![]()
About TawniThe obviously Varisan man, with dark hair, eyes, and an olive complexion, is dressed like someone with money and standing. He moves with both grace and purpose, casually swaggering through crowds that others have to push through. His smile seems genuine, and there is no sign of the variety of gear most who travel through the wilderness keep at hand.
Background:
Tawni's earliest memories are of a woman in colorful clothes singing to him. He doesn't have many of those memories because he doesn't remember much before he was put into the orphanage. No one in a position to know has ever told him what happened that he was placed there, so he assumes his family are long-since dead. Being in the orphanage kept him from being raised as the Varisian child he was, but it didn't save him from a life of crime. He found himself learning to pick pockets and steal from street vendors as one of Gaedren Lamm's "Little Lambs." As Tawni approached puberty, Gaedren saw how people began to notice Tawni faster, how his age was starting to become a problem. When a profitable pick pocket scheme died, with 6 of the "Little Lambs" being caught by the Korvosan Guard, Gaedren decided it was time to free himself of this growing albatross. Lamm beat Tawni to death, or so he thought, and disposed of the body in the sewer. Tawni was still alive, though, and managed to work his way to the docks, where he joined a crew of humans as a new cabin boy.
Tawni found himself on the Ruckus, a local pirate ship. He had moved from one criminal enterprise to another. Here, though, as long as he did his job, he was rewarded, and got a share of the take. As he got older, he found himself less enamored of piracy, though, with all the killing for profit leaving a bad taste in his mouth. He eventually jumped ship at Riddleport, a place big enough for the young man to make himself hard to find. Knowing he had to move on or continue as a pirate, Tawni found both work and transportation with a Varisian caravan in need of extra security. The caravan's Papa, Jarl Purrun, saw to it that Tawni learned something of the heritage he didn't get to learn growing up as a "Little Lamb." Tawni traveled with the caravan for years, effectively joining the family and feeling like he had found a place he belonged. He even began participating in the entertainment the family offered when visiting a town, tumbling to the delight of small children and young women alike. This week, the caravan visited Korvosa, delivering some would-be healers and medicine. When Tawni saw the children seeking pick-pocket targets the way he had as a "Little Lamb", it was easy enough to protect himself and dissuade them, but he was struck by a young waif of indeterminate sex, who looked to be reaching the point where they would attract too much attention. Tawni's mind returned to the horrors of his own young childhood under the sensitive care of Gaedrem Lamm, and he found himself needing to remain in the city, to try to do what he can to save those he can from the pain and suffering he knew would be coming for them. And those would be worse for any who caught the plague. He returned the traveling gear he had been using to the family, keeping only those things which he felt suited the city, before walking into a disease-ridden trap, full of optimism about his ability to improve the lot of people he had yet to meet. Other core information:
Alignment: CG
Patron Diety: Cayden Cailean Type: Humanoid (Human - Varisian) Favored Class: Swashbuckler Age: 28 years
Combat:
Init +3 (Dex+3)
Speed 30', 30' w/o pack Melee +1, Ranged/Finesse +4, CMB+1/+4 (BAB+1, Str+0, Dex+3) Standard Attacks
AC 15, T13, FF12, CMD14 (Armor+2, Deflection+0, Dex+3, Dodge+0, Natural+0, Shield+0, BAB+1, Str+0) Dodging Panache: Trade Panache for Cha Modifier Dodge bonus to AC and 5' (provoking) movement
HP 11 (10 + 0x6 + 1xCon+1) Fort +1 (Base+0, Con+1)
Class Details:
Panache 2/2
Skills & Languages:
4 + Int 1 + Skilled 1 + Favored Class 1 = 7 Adventuring & 2 Background per Swashbuckler Level
Bonus Skill Attribute+Ranks+Class+Specified(+Conditional)[+Overridden] {Notes} + 7 Acrobatics (Dex) 3+1+3+ACP(+2 Crowd Dodger) {Derring-Do} + 1 Appraise (Int) 1+0+0 + 6 Bluff (Cha) 2+1+3 + 4 Climb (Str) 0+1+3+ACP {Derring-Do} + 1 Craft (Int) 1+0+0 + 7 Diplomacy (Cha) 2+1+3+1 Betrayed + 2 Disguise (Cha) 2+0+0 + 3 Escape Artist (Dex) 3+0+0+ACP {Derring-Do} + 3 Fly (Dex) 3+0+0+ACP {Derring-Do} + 1 Heal (Wis) 1+0+0 + 6 Intimidate (Cha) 2+1+3 + 5 Perception (Wis) 1+1+3 + 6 Perform (dance) (Cha) 2+1+3 {Background} + 3 Ride (Dex) 3+0+0+ACP {Derring-Do} + 5 Sense Motive (Wis) 1+1+3 + 7 Sleight of Hand (Dex) 3+1+3+ACP {Background} + 3 *Stealth (Dex) 3+0+0+ACP + 1 Survival (Wis) 1+0+0 + 0 Swim (Str) 0+0+0+ACP {Derring-Do} ACP: -0 w/ Pack, -0 w/o Pack, -0 w/o Armor Derring-Do: Trade Panache for exploding D6 on roll; max 3 Explosions Languages Known: Common (Taldane), Varisian; Varisian Sign Language
Feats & Traits:
** Feats **
H Weapon Focus (Rapier) S1 Weapon Finesse (One-Handed or Light piercing weapons) 1 Fencing Grace 3 <Combat Expertise> S4 <Weapon Specialization (Rapier)> S5 <Improved Critical (One-Handed or Light piercing weapons)> 5 <Swordplay Style> 7 <Improved Disarm> S8 <Greater Weapon Focus (Rapier)> 9 <Critical Focus> 11 <Bleeding Critical> S12 <Greater Weapon Specialization (Rapier)> 13 <Penetrating Strike> 15 <Greater Disarm> S16 <Greater Penetrating Strike> 17 <Combat Reflexes?> 19 <Disruptive?> S20 <Spell Breaker?> Traits
Deeds:
^ Free while holding Panache
** 1st-level Deeds **
3rd-level Deeds **
** 7th-level Deeds **
** 11th-level Deeds **
** 15th-level Deeds **
** 19th-level Deeds **
Gear:
220 GP Budget (rolled)
FREExxx Explorer's Outfit (8#, Sturdy boots, leather breeches, belt, shirt, gloves, cloak, scarves) x40.0.0 Rapierx2 (2# (4#), 1d6/18+/P/Finesse) xx2.0.0 Dagger (1#, 1d4/19+/10'/P or S) x15.0.0 Lamellar Cuirass (8#, +2/+4/-0/5%/30') x75.0.0 Ioun Torch (-) x50.0.0 MW Backpack (4#) xx1.0.0 Waterskin (4#) [backpack] xx5.0.0 Gear Maintenance Kit (2#) [backpack] xx1.0.0 Grooming Kit (2#) [backpack] xx1.0.0 Belt Pouch (.5#) xx1.0.0 Flint & Steel (-) 191.0.0 Spent for 33.5# (21.5# w/o Pack)
Light <= 38# [43#] (By armor)
Swashbuckler (basic):
Alignment: Any. Hit Die: d10. Parent Class(es): Fighter and gunslinger. Starting Wealth: 5d6 x 10 gp (average 175 gp). Class Skills: Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (local) (Int), Knowledge (nobility) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), and Swim (Str). Skill Points at each Level: 4 + Int modifier.
Weapon and Armor Proficiency: Swashbucklers are proficient with simple and martial weapons, as well as light armor and bucklers. Panache (Ex): More than just a lightly armored warrior, a swashbuckler is a daring combatant. She fights with panache: a fluctuating measure of a swashbuckler’s ability to perform amazing actions in combat. At the start of each day, a swashbuckler gains a number of panache points equal to her Charisma modifier (minimum 1). Her panache goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1), though feats and magic items can affect this maximum. A swashbuckler spends panache to accomplish deeds (see below), and regains panache in the following ways. Critical Hit with a Light or One-Handed Piercing Melee Weapon: Each time the swashbuckler confirms a critical hit with a light or one-handed piercing melee weapon, she regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or a creature that has fewer Hit Dice than half the swashbuckler’s character level doesn’t restore panache. Killing Blow with a Light or One-Handed Piercing Melee Weapon: When the swashbuckler reduces a creature to 0 or fewer hit points with a light or one-handed piercing melee weapon attack while in combat, she regains 1 panache point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the swashbuckler’s character level to 0 or fewer hit points doesn’t restore any panache. Deeds: Swashbucklers spend panache points to accomplish deeds. Most deeds grant the swashbuckler a momentary bonus or effect, but some provide longerlasting 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. Swashbuckler Finesse (Ex): 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. Charmed Life (Ex): At 2nd level, the swashbuckler gains a knack for getting out of trouble. Three times per day as an immediate action before attempting a saving throw, she can add her Charisma modifier to the result of the save. She must choose to do this before the roll is made. At 6th level and every 4 levels thereafter, the number of times she can do this per day increases by one (to a maximum of 7 times per day at 18th level). 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). Bonus Feats: At 4th level and every 4 levels thereafter, a swashbuckler gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat feats. Swashbuckler levels are considered fighter levels for the purpose of meeting combat feat prerequisites. In addition, upon reaching 4th level and every 4 levels thereafter, a swashbuckler can choose to learn a new bonus feat in place of a bonus feat she has already learned. In effect, the swashbuckler loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A swashbuckler can only change one feat at any given level, and must choose whether or not to swap the feat at the time she gains a new bonus feat for the level. Swashbuckler Weapon Training (Ex): At 5th level, a swashbuckler gains a +1 bonus on attack and damage rolls with one-handed or light piercing melee weapons. While wielding such a weapon, she gains the benefit of the Improved Critical feat. These attack and damage bonuses increase by 1 for every 4 levels beyond 5th level (to a maximum of +4 at 17th level). Swashbuckler Weapon Mastery (Ex): At 20th level, when a swashbuckler threatens a critical hit with a light or one-handed piercing melee weapon, that critical is automatically confirmed. Furthermore, the critical modifiers of such weapons increase by 1 (×2 becomes ×3, and so on).
Human (Varisian):
+2 to One Ability Score: Human characters get a +2 bonus to one ability score (Dex) of their choice at creation to represent their varied nature. Medium: Humans are Medium creatures and have no bonuses or penalties due to their size. Normal Speed: Humans have a base speed of 30 feet. Bonus Feat: Humans select one extra feat at 1st level. Skilled: Humans gain 1 additional skill rank at 1st level and 1 additional rank whenever they gain a level. Languages: Humans begin play speaking Common and their ethnic language. Humans whose ethnic language is Common (or Taldane, in the case of Chelaxians or Taldans) do not receive an additional ethnic language. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). Attributes:
19 Pt Buy
Points Race Level Gear Current x1 11 +0 11 +0 11 +0 S 11 +0 x7 15 +2 17 +0 17 +0 D 17 +3 x2 12 +0 12 +0 12 +0 C 12 +1 x2 12 +0 12 +0 12 +0 I 12 +1 x2 12 +0 12 +0 12 +0 W 12 +1 x5 14 +0 14 +0 14 +0 H 14 +2 |