About Terry of Quent
Description The young-looking half-elf seems at ease, even in the rough, boisterous surroundings of a bar filled with toughs. His bright red, thick mat of straight shoulder-length hair frames his soft face, which is currently dominated by a large, care-free smile showing off his well cared for teeth. His features are very effeminate with a small nose, high cheekbones and full lips. His deep green eyes seem to either be set well behind the armor of his cheekbones or serve as a focus for your examination of his face, depending on your relative positions and his expression. All-in-all, he bears a remarkable resemblance to a certain pirate captain (and member of the Pirate Council) out of Quent.
His clothes speak of him having recently come into some money, as the boots, pants, vest and tricorn hat are all matching leather pieces in a dark brown (which will hide stains better in the long run) without any salt damage or marring, yet. The shirt was once bright red, but it has faded through sun and salt, and is now a pale memory of it's former self.
Jon was raised at The House of Stolen Kisses in Quent. Spending a great deal of time in the streets with the rest of his "siblings", he truly does not know who his parents are, but was raised to respect all the employees at The House as his parents. Playing to his inherent strengths, Jon quickly began to embody the typical half-elven ability to get along with nearly anyone they meet. He worked to prevent people taking a dislike to him, and was always careful to provide them opportunities to like him instead. As he got older, he made a point of respecting all of the workers in The House, but he would call only Dindreann "Mom." After all, she IS the Matriarch of The House, so the title belongs to her.
A typical hormone driven youth, Jon went looking for a means to make his way that didn't depend on his in-home authority figures. He ended up joining the "marks" from whom his "family" made their living. He started like anybody else his age, as an "able seaman", which means he spent most of his time cleaning and polishing things that other people got to use, except for quick, panicked bouts of combat. As he did this, though, he learned what he was supposed to learn, and began to understand how a ship operates and why the crew does the things that they do. It was during this portion of his life that someone first commented about how much Jon resembles Tessa Fairwinds.
Living among pirates, Jon had already come to an understanding of how bad things could go for him if Tessa found out he was claiming kinship. He had also come to understand how useful it could be to let people make assumptions and associations without actually making any claims. During this period Jon swapped ships and names. He joined the crew of The Drenched Highwayman as "Terry of Quent" and allowed people to take note of his bright red hair, green eyes, and pointed ears to draw whatever conclusions they might on their own. The new name wasn't even that much of a stretch . . .. Jon IS from Quent, after all. He was even raised in an environment where Tessa might have placed her own child for safekeeping! So, while he makes no claims that the stories are true, he also makes no effort to deny them. He justifies this by remembering that he doesn't know the truth himself.
Sometimes, in the quiet of the night, while on watch alone, "Terry" will admit to himself that he doesn't know if he wants the stories to be true or not. He doesn't know if he wants to know who, specifically, his parents are. He understands that his mother was probably just another whore at The House of Stolen Kisses, and that he will probably never know any more than that. This doesn't keep him from wondering, or worrying about the possibilities.
He just left The Drenched Highwayman, and is quickly spending his ill-gotten gains. As he is working his way down to the last few coins he has for drink, he finds his way into the Formidably Maid . . ..
Init +4 (Dex+4)
Move 30' (20' with full load)
Melee+1, Ranged/Finesse+5, CMB+1/+5 (URBAB+1, SBAB+0, Str+0, Dex+4)
Shortbow +5 for 1d6 @ x3, P (60', 20 arrows)
Sneak Attack: +1d6
AC 17, T 14, F 13, CMD 15 (Armor+3, Dex+4, URBAB+1, SBAB+0, Str+0)
HP 13 (8 +1x5 + 0x6 + 2xCon+0 + 0xFC+1)
Fort +0 (URBase+0, SBase+0, Con+0)
Elven Immunities: +2 racial saving throw bonus against enchantment spells and effects
* Finesse *
* Panache *
^ Free while holding Panache
** 1st-level Deeds **
3rd-level Deeds **
** 7th-level Deeds **
** 11th-level Deeds **
** 15th-level Deeds **
** 19th-level Deeds **
Skills & Languages:
Class+8 + Int+1 + FavoredClass+1 + Background+2 = 10 Trained Adventuring Skills and 2 Background Skills/Unchained Rogue Level - x1
Class+4 + Int+1 + FavoredClass+1 + Background+2 = 6 Trained Adventuring Skills and 2 Background Skills/Swashbuckler Level - x0
Bonus Skill Attribute+Ranks+Class+Specified(+Conditional)[Notes]
+11~Acrobatics 4+2+3+2 Sea Legs (Feat)(+4 Sea Legs (Racial) to move on narrow or slippery surfaces)(+Derring-Do)(+AC Penalty)
+ 1 Appraise 1+0+0
+ 7 Bluff 2+2+3
+ 7~Climb 0+2+3+2 Sea Legs (Feat)(+4 Sea Legs (Racial) to climb on docks & ships)(+Derring-Do)(+AC Penalty)
+ 1 Craft (Any) 1+0+0
+10 Diplomacy 2+2+3+2 Persuasive+1 Friend in Every Town
+ 2 Disguise 2+0+0
+ 4-Escape Artist 4+0+0(+Derring-Do)(+AC Penalty)
+ 4-Fly 4+0+0(+Derring-Do)(+AC Penalty)
+ 1 Heal 1+0+0
+10 Intimidate 2+2+3+2 Persuasive+1 Buccaneer's Blood
+ 7 Knowledge (Local) 1+2+3+1 Friend in Every Town
+ 6 Linguistics 1+2+3 [Background]
+ 8 Perception 1+2+3+2 Keen Senses
+ 2 Perform 2+0+0
+ 7 Profession (Sailor) 1+2+3+1 Buccaneer's Blood [Background]
+ 4-Ride 4+0+0(+Derring-Do)(+AC Penalty)
+ 6 Sense Motive 1+2+3
+ 4-Stealth 4+0+0(+AC Penalty)
+ 9-Swim 0+2+3+2 Sea Legs (Feat)+2 Sea Legs (Racial)(+Derring-Do)(+AC Penalty)
+ 7 Use Magic Device 2+2+3
AC Penalty: -3 when fully loaded, -1 w/o pack
Languages Known (Race+2 + Int+1 + Linguistics+2): Aquan, Elven, Gnome, Polyglot (Mwangi), Taldane (Common)
Feats and Traits:
UR1 Weapon Finesse: You may use your Dexterity modifier instead of your Strength modifier on attack rolls with Finesse and Light weapons
UR1 Sea Legs: You gain a +2 bonus on Acrobatics, Climb, and Swim checks.
1 Persuasive: +2 bonus on Diplomacy and Intimidate skill checks
3 <Alertness: +2 bonus on Perception and Sense Motive checks>
S1 <Weapon Focus (Rapier): +1 on attacks with rapiers>
140 GP Budget
25 Studded Leather (+3/+5/-1/15%/30'/20#)
20 Rapier (1d6/18+/2#/P/Agile)
.1 Sap (1d6/x2/2#/B/Nonlethal, Finesse)
.2 Dagger (1d4/19+/10'/1#/P or S/Finesse)
30 Shortbow (1d6/x3/60'/2#/P)
.1 Arrows, 20 (3#)
.9 Kit, Fighter's (29#) (a backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), and a waterskin)
48 MW Backpack upgrade (+2#)
FREE Outfit, Traveler's (5#) (boots, a wool skirt or breeches, a sturdy belt, a shirt (perhaps with a vest or jacket), and an ample cloak with a hood)
136 spent for 66# total, 36# w/o Pack, 8# dressed for sailor work (clothes, dagger, sap only)
Light <= 38# [43#] (By armor)
Unchained Rogue (Pirate):
Hit Die: d8.
Starting Wealth: 4d6 x 10 gp (average 140 gp).
Class Skills: The Rogue (Unchained)'s class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).
Skill Points at each Level: 8 + Int modifier.
Level BAB Fort Ref Will Special
1st +0 +0 +2 +0 Finesse training, sneak attack +1d6, sea legs
[/b]2nd +1 +0 +3 +0 Evasion, swinging reposition[/b]
3rd +2 +1 +3 +1 Unflinching +1, finesse training, sneak attack +2d6
4th +3 +1 +4 +1 Debilitating injury, rogue talent, uncanny dodge
5th +3 +1 +4 +1 Rogue's edge, sneak attack +3d6
6th +4 +2 +5 +2 Unflinching +2, rogue talent
7th +5 +2 +5 +2 Sneak attack +4d6
8th +6/+1 +2 +6 +2 Improved uncanny dodge, rogue talent
9th +6/+1 +3 +6 +3 Unflinching +3, sneak attack +5d6
10th +7/+2 +3 +7 +3 Advanced talents, rogue talent, rogue's edge
11th +8/+3 +3 +7 +3 Finesse training, sneak attack +6d6
12th +9/+4 +4 +8 +4 Unflinching +4, rogue talent
13th +9/+4 +4 +8 +4 Sneak attack +7d6
14th +10/+5 +4 +9 +4 Rogue talent
15th +11/+6/+1 +5 +9 +5 Unflinching +5, rogue's edge, sneak attack +8d6
16th +12/+7/+2 +5 +10 +5 Rogue talent
17th +12/+7/+2 +5 +10 +5 Sneak attack +9d6
18th +13/+8/+3 +6 +11 +6 Unflinching +6, rogue talent
19th +14/+9/+4 +6 +11 +6 Finesse training, sneak attack +10d6
20th +15/+10/+5 +6 +12 +6 Master strike, rogue talent, rogue's edge
Weapon and Armor Proficiencies: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow. They are proficient with light armor, but not with shields.
Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.
With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment.
Sea Legs (Ex): At 1st level, a pirate becomes adept at moving on ships, boats, and similar vessels. She gains the Sea Legs feat as a bonus feat, even if she does not meet the prerequisites. This ability replaces trapfinding.
Finesse Training (Ex): At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.
Evasion (Ex): At 2nd level, a rogue can avoid even magical and unusual attacks with great agility. If she succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Swinging Reposition (Ex): At 2nd level, a pirate incorporates a ship’s masts, rigging, ropes, sails, and other such structures into her combat style. Provided she is wearing light armor or no armor, when fighting in an environment where such structures exist, the rogue incorporates them into her movement, and does not have to move in a straight line when making either a charge attack or a bull rush combat maneuver. Once she completes her attack or maneuver, she can reposition herself. Immediately after making the charge or bull rush, she can move 5 feet as a free action, even if the charge ends her turn. This movement does not provoke attacks of opportunity. This ability replaces the 2nd-level rogue talent.
Unflinching (Ex): Pirates are a salty and steadfast lot. At 3rd level, a pirate gains a +1 bonus on saving throws against fear and mind-affecting effects. This bonus increases by +1 for every three levels, to a maximum of +6 at 18th level. This ability replaces trap sense.
Debilitating Injury (Ex): At 4th level, whenever a rogue deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special ability). The rogue can choose to apply any one of the following penalties when the damage is dealt.
Bewildered: The target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –2 penalty to AC against all attacks made by the rogue. At 10th level and 16th level, the penalty to AC against attacks made by the rogue increases by –2 (to a total maximum of –8).
Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8).
Hampered: All of the target’s speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.
These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty.
Rogue Talents: As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 4th level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2 levels of rogue attained after 4th level. A rogue cannot select an individual talent more than once. (black market connections*, combat trick, finesse rogue, firearm training*, hold breath*, rope master*, and strong stroke*)
Uncanny Dodge (Ex): At 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.
If a rogue already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.
Rogue’s Edge (Ex): At 5th level, a rogue has mastered a single skill beyond that skill’s normal boundaries, gaining results that others can only dream about. She gains the skill unlock powers (see page 82) for that skill as appropriate for her number of ranks in that skill. At 10th, 15th, and 20th levels, she chooses an additional skill and gains skill unlock powers for that skill as well.
Improved Uncanny Dodge (Ex): At 8th level, a rogue can no longer be flanked.
This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.
If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.
Advanced Talents: At 10th level and every 2 levels thereafter, a rogue can choose one of the following advanced talents in place of a rogue talent. (getaway master*, hard to fool*, and unwitting ally*)
Master Strike (Ex): At 20th level, a rogue becomes incredibly deadly when dealing sneak attack damage. Each time the rogue deals sneak attack damage, she can choose one of the following three effects: the target can be put to sleep for 1d4 hours, paralyzed for 2d6 rounds, or slain. Regardless of the effect chosen, the target can attempt a Fortitude save to negate the additional effect. The DC of this save is equal to 10 + 1/2 the rogue’s level + the rogue’s Dexterity modifier. Once a creature has been the target of a master strike, regardless of whether or not the save is successful, that creature is immune to that rogue’s master strike for 24 hours. Creatures that are immune to sneak attack damage are also immune to this ability.
Swashbuckler (Inspired Blade):
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.
Level BAB Fort Ref Will Special
1st +1 +0 +2 +0 Deeds, inspired finesse, inspired panache
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 Rapier 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 Rapier 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 Rapier 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 Rapier 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, rapier weapon mastery
Weapon and Armor Proficiency: Swashbucklers are proficient with simple and martial weapons, as well as light armor and bucklers.
inspired Finesse (Ex): At 1st level, 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. This ability replaces swashbuckler finesse.
Inspired 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, an inspired blade gains a number of panache points equal to her Charisma modifier (minimum 1) and Intelligence modifier (minimum 1), instead of just her Charisma modifier. Her panache goes up or down throughout the day, but usually cannot go higher than her starting total, though feats and magic items can affect this maximum. A swashbuckler spends panache to accomplish deeds (see below). 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.
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.
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.
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.
Rapier Training (Ex): At 5th level, an inspired blade gains a +1 bonus on attack rolls and a +2 bonus on damage rolls with rapiers. While wielding a rapier, she gains the benefit of the Improved Critical feat. These attack and damage bonuses increase by 1 for every 4 levels beyond 5th (to a maximum of +4 on attack rolls and +5 on damage rolls at 17th level). This ability replaces swashbuckler weapon training.
Rapier Weapon Mastery (Ex): At 20th level, when an inspired blade threatens a critical hit with a rapier, that critical hit is automatically confirmed. Furthermore, the critical threat range increases by 1 (this increase to the critical threat range stacks with the increases from rapier training, to a total threat range of 14-20), and the critical modifier of the weapon increases by 1 (×2 becomes ×3, for example). This ability replaces swashbuckler weapon mastery.
Ability Score Racial Traits: Half-elf characters gain a +2 bonus to Dex.
Type: Half-elves are humanoid creatures with both the human and the elf subtypes.
Size: Half-elves are Medium creatures and have no bonuses or penalties due to their size.
Base Speed: Half-elves have a base speed of 30 feet.
Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Sea Legs: Many half-elves find their way onto the water early in their youth, whether they live with trader families, work as smugglers, or plunder alongside pirates. These half-elves receive a +2 racial bonus on Swim checks, as well as a +4 racial bonus on Acrobatics checks to move on narrow or slippery surfaces, and on Climb checks on docks and ships. This racial trait replaces adaptability.
Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.
Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Multitalented: Half-elves choose two favored classes (Unchained Rogue, Swashbuckler) at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.
20 Point Buy
Points Race Level Gear Current
x1 11 +0 11 +0 11 +0 S 11 +0
10 16 +2 18 +0 18 +0 D 18 +4
xx 10 +0 10 +0 10 +0 C 10 +0
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