Harbormaster Permelia

Toshiko's page

291 posts. Organized Play character for Ietsuna.

Full Name



| HP 31/31 | AC 18, T 14, FF 13 | CMD 18 | F +4 R +8 W +1 (+3 vs. charms, compulsions) | Init +4 | Perc +5


| Speed 30ft | Panache 3/3 | Active Conditions: None


”Toshiko” | Female CG Kitsune Swashbuckler (Flying Blade) 3

About Toshiko

Female Kitsune swashbuckler 3 Archetypes Flying Blade,
None Medium humanoid (kitsune, shapechanger)
Init +4 (+6), Senses low-light vision; Perception +5
AC 18, touch 14, flat-footed 13 (+3 armor, +4 Dex, +1 dodge)
hp 31 ((3d10)+9)
Fort +4, Ref +8, Will +1

Speed 30 ft.
Melee mw starknife +9 (1d4/19-20)
Melee mug +7 (1d4+1)
Ranged mw starknife (thrown) +9 (1d4+2/19-20), within 30 ft. +10 (1d4+2)
Ranged sling +6 (1d4+2/19-20), within 30 ft. +6 (1d4+2)
Melee bite +3 (1d4)
Innate Spell-Like Abilities dancing lights (3/day),


Str 10, Dex 18, Con 14, Int 10, Wis 8, Cha 16,
Base Atk +3; CMB +3; CMD 18
Feats Point-Blank Shot, Weapon Finesse, Weapon Focus (starknife)
Skills Acrobatics +12, Bluff +9, Climb +4, Disguise +3, Escape Artist +8, Fly +4, Perception +5, Profession (Sailor) +3, Ride +4, Sense Motive -1, Stealth +4, Survival -1, Swim +1
Traits Humble Beginnings, River Rat
Languages Common, Sylvan
SQ agile, change shape, swashbuckler finesse, deeds, derring-do, opportune parry and riposte, deeds, kitsune magic, low-light vision, natural weapons, panache, subtle throw, weapon and armor proficiency,
Combat Gear rations, trail (5), Wand of CLW (50 charges), Potion of Protection from Evil (2)
Other Gear MW studded leather, bite, sling, alchemist's fire (flask), acid (flask) starknife (4), outfit (explorer's), common backpack, rope (silk/50 ft.), waterskin, bandolier, cold iron dagger, alchemical silver dagger, blue book, hip flask, hot weather outfit, cloak of resistance +1, 2640.5GP
Agile (Ex) Kitsunes get a +2 racial bonus on Acrobatics checks.

Change Shape (Su) Kitsune can assume the appearance of a specific single human form of the same sex.

Swashbuckler Finesse (Ex) 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.

Deeds Swashbucklers spend panache points to accomplish deeds. Most deeds grant the swashbuckler a momentary bonus or effect, but some provide longer-lasting 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.

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 4 times.

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.

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.

Deeds A flying blade gains the following deeds, each of which replaces an existing deed. Subtle Throw, Disrupting Counter, Precise Throw, Targeted Throw, Bleeding Wound, and Perfect Throw.

Subtle Throw (Ex) A flying blade can spend 1 panache point as part of a ranged attack with a dagger or starknife to make it without provoking attacks of opportunity. At 6th level, as a swift action she can spend 1 panache point to make all of her ranged attacks with daggers or starknives without provoking attacks of opportunity until the start of her next turn. This deed replaces dodging panache.

Precise Throw (Ex) At 3rd level, as long as she has at least 1 panache point, a flying blade can use her precise strike with a thrown dagger or starknife as long as the target is within 60 feet of her, and she increases the range increment of these weapons by 5 feet. She can spend 1 panache point when she throws a dagger or a starknife to ignore all range increment penalties with that ranged attack. This deed replaces menacing swordplay.

Disrupting Counter (Ex) At 3rd level, when an opponent makes a melee attack against her, she can spend 1 panache point to make an attack of opportunity against the attacking foe. This attack of opportunity can be made with either a dagger or a starknife. If the attack hits, the opponent takes a –4 penalty on all attack rolls until the end of its turn. This deed replaces kip-up.

Charmed LifeAt 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).

Humble BeginningsYou didn’t have any intention of becoming an adventurer, but a single, unexpected confrontation changed everything. Choose one of the following: boot, bucket, frying pan, mug, rolling pin, spade, or stool. You are treated as having the Catch Off- Guard feat when wielding the chosen item. (These items should all be considered improvised melee weapons that deal 1d4 points of bludgeoning damage.)

Kitsune Magic (Ex) Kitsune add +1 to the DC of any enchantment spells they cast.

Low-Light Vision Kitsune can see twice as far as humans in conditions of dim light.

Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Natural Weapons (Ex) Kitsune have a bite attack in their natural form.


Panache Unlike other swashbucklers, a flying blade regains panache only when she confirms a critical hit or makes a killing blow with a dagger or starknife. This ability alters panache.

River Rat (marsh or river) You learned to swim right after you learned to walk. As a youth, a gang of river pirates put you to work swimming in nighttime rivers and canals with a dagger in your teeth so you could sever the anchor ropes of merchant vessels. You gain a +1 trait bonus on damage dealt with a dagger and a +1 trait bonus on Swim checks. Swim is always a class skill for you.

Weapon and Armor Proficiency Swashbucklers are proficient with simple and martial weapons, as well as light armor and bucklers.

Bot Me:

Toshiko moves to within 30 feet of target and throws a dagger.

[dice=Dagger] 1d20+7[/dice] [dice=Damage] 1d4+2[/dice]