Count Lucinean Galdana

Tawni's page

111 posts. Alias of hustonj.


Full Name

Tawni

Race

Varisian Human | AoOs 1 /1| Panache 2/2 |

Classes/Levels

Swashbuckler 1 | HP 11/11 | AC15 T13 F12 CMD14 | F+0 R+5 W+1 | 30' | I+3 | P+5 SM+5 |

Gender

M

Age

28

Alignment

CG

Languages

Varisian, Taldane (Common); Varisian Sign Language

Strength 11
Dexterity 17
Constitution 12
Intelligence 12
Wisdom 12
Charisma 14

About Tawni

The 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
Rapier +5 for 1d6+3 @ 18+, P
[Finesse, WF, Fencing Grace]
Dagger +4 for 1d4 over 10' @ 19+, P or S
[Ranged/Finesse]

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
Fencing Grace: +2 vs Disarm of rapier while I have a positive Panache balance
Opportune Parry and Riposte: Trade Panache & AoO to potentially negate incoming attack & possibly provide Ripost attack

HP 11 (10 + 0x6 + 1xCon+1)

Fort +1 (Base+0, Con+1)
Ref +5 (Base+2, Dex+3)
Will +1 (Base+0, Wis+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
Campaign: Curse of the Crimson Throne: Betrayed: Reformed Criminal +1 Trait on Diplomacy; Diplomacy is a Class Skill
Basic: Combat: Crowd Dodger +2 Trait on Acrobatics checks to move through another's space and to avoid AoOs for leaving a Threatened space


Deeds:
^ Free while holding Panache

** 1st-level 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 modif ier (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. This deed's cost cannot be reduced by any ability or effect that reduces the number of panache points a deed costs.

3rd-level Deeds **
^ 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 (Pathfinder RPG Core Rulebook 99) 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 onehanded 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 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 any single light or one-handed piercing melee weapon that isn’t hidden, she can draw that weapon as part of the initiative check.

** 7th-level Deeds **
^ Superior Feint (Ex) : At 7th level, a swashbuckler with at least 1 panache point can, as a standard action, purposefully miss a creature she could make a melee attack against with a wielded light or one-handed piercing weapon. When she does, the creature is denied its Dexterity bonus to AC until the start of the swashbuckler’s next turn.
^ Swashbuckler's Grace (Ex) : At 7th level, while the swashbuckler has at least 1 panache point, she takes no penalty for moving at full speed when she uses Acrobatics to attempt to move through a threatened area or an enemy’s space.
Targeted Strike (Ex) : At 7th level, as a full-round action the swashbuckler can spend 1 panache point to make an attack with a single light or one-handed piercing melee weapon that cripples part of a foe’s body. The swashbuckler chooses a part of the body to target. If the attack succeeds, in addition to the attack’s normal damage, the target suffers one of the following effects based on the part of the body targeted. If a creature doesn’t have one of the listed body locations, that body part cannot be targeted. Creatures that are immune to sneak attacks are also immune to targeted strikes. Items or abilities that protect a creature from critical hits also protect a creature from targeted strikes.
Arms: The target takes no damage from the attack, but it drops one carried item of the swashbuckler’s choice, even if the item is wielded with two hands. Items held in a locked gauntlet cannot be chosen.
Head: The target is confused for 1 round. This is a mind-affecting effect.
Legs: The target is knocked prone. Creatures with four or more legs or that are immune to trip attacks are immune to this effect.
Torso or Wings: The target is staggered for 1 round.

** 11th-level Deeds **
Bleeding Wound (Ex): At 11th level, when the swashbuckler hits a living creature with a light or one-handed piercing melee weapon attack, as a free action she can spend 1 panache point to have that attack deal additional bleed damage. The amount of bleed damage dealt is equal to the swashbuckler’s Dexterity modif ier (minimum 1). Alternatively, the swashbuckler can spend 2 panache points to deal 1 point of Strength, Dexterity, or Constitution bleed damage instead (swashbuckler’s choice). Creatures that are immune to sneak attacks are also immune to these types of bleed damage.
^ Evasive (Ex): At 11th level, while a swashbuckler has at least 1 panache point, she gains the benefits of the evasion, uncanny dodge, and improved uncanny dodge rogue class features. She uses her swashbuckler level as her rogue level for improved uncanny dodge.
^ Subtle Blade (Ex) : At 11th level, while a swashbuckler has at least 1 panache point, she is immune to disarm, steal, and sunder combat maneuvers made against a light or one-handed piercing melee weapon she is wielding.

** 15th-level Deeds **
Dizzying Defense (Ex) : At 15th level, while wielding a light or one-handed piercing melee weapon in one hand, the swashbuckler can spend 1 panache point to take the f ighting defensively action as a swift action instead of a standard action. When f ighting defensively in this manner, the dodge bonus to AC gained from that action increases to +4, and the penalty to attack rolls is reduced to –2.
^ Perfect Thrust (Ex) : At 15th level, while the swashbuckler has at least 1 panache point, she can as a full-round action make a perfect thrust, pooling all of her attack potential into a single melee attack made with a light or one-handed piercing melee weapon. When she does, she makes the attack against the target’s touch AC, and ignores all damage reduction.
^ Swashbuckler's Edge (Ex) : At 15th level, while the swashbuckler has at least 1 panache point, she can take 10 on any Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check, even while distracted or in immediate danger. She can use this ability in conjunction with the derring-do deed.

** 19th-level Deeds **
Cheat Death (Ex) : At 19th level, whenever the swashbuckler is reduced to 0 hit points or fewer, she can spend all of her remaining panache to instead be reduced to 1 hit point. She must have at least 1 panache point to spend. Effects that kill the swashbuckler outright without dealing hit point damage are not affected by this ability.
Deadly Stab (Ex) : At 19th level, when the swashbuckler conf irms a critical hit with a light or one-handed piercing melee weapon, in addition to the normal damage, she can spend 1 panache point to inf lict a deadly stab. The target must succeed at a Fortitude saving throw or die. The DC of this save is 10 + 1/2 the swashbuckler’s level + the swashbuckler’s Dexterity modif ier. This is a death attack. Performing this deed does not grant the swashbuckler a panache point.
Stunning Stab (Ex) : At 19th level, when a swashbuckler hits a creature with a light or one-handed piercing melee weapon, she can spend 2 panache points to stun the creature for 1 round. The creature must succeed at a Fortitude saving throw (DC = 10 + 1/2 the swashbuckler’s level + the swashbuckler’s Dexterity modifier) or be stunned for 1 round. Creatures that are immune to critical hits are also immune to this effect.


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)
29.0.0 coin on hand

Light <= 38# [43#] (By armor)
Medium <= 76# [86 #] (+3/-3/20'/x4)
Heavy <= 115# [130#] (+1/-6/20'/x3)


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.
Class Features
Level BAB Fort Ref Will Special
1st +1 +0 +2 +0 Deeds, panache, swashbuckler finesse
2nd +2 +0 +3 +0 Charmed life 3/day
3rd +3 +1 +3 +1 Deeds, nimble +1
4th +4 +1 +4 +1 Bonus feat
5th +5 +1 +4 +1 Swashbuckler weapon training +1
6th +6/+1 +2 +5 +2 Charmed life 4/day
7th +7/+2 +2 +5 +2 Deeds, nimble +2
8th +8/+3 +2 +6 +2 Bonus feat
9th +9/+4 +3 +6 +3 Swashbuckler weapon training +2
10th +10/+5 +3 +7 +3 Charmed life 5/day
11th +11/+6/+1 +3 +7 +3 Deeds, nimble +3
12th +12/+7/+2 +4 +8 +4 Bonus feat
13th +13/+8/+3 +4 +8 +4 Swashbuckler weapon training +3
14th +14/+9/+4 +4 +9 +4 Charmed life 6/day
15th +15/+10/+5 +5 +9 +5 Deeds, nimble +4
16th +16/+11/+6/+1 +5 +10 +5 Bonus feat
17th +17/+12/+7/+2 +5 +10 +5 Swashbuckler weapon training +4
18th +18/+13/+8/+3 +6 +11 +6 Charmed life 7/day
19th +19/+14/+9/+4 +6 +11 +6 Deeds, nimble +5
20th +20/+15/+10/+5 +6 +12 +6 Bonus feat, swashbuckler weapon mastery

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