Panther

Talirin's page

120 posts. Alias of terok.


Full Name

Talirin

Race

Catfolk

Classes/Levels

Swashbuckler 4 | AC:18 | HP: 46 | Init:+6 | Perc:+9 | Fort:+2 Refl:+10 Will:+2

Gender

M

Size

61 inches (5'1)

Age

18

Special Abilities

low light vision, Cat's Luck, Sprinter

Alignment

NG

Languages

Common

Occupation

Hunter

Strength 12
Dexterity 18
Constitution 12
Intelligence 12
Wisdom 10
Charisma 14

About Talirin

Male Catfolk Swashbuckler (FC) 4
NG Medium humanoid
Init +6; Senses Perception +9; Low light 60’

==STATISTICS==
Str 12, Dex 19, Con 12, Int 12 Wis 10, Cha 14
Base Atk +4, CMB +5, CMD 19

==DEFENSE== ]
AC 18, touch 15, flat-footed 14 (+3 armor, +4 dex, +1 dodge)
HP 46 (40+4-con+2-FC)
Fort +2, Ref +10, Will +2

==OFFENSE==
Spd 30 ft./x3
ShortSword MW melee +10 1d6+7 19-20/x2
ShortSword MW TWF Primary, melee +8 1d6+3 19-20/x2
ShortSword MW TWF Secondary, melee +8 1d6+3 19-20/x2
Dagger, +7 1d4+1 20/x2

==FEATS==
Feats Armor Proficiency (Light) (PFCR 118), Weapon Finesse (bonus), Weapon Focus (Shortsword), Two Weapon Fighting, Dodge (bonus), Weapon Specialization (Shortsword).

==SKILLS==:

Total Ranks=(22)
Acrobatics +11 (4)
Bluff +6 (1)
Climb +4 (1)
Diplomacy +6 (1)
Disguise +2
Escape Artist +11 (4)
Fly +4
Heal +0
Intimidate +9 (4)
Perception +9 (4)
Ride +4
Sense Motive +2
Spellcraft +1
Stealth +13 (4)
Survival +0
Swim +4

Languages: Common.

==EQUIPMENT==:

Equipment: Backpack, 2 Masterwork Short Swords, 2 throwing Daggers, Pouch belt, Explorer's outfit, Studded Leather Armor, Rope, (50 ft.), Waterskin,
Daredevil boots: As a free action, the wearer can click her heels together to grant herself a +5 competence bonus on Acrobatics checks made to move through threatened squares or to move through an enemy's space without provoking attacks of opportunity for up to 10 rounds per day. The rounds do not need to be consecutive. Furthermore, anytime the wearer of the boots successfully moves though the space of an enemy without provoking an attack of opportunity, she gains a +1 bonus on attack rolls against that enemy until the end of her turn.
Cash: 0gp 0sp 0cp

==Class Abilities==
* Panache (Ex): 2/2

Deeds:

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.

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 other 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 Finesse (Ex): Weapon Finesse as a bonus feat
* Charmed Life (Ex): +2 to saves 3/day
* Nimble (Ex): Dodge as a bonus feat

==Traits==
• Acrobat: Having trained from a young age, you're capable of amazing feats of daring. You gain a +1 bonus on Acrobatics checks, and you take only a —2 penalty instead of the normal —5 penalty when using the Climb skill to attempt an accelerated climb.
• Cave Dweller: You were raised in rugged cave and passageways and you've become something of an expert at evading the predators, monsters, and worse that haunt the underground. You gain a +1 trait bonus on Stealth checks, and Stealth is always a class skill for you. This trait bonus increases to +2 in underground areas.

Background:

Talirin’s ears twitched back and forth and his fur was on edge. His blades were at the ready, though covered in dirt as to not give away his position in the dark. The soft hue of the glow-moss lit this part of the caves. He never liked hunting in this section, there were too many dangerous predators in this here…but he was a hunter and he did what he had too.
He spotted his prey…a nice fat rat that was common to this section of caves due to the amount of carrion created by the other predators. The group had prepared rat in every way possible; over the fire, baked, raw, with spices, plain…Talirin hoped for other kinds of meat if they ever made it to the surface. At certain times he dreamed of other types of meat…even though he had only heard of them, it was like he could taste them on his tongue, but all there was is rat. His parents were long dead, he couldn’t even remember them…just the kind soldier, Bernard, who had raised him and trained him as his own. He was small and quick…one of the quickest around and that had served him well when the food had started to run low years ago. He had often been sent ahead to sneak around and make sure none of the larger predators…like Otyugh’s or cave lizards were around.
He moved into position, cutting off the rat’s escape route and moved in for the kill. With his twin blades he made short work of the rat. his shortswords weren’t pretty, pitted as they were from long exposure to the damp underground and the little oil around to keep them from rusting, but they were sharp and functional…and they were Bernard’s.
He had three rats on his string already…at least everyone would eat today. He didn’t need much himself, but not everyone could say that. It had taken a long time for the others to accept him. It was really only after he had proved himself, sneaking around the caves and bringing back food that the other people there stopped treating him like an outsider. There were even a group of them he considered friends. Some he would hunt with but often they were too noisy to bring around.
His keen ears picked up on the scraping noise in the distance. It was probably old thick-skin, great old lizard that frequented this section of caves. Talirin had seen him from a distance…25 feet of powerful muscle with claws the length of his swords. Not something he felt necessary to tangle with. He may have already smelled the rat’s on his string…he had better return to safety and the village they had built underground with his catch.
He padded off in silence in the opposite direction of thick-skin...