Full Name |
Taren the Quick |
Race |
Halfling |
Classes/Levels |
Swashbuckler 1 (Mouser) |
Gender |
Male |
Size |
Small |
Alignment |
CG |
Deity |
ideal: freedom (for self and others) |
Location |
the Maze |
Languages |
Common, Halfling, Sylvan |
Strength |
10 |
Dexterity |
18 |
Constitution |
10 |
Intelligence |
12 |
Wisdom |
7 |
Charisma |
16 |
About Taren the Quick
Halfling swashbuckler (mouser)
Bonus Feat: Fey Foundling
Benefit: Whenever you receive magical healing, you heal an additional 2 points per die rolled. You gain a +2 bonus on all saving throws against death effects. Unfortunately, you also suffer +1 point of damage from cold iron weapons (although you can wield cold iron weapons without significant discomfort).
Feat: Two-weapon fighting
Skills (6)
Acrobatics 1 + 3 class + 4 Dex=+8
Bluff 1 +3 class +3 Cha = +7
Climb 1 +3 class +0 Str =+4
Craft: weapons 1 +3 class +1 Int=+5
Escape Artist 1 +3 class +4 Dex =+8
Perception 1 +3 class-2 Wis = +2
Stealth 0+4 race +4 Dex=+8
weapon: rapier (d4 dmg) and dagger (d3 dmg)
attack: 1 BAB +4 Dex +1 size = +6
CMB: 1 BAB -1 size +0 Str=0
CMD: 1 BAB -1 size +0 Str +4 Dex=+4
AC: 10 + 4 Dex +1 size=+15 (+1 dodge vs larger)
Flat-footed: 11
Touch: 15
HP: 11/11 (1d10+1)
Saves: Fort 0 +0 Con +1 luck=+1
Ref 2 +4 Dex +1 luck=+7 (+1 vs trample)
Will 0 -2 Wis +1 luck= -1
Halfling abilities:
Small
Languages: Common, Halfling, +1
Fearless: +2 racial bonus save vs. fear
Hafling luck: +1 racial bonus all saves (stacks with fearless)
Fleet of Foot: 30' move
Weapons: slings, "halfling" weapons
Low Blow: +1 confirm crits vs. larger creatures (replaces Keen Senses)
Underfoot: +1 dodge AC vs. larger foes, +1 Reflex vs. trample (replaces Halfling Luck)
Swashbuckler class features:
Swashbuckler Finesse:
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 feats. This ability counts as having the Weapon Finesse feat for purposes of meeting feat prerequisites.
Panache:
starts at 3/3 (=Cha)
regained by crits or kills with light/1-handed piercing weapon
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 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.
Underfoot Assault (Ex): At 1st level, if a foe whose size is larger than the mouser's is adjacent to her and misses her with a melee attack, the mouser can as an immediate action spend 1 panache point to move 5 feet into an area of the attacker's space. This movement does not count against the mouser's movement the next round, and it doesn't provoke attacks of opportunity. While the mouser is within a foe's space, she is considered to occupy her square within that foe's space.
While the mouser is within her foe's space, the foe takes a –4 penalty on all attack rolls and combat maneuver checks not made against the mouser, and all of the mouser's allies that are adjacent to both the foe and the mouser are considered to be flanking the foe. The mouser is considered to be flanking the foe whose space she is within if she is adjacent to an ally who is also adjacent to the foe. The mouser can move within her foe's space and leave the foe's space unhindered and without provoking attacks of opportunity, but if the foe attempts to move to a position where the mouser is no longer in its space, the movement provokes an attack of opportunity from the mouser. This deed replaces opportune parry and riposte.