Darius Finch

Sirrah Lakewell's page

175 posts. Organized Play character for Chaosorbit.


Full Name

Sirrah Lakewell

Race

HP 34/40 | AC 23 FF 18 Touch 16 CMD 22 | Init +6 | Saves Fort +3, Reflex +10, Will +5 | Per +9, SenMot +0| Spd 30'

Classes/Levels

Panache 5/5 | Charmed Life 0/4

Gender

Human Swashbuckler 6

Strength 10
Dexterity 18
Constitution 10
Intelligence 10
Wisdom 10
Charisma 17

About Sirrah Lakewell

Sirrah Lakewell
Male human (Chelaxian) swashbuckler 6
CG Medium humanoid (human)
Init +6; Senses Perception +9
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Defense
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AC 23, touch 16, flat-footed 18 (+6 armor, +1 deflection, +4 Dex, +1 dodge, +1 shield; +2 deflection vs. evil)
hp 40 (6d10)
Fort +3, Ref +10, Will +5; +2 resistance vs. evil
Defensive Abilities charmed life 4/day, nimble +1
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Offense
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Speed 30 ft.
Melee
+1 adamantine rapier +13/+8 (1d6+6/15-20+6 Precision)
mwk cold iron rapier +13/+8 (1d6+5/15-20+6 Precision)
dagger +11/+6 (1d4+1/17-20+6 Precision)

Special Attacks:

Deeds
derring-do, dodging panache, kip-up, menacing swordplay, opportune parry and riposte, precise strike, swashbuckler initiative
panache (5), swashbuckler weapon training +1

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 her previous 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 perform this deed only while wearing light armor 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 stand up from prone as a move action without provoking an attack of opportunity. She can stand up from prone 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 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 a natural weapon), 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 use this ability even 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 her 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 a light or one-handed piercing melee weapon that's unhidden and ready to draw, she can draw that weapon as part of the initiative check.
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Statistics
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Str 10, Dex 18, Con 10, Int 10, Wis 10, Cha 17
Base Atk +6; CMB +6; CMD 22
Feats
Combat Reflexes
Extra Panache
Fencing Grace
Iron Will
Weapon Focus (rapier)

Traits andoren freedom fighter, fencer

Skills
Acrobatics +13
Bluff +7
Climb +6
Diplomacy +8
Escape Artist +13
Knowledge (local) +7
Knowledge (nobility) +4
Perception +9
Profession (sailor) +7
Sleight of Hand +8
Survival +0 (+2 to avoid becoming lost)
Swim +5

Languages Common

SQ swashbuckler finesse

Combat Gear
oil of bless weapon (2)
oil of daylight
oil of magic weapon (2)
potion of cure serious wounds
potion of darkvision
potion of fly
potion of neutralize poison
potion of remove blindness/deafness
wand of cure light wounds (47 charges)

acid
alchemist's fire (3)
alkali flask

Other Gear
+2 mithral chain shirt
mwk buckler
+1 adamantine rapier
dagger
dagger
mwk cold iron rapier
cloak of resistance +1
greater talisman of beneficial winds
ring of protection +1
wayfinder

bedroll
flint and steel
masterwork backpack
mess kit
silk rope (50 ft.)
soap
trail rations (5)
waterskin
184 pp, 4 gp, 5 sp

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Special Abilities
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Charmed Life +3 (4/day) (Ex) Choose to add Charisma bonus to save before roll is made.
Combat Reflexes (5 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.

Deeds
Fencing Grace Use Dexterity on rapier damage rolls
Nimble +1 (Ex) +1 dodge bonus to AC.
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Swashbuckler Finesse Use Dex for att with light/1-hand pierce wep. Use Cha instead of Int for combat feat pre-reqs.
Swashbuckler Weapon Training +1 (Ex) +1 attack and damage with swashbuckler weapons.
Special Attacks deeds (Derring-do, Dodging panache +3, Opportune Parry and Riposte, Kip-Up, Menancing Swordplay, Precise Strike +3, Swashbuckler Initiative), Panache (3)