
Tobar Pannell |
Halfling - Swashbuckler (Mouser) 1
DEFENSE
AC 19, touch 14, flat-footed 14 (10 +3 Dex +1 Size +4 Armor +1 Shield)
CMD: (10 + BAB + Str + Dex)
Hit Points: 12 (10 +1 Con +1 FC)
Fortitude: +3 (2 +1 Con)
Reflex: +5 (2 +3 Dex)
Will: +1 (0 +1 Wis)
OFFENSE
Speed: ft
Melee: +5 (1 +1 Size +3 Dex) for 1d4
CMB: +1 (1)
Feats:
Combat Expertise: can take a -1 penalty on melee attacks to gain +1 dodge to AC.
Traits:
Besmara’s Blessing: +1 on Perception and Profession (Sailor). 1/week can reroll a Profession (Sailor) check.
Wanderlust: consider base speed 10ft higher for overland travel.
Racial Traits:
Small: +1 size bonus to AC, +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Slow Speed: base speed of 20 feet.
Fearless: +2 racial bonus on all saving throws against fear.
Adaptable Luck: 3/day can gain a +2 luck bonus on ability check, attack roll, saving throw or skill check.
Keen Senses: +2 racial bonus on Perception checks.
Sure-Footed: +2 racial bonus on Acrobatics and Climb checks.
Weapon Familiarity: proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.
Languages: Common and Halfling.
Favored Class – Swashbuckler: +1 HP
Skills: (4 +Int)
Acrobatics (Dex): +8 (1 +3 Dex +3 Class +2 Race)
Climb (Str): +6 (1 +3 Class +2 Race)
Perception (Wis): +8 (1 +3 Class +1 Wis +2 Race +1 Trait)
Swim (Str): 4 (1 +3 Class)
Class Abilities:
Weapon and Armor Proficiency: simple and martial weapons, as well as light armor and bucklers.
Panache (Ex): At the start of each day, gain panache equal to Charisma mod. 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.
Swashbuckler Finesse (Ex): gain Weapon Finesse with light or one-handed piercing melee weapons, and 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.
Deeds:
Derring-Do (Ex): 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): 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): 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.
Gear: 300gp
Rapier – 20gp
Buckler – 5gp
Chain Shirt – 100gp
Still need to buy the incidentals.
As he neared his teenage years though, the merchantman was taken by pirates as it rounded the spit of land near Corentyn. Blood, smoke, fire and death… and when the fog cleared his mother lay dead, collateral damage of the fray. The merchantman was sent with a skeleton crew South, limping past the eye and into Slipcove on Bag Island. The slaves taken with the merchantman were then surprisingly set free, given an opportunity to either make a home on Bag Island, or resign to join Jolis Raffles crew and set back to sail. His father, a near broken man bereft of wife had no heart to travel – and settled in Rumbutter.
The contrast was stark and like a slap in the face. No longer the constant movement and motion of being afloat, no salty stories to eavesdrop nor sailors to watch at training for war. Instead it was bloody bees and apiaries, sheep and cattle, and four walls that seemed to get smaller by the day. It was endured a few years, until the adventurous Tobar could take no more… he needed to feel the salty spray against his face and watch the waves and land roll by. Stealing away to Slipcove he stowed aboard the first ship to leave harbor and was disgorged in Port Peril. Still wide eyed and bushy tailed he meant to somehow find a ship and captain worth sailing for… which led him to the Formidably Maid…
This is Mark's submission - I'll finalise and update the profile with the necessaries if chosen.