Velriana Hypaxes

Sabelina Kinbrace-Valognes's page

371 posts. Alias of rdknight.


Full Name

Sabelina Kinbrace-Valognes

Race

HP: 36/36 | AC: 19 (T: 13, F: 16) | CMB: +3, CMD: 16 | F: +4, R: +7, W: +4 (+7 vs Charm/Compulsion) | Init: +5 | Perc: +7, SM: +4 | Speed 30' | Luck 9/9 | Panache 6/6

Size

Medium

Age

19

Alignment

CG

Deity

Shelyn

Location

Absalom

Languages

Taldane, Elven

Occupation

Author, Self-Promoter, Adventurer

Homepage URL

Lady Sable Portrait

Strength 11
Dexterity 17
Constitution 14
Intelligence 12
Wisdom 10
Charisma 16

About Sabelina Kinbrace-Valognes

Statistics:
Female Human Bard (Archaeologist) 3 / Swashbuckler (Inspired Blade/Noble Fencer) 3
CG Medium Humanoid (Human)
Init +5; Senses Perception +7
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DEFENSE
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AC 19, touch 13, flat-footed 16 (+4 armor, +3 dex +1 buckler, +1 Nimble))
hp 36
Fort +4, Ref +7, Will +4 (+7 vs Charm, Compulsion) (+1 vs Mind Affecting)
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OFFENSE
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Speed 30 ft.

Melee +6 (+7 Rapier)

Ranged +6
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STATISTICS
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Str 11, Dex 17, Con 14, Int 12, Wis 10, Cha 16
Base Atk +3; CMB +3; CMD 16
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TRAITS

Irrepressible:
Irrepressible (Faith):
Your hope for a brighter future blessed by the gods, combined with your powerful personality, allows you to force your way free of spells that cloud the mind.
Benefit(s): You can use your Charisma modifier in place of your Wisdom modifier when attempting Will saving throws against charm and compulsion effects.

Fate's Favored:
The fates watch over you.
Benefit: Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.

Vagabond Child:
You grew up among the outcasts and outlaws of your society, learning to forage and survive in an urban environment.
Benefits: Select one of the following skills: Disable Device, Escape Artist, or Sleight of Hand. You gain a +1 trait bonus on checks with that skill, and it is always a class skill for you.

Hedonistic (Drawback):
You are a creature of pleasure and comfort. Whenever you spend a day without gaining reward or treasure (at least 10 or more gold pieces) or spending an hour on entertainment or pleasure, attempt a DC 20 Fortitude save at the end of that day. If you fail, you begin the next day fatigued. This fatigue lasts 4 hours, or until you receive a reward or suff icient entertainment or pleasure.

FEATS

Fencing Grace:
Your dashing style and fluid rapier forms allow you to use agility rather than brute force to fell your foes.
Prerequisite(s): Dex 13, Weapon Finesse, Weapon Focus (rapier).
Benefit(s): When wielding a rapier one-handed, you can add your Dexterity modifier instead of your Strength modifier to that weapon’s damage. The rapier must be one appropriate for your size. You do not gain this benefit while fighting with two weapons or using flurry of blows, or anytime another hand is otherwise occupied.
In addition, if you have the panache class feature, you gain a +2 bonus to your CMD against attempts to disarm you of your rapier while you have at least 1 panache point.

Lingering Performance:
The effects of your bardic performance carry on, even after you have stopped performing.
Prerequisite: Bardic performance class feature.
Benefit: The bonuses and penalties from your bardic performance continue for 2 rounds after you cease performing. Any other requirement, such as range or specific conditions, must still be met for the effect to continue. If you begin a new bardic performance during this time, the effects of the previous performance immediately cease.

Weapon Focus (Rapier):
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.

Cunning:
You are particularly devious, and can master more skills than others in the same amount of time.
Benefit(s): You gain 1 additional skill point per Hit Die. When you take this feat, you gain a number of skill points equal to your Hit Dice right away, and every time your Hit Dice increase in the future, you will gain an additional skill point as well.

Extra Panache
You have more panache than the ordinary swashbuckler.
Prerequisite(s): Amateur Swashbuckler or panache class feature.
Benefit: You gain two more panache points at the start of each day, and your maximum panache increases by two.
Special: If you have levels in the swashbuckler class, you can take this feat multiple times. Its effects stack.

SKILLS (33 points; 18 class, 3 INT, 3 Skilled, 3 Cunning 6 Background)

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Acrobatics* +9 = DEX 3+3+3
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Appraise +1 = INT 1+0+0
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Bluff +9 = CHA 3+3+3
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Climb* +4 = STR 0+1+3
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Craft (Drawing-Sketching) +5 = INT 1+1+3 (+1 Background)
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Diplomacy +9 = CHA 3+3+3
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Disable Device*† +13 = DEX 3+3+3+1+2+1 (+1 Trait) (+2 MWK Tools) (+1 Class)
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Disguise +3 = CHA 3+0+0
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Escape Artist* +7 = DEX 3+1+3
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Fly* +3 = DEX 3+0+0
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Handle Animal† +3 = CHA 3+0+0
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Heal +0 = WIS 0+0+0
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Intimidate +3 = CHA 3+0+0
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K (Arcana)† +6 = INT 1+1+3+1
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K (Dungeoneering)† +2 = INT 1+0+0+1
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K (Engineering)† +2 = INT 1+0+0+1
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K (Geography)† +6 = INT 1+1+3+1 (+1 Background)
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K (History)† +6 = INT 1+1+3+1 (+1 Background)
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K (Local)† +7 = INT 1+2+3+1
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K (Nature)† +2 = INT 1+0+0+1
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K (Nobility)† +2 = INT 1+0+0+1
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K (Planes)† +2 = INT 1+0+0+1
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K (Religion)† +2 = INT 1+0+0+1
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Linguistics† +1 = INT 1+0+0
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Perception +6 = WIS 0+2+3+1 (+1 Class)
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Perform (Oratory) +7 = CHA 3+1+3 (+1 Background)
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Perform +0 = CHA 0+0+0
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Profession† +0 = WIS 0+0+0
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Ride +3 = DEX 3+0+0
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Sense Motive +4 = WIS 0+1+3
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Sleight of Hand*† +8 = DEX 3+2+3 (+2 Background)
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Spellcraft† +5 = INT 1+1+3
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Stealth* +9 = DEX 3+3+3
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Survival +0 = WIS 0+0+0
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Swim* +4 = STR 0+1+3
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Use Magic Device† +7 = CHA 3+1+3
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ACP -0

*ACP applies to these skills
Non-Standard Skill Bonuses

Bardic Knowledge: +1/2 Bard Level to All Knowledge Skills

Languages Taldane, Elven

Special Abilities:

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SPECIAL ABILITIES
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HUMAN

Skilled:
+1 Skill point per level.

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BARD (ARCHAEOLOGIST)
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Bardic Knowledge (Ex):
A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.

Archaeologist’s Luck (Ex):
Fortune favors the archaeologist. As a swift action, an archaeologist can call on fortune’s favor, giving him a +1 luck bonus on attack rolls, saving throws, skill checks, and weapon damage rolls. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. Maintaining this bonus is a free action, but it ends immediately if the archaeologist is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. Archaeologist’s luck is treated as bardic performance for the purposes of feats, abilities, effects, and the like that affect bardic performance. Like bardic performance, it cannot be maintained at the same time as other performance abilities. This bonus increases to +2 at 5th level, +3 at 11th level, and +4 at 17th level.

Uncanny Dodge (Ex): At 2nd level, an archaeologist can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.

Clever Explorer (Ex):
At 2nd level, an archaeologist gains a bonus equal to half his class level on Disable Device and Perception checks. He can disable intricate and complex devices in half the normal amount of time (minimum 1 round) and open a lock as a standard action. At 6th level, an archaeologist can take 10 on Disable Device checks, even if distracted or endangered, and can disarm magical traps. This ability replaces the versatile performance ability.

Trap Sense (Ex):
At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.

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SWASHBUCKLER (INSPIRED BLADE/NOBLE FENCER):
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Inspired Panache (Ex):
Each day, an inspired blade gains a number of panache points equal to her Charisma modifier (minimum 1) and Intelligence modifier (minimum 1), instead of just her Charisma modifier.
Unlike other swashbucklers, an inspired blade gains no panache from a killing blow. She gains panache only from scoring a critical hit with a rapier. This ability alters the panache class feature.

Inspired Finesse (Ex):
At 1st level, an inspired blade gains the benefits of Weapon Finesse with the rapier (this ability counts as having the Weapon Finesse feat for the purpose of meeting feat prerequisites) and gains Weapon Focus (rapier) as a bonus feat. This ability replaces swashbuckler finesse.

Social Panache (Ex):
At 1st level, a noble fencer can spend 1 panache point when he attempts a Bluff, Diplomacy, Intimidate, or Sense Motive check to roll 1d6 and add the result to the check. He can do this after he rolls the check but before the result is revealed. If the result of the d6 roll is a natural 6, he rolls another 1d6 and adds it to the check. He can continue to do this as long as he rolls natural 6s, up to a number of times equal to his Charisma modifier (minimum 1).
Just before a verbal duel, a noble fencer can spend up to 4 panache points. For each point he spends, he selects a tactic for which he has chosen Bluff, Diplomacy, Intimidate, or Sense Motive as an associated skill and gains an edge he can only use with that tactic.
This deed replaces the dodging panache deed.

Aristocratic Discipline (Ex):
At 2nd level, a noble fencer relies on his extremely honed training and discipline to protect his mind, rather than luck. The noble fencer gains a +1 bonus on Will saves against mind-affecting effects. This bonus increases by 1 at 6th level and every 4 swashbuckler levels thereafter.
This ability replaces charmed life.

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 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).

Deeds:

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 modif ier (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.

Kip-Up (Ex):
At 3rd level, 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 (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 off 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.

Spells:

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Spells
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0th (at will)

Detect Magic
Ghost Sound
Light
Mending
Message
Prestidigitation

1st (2+1/day)

Cure Light Wounds
Grease
Heightened Awareness
Vanish

2nd (2+1/Day)

Gear/Possessions:

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GEAR/POSSESSIONS
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Rapier
Dagger x2
Chain Shirt
Buckler
Traveller's Outfit
Spell Component Pouch
Belt Pouch
Thieve's Tools
Backpack
Candle x4
Vial of Ink
Pen
Journal

Grooming Kit
Soap

Carrying Capacity
Light 0-33 lb. Medium 34-67 lb. Heavy 68-100 lb.
Current Load Carried 18 lb.

Money 3 GP 0 SP 3 CP

Background:

Sabelina Kinbrace-Valognes is the scion of two unfortunate families. On her mother’s side, the Kinbrace family had been one of Galt’s most imminent for generations. When the Red Revolution began, the family was among the first of its victims, all but wiped out in the nation. Sabelina’s particular branch was only saved from pruning because her grandfather was in Oppara, serving as ambassador to Taldor. The family was physically safe, but stripped of all holdings and revenues from Galt, it swiftly fell into financial ruin.

Her paternal family, the Valognes, were a noble family of Cheliax, in Westcrown. Although the Valognes family tried to stay neutral during the Chelish Civil War, its lack of clear loyalty placed them at a sharp disadvantage after House Thrune’s ascension. The family found itself passed over for important and lucrative government titles and positions, and frozen out of commerce. The Valognes experienced a slower decline than the Kinbraces but it was no less inevitable. Eventually Sabelina’s great-grandfather returned to Taldor since the Valognes family was of Taldan extraction many generations earlier.

Sabelina’s mother and father were able to keep up some aristocratic pretensions to match their great names if they were financially careful, but enough time had passed for their respective family names to mostly be forgotten without power and wealth to back them.

Sabelina was raised mostly by her mother Arabella. Her father Marquel was too busy trying to build his small trading company of couple of ships into a success to be around much. Arabella was a mild personality who was more interested in shopping and trying to hang on socially through teas and dinner parties than Sabelina. Sabelina was the stronger personality anyway, and tended to precociously ignore her mother’s occasional attempts to guide her upbringing. By the time she was a young teen Sabelina was running with a disreputable crowd of her own age, engaging in minor criminal activity to pay for nicer things and to stave off boredom.

As she grew a bit older though, she realized crime was a dead end. It would never really satisfy all her ambitions. To be who she wanted, Sabelina would need to reinvent herself, her family and its past were just a drag on her. She engineered a repentant truce with her parents, and prodded them toward sending her to an affordable finishing school in Absalom. Sabelina took passage to the great city, ‘the City at the Center of the World’ she reminded herself constantly. Of course Sabelina never intended to attend the school. Instead she would begin building a name for herself, her own fame and fortune.

Appearance and Personality:

Height: 5'5" Weight: 135 Hair: Dark Brown Eyes: Hazel Brown

Sabelina isn’t particularly tall or short, slender or sturdy, but she is athletic and toned. Her straight, dark brown hair is long, falling well past her shoulders down her back. Sabelina’s dusky, light bronze complexion makes her mostly Taldan ancestry apparent.

Sabelina’s aim is to make an impression wherever she goes; she is very careful about her appearance. She simply will not be caught in public without being clean and well-groomed. Prestidigitation and Mending are her best friends.

Her clothes are of excellent quality and she is careful to keep them neat and in good order. She favors dandified fashions that make her stand out in a crowd, and eagerly upgrades her wardrobe when finances allow it.

Sabelina often carries roses with her, which she uses as a personal symbol and calling card. She keeps them fresh with Prestidigitation and bestows them on admirers or those who impress her.

Sabelina learned to appreciate the finer things in life from her mother. But, she also inherited ambition and an excellent work ethic from her father. She actively seeks out sensational experiences and diligently writes everything down in her journals for later use as material in books.

She’s a performer, but not the kind who sings, dances, or plays an instrument. She is always performing. Life is art, and the world is her stage.

The experiences she had in her childhood and teen years convinced Sabelina that focusing on the past is at best useless, and probably harmful. She is busy forging her own future. Keep moving, or as she often says, “rust never sleeps”.

Sabelina has always had a literary bent, but she’s not an academic. She sees literature as a way of communicating with others more than a way of conveying knowledge. It conveys attitudes and shapes impressions.

While Sabelina exaggerates and embellishes, she won't outright lie and fictionalize events. It's a point of pride for her that adventures she recounts in her writings are ones she actually experienced.

She is definitely a striver and social climber, but along with those things, Sebelina is an optimist who sees obstacles as opportunities.

Obviously Sabelina is very self-involved, to the extent she can sometimes treat others as props or extras in the grand story of her own life. She isn’t a terrible person though, and doesn’t intentionally harm others for her own gain. Her most selfish impulses are due more to myopia that megalomania.

Magic Wish List:

Sleeves of Many Garments (200 gp)
Corset of Delicate Moves(2,000 gp)
Quick Runner's Shirt (1,000 gp)
Handy Haversack (2,000 gp)
Bag of Holding (2,500 gp)
Sipping Jacket (5,000 gp)
Field Scrivener's Desk (5,400 gp)
Tengu Drinking Jug (1,000 gp)
Bird Feather Token (300 gp)
Swordmaster's Flair: Blue Scarf (2,500 gp)
Runestone of Power (2,000 1st level)
Boots of Striding and Springing (5,500 gp)
Hunter's Nose Ring (10,000 gp)