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Organized Play Member. 3 posts. No reviews. No lists. No wishlists. 1 Organized Play character.


This is my submission. Hope it fits.


Julian Marthon
Male Halfling (Avenging) swashbuckler 1 Archetypes Inspired Blade,
CG Small humanoid (halfling)
Init +4, Senses Perception +0
AC 20, touch 15, flat-footed 16 (+4 armor, +4 Dex, +1 shield, +1 size )
hp 10
Fort +0, Ref +7, Will +0, +2 vs. fear

Speed 30 ft.
Ranged shortbow (small) +5 (1d4-1/x3)
Melee rapier (small) +6 (1d4+4/18-20)

Str 8, Dex 18, Con 10, Int 14, Wis 10, Cha 18,
Base Atk +1; CMB -1; CMD 13
Feats Fencing Grace, Weapon Focus (Rapier)
Skills Acrobatics +5, Bluff +8, Diplomacy +8, Knowledge (Local) +6, Sense Motive +4, Stealth +6,
Traits Fencer,
Languages Common, Dwarven, Elven, Halfling
SQ avenging, deeds, derring-do, dodging panache, opportune parry and riposte, fearless, fleet of foot, inspired finesse, inspired panache, low blow, underfoot, warslinger, weapon and armor proficiency, weapon familiarity,
Combat Gear
Other Gear shortbow (small), chain shirt (small), reversible cloak (common) (small), buckler (small), rapier (small), arrows (20) (small), 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, trail rations (7), a whetstone, 72 gp, 7 sp, 5 cp
Avenging Unlike most halflings, members of this subtype actively look for trouble in their quest to avenge slights and wrongdoings. Whether resisting a local bully, monster, or troops of an oppressive ruler, half ling warriors of this secret subculture don masks and strike back on behalf of their community. These half lings have the low blow, underfoot, and warslinger alternate racial traits.

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 4 times.

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. This deed's cost cannot be reduced by any ability or effect that reduces the number of panache points a deed costs.

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.

Fearless (Ex) Halflings receive a +2 racial bonus on saving throws against fear. This bonus stacks with the bonus granted by Halfling Luck.

Tortured Gaedren tortured you and left you for dead on a garbage heap after you made one too many errors. Your scars and memories have honed your reaction speed and make you rather jumpy. You gain a +1 bonus on Reflex saves.

Fencer You trained long hours as a youth with blades, either taking lessons in the genteel art of fencing from tutors paid for by your parents or by being taken under the wing of a disenfranchised fencer who may have turned to a life of crime. You gain a +1 trait bonus on attacks of opportunity made with daggers, swords, and similar bladed weapons.

Fleet of Foot Some halflings are quicker than their kin but less cautious. Halflings with this racial trait move at normal speed and have a base speed of 30 feet.

Inspired Finesse (Ex) 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.

Inspired Panache (Ex) Each day, an inspired blade gains 6 panache points. 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.

Language Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin.

Low Blow Some halflings train extensively in how to attack larger creatures. Halflings with this racial trait gain a +1 bonus on critical confirmation rolls against opponents larger than themselves. This racial trait replaces the keen senses racial trait.


Underfoot Halflings must train hard to effectively fight bigger opponents. Halflings with this racial trait gain a +1 dodge bonus to AC against foes larger than themselves and a +1 bonus on Reflex saving throws to avoid trample attacks. This racial trait replaces the halfling luck racial trait.

Warslinger Halflings are experts at the use of the sling. Halflings with this racial trait can reload a sling as a free action. Reloading a sling still requires two hands and provokes attacks of opportunity. This racial trait replaces the sure-footed racial trait.

Weapon and Armor Proficiency Swashbucklers are proficient with simple and martial weapons, as well as light armor and bucklers.

Weapon Familiarity (Ex) Halflings are proficient with slings and treat any weapon with the word "halfling" in its name as a martial weapon.


Life for many in Korvosa is order and planning. For Julian, life was beatings, terror, and pain. Having grown up a poor wretched orphan, he fell into the clutches of Gaedren Lamm. This led to repeated beatings as he was never really cut out to be a thief, kind hearted as he was. The beatings kept on for years. That is until he made too big a mistake. This one cost Gaedren a bit of coin and nearly damaged his "Business".

Did Gaedren pay the price of the mistake? No, that would have been against his ways, instead he took it out on Julian, painfully so. Julian escaped death by doing exactly what Gaedren wanted, by pretending to be dead. Once Gaedren had left him for dead, barely breathing, struggling to crawl away, Julian made for the docks. He took crew with the nearest vessel willing to take him. That was 12 years ago.

For the first time in 12 years he stands on the docks of Korvosa. With liberation on his mind he means to pay old Gaedren a visit. This time he plans to not just get even but to unravel his little network of crime and suffering. Knowing full well he cannot accomplish this alone he looks to others, perhaps those with a vengeful streak to help make sure no one has to ever suffer the same fate he did.

Heavily interested. just wondering for starting wealth wise, roll, average or max. Or is it some other number. Don't want to assume.

Super thread Necromancy on this one, Unchained Monk is proficient with all monk weapons where as normal monk is not, thus I believe that since an errata has not occurred that I am aware of then it is that way intentionally.