fighter

Rourke Silvermane's page

45 posts. Organized Play character for TheWaskally.


Full Name

Roourke Silvermane

Race

Aasimar| HP: 11/11 | AC: 16 (12 Tch, 14 Fl) | CMB: +2, CMD: 14 | F: +1, R: +4, W: +1 | Init: +2 | Perc: +5, SM: +5

Classes/Levels

Swashbuckler/1st| Speed 30ft (30ft) | Active conditions: None.

Gender

Male

Size

Medium

Age

70

Special Abilities

Deeds, Panache (Ex), Swashbuckler's Finesse (Ex)

Alignment

Chaotic Good

Deity

Cayden Cailean

Location

Cheliax

Languages

Common (Taladane), Celestial, Infernal

Occupation

Inspired Pathfinder

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

About Rourke Silvermane

Faction Grand Lodge
Experience:
Initiative: +2
Senses: Perception +5
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AC 16 (12 Touch, 14 FF)(+2 Dex, +3 Armor, +1 Shield)
Hp 11/11 (1d10(max) + 1 Con)
Fort +1, Ref +4, Will +1
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Speed 30 ft (30 ft Base)
Melee Rapier +3 (1d6+1, 18-20/x2), Short sword +3 (1d6+1, 19-20/x2), Light mace +3 (1d6+1, x2)
Ranged Light crossbow +3 (1d8, 19-20/x2)
Panache (Ex) 3/3
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BAB +1, CMB +2, CMD 14
Feats Angel Blood, Weapon Finesse
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Skills 5/Level
Acrobatics +6 (1 Rank, 3 Class, 2 Dex)
Bluff +3 (0 Rank, 0 Class, 3 Cha)
Climb +1 (0 Rank, 0 Class, 1 Str)
Craft +1 (0 Rank, 0 Class, 1 Int)
Diplomacy +9 (1 Rank, 3 Class, 3 Cha, 2 Skilled)
Escape Artist +2 (0 Rank, 0 Class, 2 Dex)
Intimidate +3 (0 Rank, 0 Class, 3 Cha)
Knowledge (local) +1 (0 Rank, 0 Class, 1 Int)
Knowledge (nobility) +5 (1 Rank, 3 Class, 1 Int)
Perception +7 (1 Rank, 3 Class, 1 Wis, 2 Skilled)
Perform +3 (0 Rank, 0 Class, 3 Cha)
Profession +1 (0 Rank, 0 Class, 1 Wis)
Ride +2 (0 rank, 0 Class, 2 Dex)
Sense Motive +5 (1 Rank, 3 Class, 1 Wis)
Sleight of Hand +2 (0 Rank, 0 Class, 2 Dex)
Swim +1 (0 Rank, 0 Class, 1 Str)

SQ:

Weapon and Armor Proficiency
Swashbucklers are proficient with simple and martial weapons, as well as light armor and bucklers.
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 panaches.
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.
Opportune Parry and Riposte (Ex): 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.
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.

Racial Traits +2 Wis, +2 Cha; Native Outsider, Medium, Normal Speed, Halo (replaces Darkvision), Skilled, Spell-like Ability (Su), Celestial Resistance, Languages
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Traits Charming and Fencer
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Items Explorer's outfit and a pathfinder's kit (backpack, a bedroll, a belt pouch, a clay mug, a dagger, two fishhooks, a flint and steel, a sewing needle, a signal whistle, 50 feet of string, 50 feet of thread, a waterskin, a week’s worth of trail rations, and a whetstone.)
Combat Gear Rapier, light mace, short sword, light crossbow, 10 crossbow bolts, studded leather armor, and a buckler.

Wealth (27 gp)
Carrying Capacity
Light (50 lbs or less); Medium (51-100 lbs.); Heavy (101-150 lbs.)
Current Load: 48
Height 6'5", Weight 175 lbs, Hair Metallic silver, Eyes Purple
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Description:
Rourke looks like a tall-looking Cheliaxian male with short, wavy hair, and a bushy goatee; with several noticeable differences. Main among those differences is Rourke Silvermane's hair looks like it was just minted by a silversmith, all the aasimar's body hair is a very realistic metallic silver, which alludes to to his outsider ancestry. One other feature of note is Rourke's purple eyes, which normally denotes a sign of cheliaxian nobility. The aasimar tends to dress in comfortable and flexible clothing, to mallow for maximum mobility, key to his swashbuckling fighting style.

Personality:
Despite his harsh childhood, Rourke attitude is always light (perhaps hiding his inner turmoil). The swashbuckler is always quick with a joke or encouragement. Rourke enjoys being a pathfinder, although he knows he hasn't been truly tested. Secretly, the aasimar is an admirer of former Venture Captain Varian Jeggare, and seeks to emulate his accomplishments and read anything he's published for the Society. Privately, Rourke does not have a high opinion of The gods of Good. In his eyes, if they were really as powerful as their followers say, the would have rescued him from Egorian all those years ago. Rourke Silvermane gives a modicum of difference to Cayden Cailean, since either doesn't ask a lot from the other.

Background:
Many tieflings in Cheliax complain about the unfair treatment they receive in Cheliaxian society. According to Rourke, being an assimar born in the beginning of Queen Abrogail I's infernal reign was worse. Rourke has long held the belief that he came from Cheliaxan nobility, but abandoned by his family to distance themselves from a now-undesirable aasimar in a new infernal regime.
Rourke spent his early childhood in a state-run orphanage in Egorian normally reserved for undesirable tieflings. Being totally different from his peers, Rourke was outnumbered, and often a target of their scorn, bullying, or anger. Life was terrible for the aasimar, with his concerns disregarded by the orphanage's matron. One night, Rourke was sneaking out into the night, to escape his tormentors, only to overhear that Rourke was to be prepared for a sacrifice to some court devil. Quietly, Rourke gathered his meager belongings and fled Egorian.
After several harrowing weeks, the young aasimar made it to Korvosa, and lived on the streets for several days. During his stay, Rourke found out that occasionally the Orisini Academy, a renown fencing school in Korvosa, sometimes took students who did not have rich parents unto their tutelage. The next day Rourke came to the gates of Orisini Academy and begged to work for food and shelter. After several hours of being ignored, the headmaster of Orisini Academy, Vencario Orisini allowed the unusual youth in to being work cleaning the stables.
For nearly a year, Rourke worked tirelessly for the Orisini Academy, doing all kinds of menial work. A few times, Thrune agents came snooping near the Academy, looking for a silver-haired boy that had gone missing from Egorian. To Vencario's credit, the sword master would always led the agents on false leads away from The Academy. One evening, at twilight, Vencario Orisini came to the tired aasimar and told him his fencing lessons begin in the morning. Rourke was so excited he barely slept.
Rourke took to his fencing studies with the same gusto he had for his menial work, become an apt pupil. Living in Korvosa, Rourke could not help but noticed all the places named after the Jeggare family. the aasimar found out most of was named Count Varian Jeggare's grandfather, which led to knowledge about Count Jeggare himself. A fellow half-human, who was former student of the Orisini Academy, who travelled the world as a Venture Captain Pathfinder. The more Rourke learned of Count Jeggare, the more he liked. Many years later, after his graduation from The Orisini Academy, Rourke took a letter of recommendation from Vencario Orisini, to the Korvosan docks for passage to Absolom, to begin his studies to become a Pathfinder.