Royce the Orphan's page

17 posts. Alias of Doomed Hero.


36/36 HP, Fort +3, Ref +7, Will +0, Per +5, Panache 2/2



Special Abilities

Ghostsight, Fear is Fuel


Neutral Good


Stiftung on the outskirts of the Schattenwald


Common, Aklo,


Street Urchin

Strength 12
Dexterity 20
Constitution 14
Intelligence 14
Wisdom 8
Charisma 15

About Royce the Orphan

3rd level Booged Swashbuckler


"You are scared of me?" she asked.

She asked it in a curious way, moving forward with such a grace as only supernatural things are able.

"I'm not scared of anything!" he told her.

"You are a liar."

"I am not! Who are you?"

"You are a liar twice," she said "you know who I am, but you are afraid to tell me how."

"I am not afraid! I have never seen you before."

"Never?" she asked, raising up one eyebrow. "Careful now, Royce," she said "Careful now! You have only three chances, and in half a breath you have used up two. If you spend as well the third as such, avoiding petty fears, then that is how you will spend the rest of your days. Your heart will go blind and you will live and die a common man and never know a magic thing again."


He knew why he went to the old tower. He could say it was because he needed shelter, or because he was curious, or because he thought he might find something worth selling, but none of those things was the truth.

It was because she was there.

And he knew it.

He'd seen her before, in old books in the library his dad used to work at. He'd seen her in his dreams, and once in that painting in the back room where he wasn't supposed to go. He was pretty sure he'd heard her voice before, but he couldn't say where.

And when he saw the old tower he knew. He shouldn't have gone. He could have just tried to live a normal life without ever satisfying that curiosity, but the truth is, he was scared and angry, and he wanted things to be different. After his dad died he had nowhere to go. Every day was a constant struggle and nobody cared about one more hungry orphan.

He crawled in through a hole in the rubble into the ruins of the tower. The moonlight filtered through the broken ceiling making beams of dusty silver that streaked through the darkness. There, on a tattered chair that had once been richly cushioned and carved, she sat waiting for him. She'd always been waiting for him.

He would never be frightened again.




AC: 23 (+4 Chain Shirt, +1 buckler, +5 dex, +2 dodge, +1 size)

Touch: 18
Flat-footed: 16

CMD: 18 (10, +5 dex, +1 str, +3 bab, -1 size)

Hit Points: 36

Fort: +4 (1 base, +2 con, +1 cloak)

Ref: +9 (3 base, +5 dex, +1 cloak)

Will: +1 (1 base, -1 wis, +1 cloak)

Charmed Life x3, adds Cha bonus to a save.



+7 Initiative: (+5 dex, +2 swashbuckler initiative)

+3 BaB, +1 size
+3 damage precise strike

Dagger +9, 1d4+1 +3

+3 BaB, +1 size

Dagger +9, 1d4+1 (+3 within 30 feet)

Feats and Traits


Trap Finder +1 Disable Device. Always a Class skill.
Sneaky: The shadows draw to you helping to hide you when you need it. You gain a +1 trait bonus to stealth, in addition Stealth is always a class skill for you.

Ghostsight (bonus, racial)
Childlike (bonus, race)
Weapon Finesse (bonus, only with swashbuckler weapons)
Combat Reflexes (1st)
Dodge (3rd)



Skill Points per level: 4 Class, +2 int, +1 favored class, +1 bonus
24 total

* = Derring Do skill

+10* Acrobatics (1 ranks, +5 dex, +3 class)
+8 Bluff (1 rank, +2 cha, +3 class, +2 race)
+7* Climb (1 rank, +1 str, +3 class, +2 equip)
+9 Diplomacy (2 ranks, +2 cha, +3 class, +2 race)
+12 Disable Device (1 ranks, +5 dex, +3 class, +1 trait, +2 equip)
+12 Disguise (3 rank, +2 cha, +3 class, +2 childlike, +2 equip)
+11* Escape Artist (3 ranks, +5 dex, +3 class)
+12 Intimidate (3 ranks, +2 cha, +3 class, +2 race, +2 equip)
+6 Knowledge Local (1 rank, + 2 int, +3 class)
+5 Perception (3 ranks, -1 wis, +3 class)
+6 Perform (1 ranks, +2 cha, +3 class)
+9 Slight of Hand (1 ranks, +5 dex, +3 class)
+16 Stealth (1 ranks, +5 dex, +4 size, +3 class, +1 trait, +2 equip)
+5* Swim (1 rank, +1 str, +3 class)

Class Abilities


Panache (Ex): 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 regains panache in the following ways:
Critical Hit with a Light or One-Handed Piercing Weapon: Each time the swashbuckler confirms a critical hit with a light or one-handed piercing weapon while in combat, she regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or on 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 Weapon: When the swashbuckler reduces a creature to 0 or fewer hit points with a light or one-handed piercing 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.

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 Expertise. This ability counts as having the Weapon Finesse feat for purposes of meeting feat prerequisites.

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 bonus to the result of the save. She must choose to do this before the roll is made, and may only apply one use of charmed life on a given save. At 6th level and every four levels thereafter, the number of times she can do this per day increases by one (to a maximum of 7 at 18th level).

Nimble (Ex): 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 the Swashbuckler to lose this dodge bonus. This bonus increases by 1 for every four levels beyond 2nd level (to a maximum of +5 at 20th level).



Derring-do (Ex): At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, Swim check to roll d6 and add the result to the check. She must choose to do this before she rolls. If the d6 roll is a natural “6,” she rolls another d6 and add 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, she can spend 1 panache point to move 5 feet as an immediate action; doing so grants the swashbuckler a bonus to AC equal to her Charisma bonus against the triggering attack. This movement doesn’t negate the attack, which is still resolved as if the swashbuckler was in 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 more 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 can 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. If her attack roll is greater than the roll of the attacking creature, the attack automatically misses. For each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on her attack roll. The swashbuckler must declare the use of this ability after the creature’s attack is announced, but before that attack roll is made. Immediately after a swashbuckler performs a successful parry, as long as she has 1 panache point she can make an attack as an immediate action against the creature whose attack she blocked, provided that creature is within her reach.

Kip-Up (Ex): At 3rd level, as long as the swashbuckler has at least 1 panache point, she can kip-up from prone as a move action without provoking an attack of opportunity. If she spends 1 panache point when she kips up, she can do this as a swift action instead.

Menacing Swordplay (Ex): At 3rd level, while she at least 1 panache, 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 (Pathfinder RPG Core Rulebook 99) as a swift action instead of a standard action.

Precise Strike (Ex): At 3rd level, as long as 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 her damage roll. 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 melee light or one-handed piercing thrown melee weapons, as long as the target is within 30 feet of her. Any creature that is immune to sneak attacks is immune to a precise strike, and any item or ability that protects a creature from critical hits also protects a creature from a precise strike. The extra damage of precise strike is precision damage, and isn’t multiplied with 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 must be used before the end of her turn, or it is lost. This deed’s cost cannot be reduced 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 her weapon isn’t hidden, she can draw a single light or one-handed piercing weapon as part of the initiative check.

Racial Abilities


+2 Int, +2 dex, -2 Str

Small: As Small creatures, booged gain a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but they must use smaller weapons than humans use, and their lifting and carrying limits are three- quarters of those of medium characters. Boogedbaselandspeedis20feet.

Post Traumatic: Booged are Immune to Fear effects, Morale effects and Charm effects.

Haunted Child: Booged gain Ghostsight and Chidlike as bonus feats

Manipulative: Booged gain a +2 bonus on Bluff, Diplomacy and Intimidate checks. These skills are always class skils. Booged are masters of social interaction, influencing others through their resemblance to innocent children and their imposing presence.

Fear is Fuel: Booged react to fear differently than others do. Their fight or flight reflex has been amplified, but they remain rational. The Booged gains bonuses instead of penalties when targeted by Fear effects. Instead of the normal effects, the Booged gains a bonus to Attacks, Saves and Skill checks and a +5 bonus to land speed for each level of the Fear effect (+1 for Shaken or Demoralized, +2 for Frightened, +3 for Panic). This bonus lasts as long as the Fear effect normally would.

Lost innocence: A booged's innocence has been stolen. As a result, booged cannot be innocent.



Skeleton Key


Cloak: of Resistance +1 (1k gp)
Feet: Boots of the Cat (1k gp)


-Belt and Pouches-
Traveler's Anytool (shadowshape)(250 gp)

-In satchel-