Sabriyya Kalmeralm

Valeria Vanessa Valdemar's page

427 posts. Alias of Heofthehills.

Full Name

Valeria "Val" Vanessa Valdemar


Human Swashbuckler 7


Acro+17 | Bluff+11 | Climb/Swim +6 | Diplo+8 | Intim+12 | Know(Loc+10/Nob+7) | Percep +10 | Prof(Merchant/Sailor)+4 | Sleight+11 |


HP: 64/64 | AC: 23 T: 16 FF: 16 | Fort +4 Ref +10 Will +4 | CMB +7 CMD 21 | Init +4(+6) | Panache 4/4 | Charmed Life 4/4

About Valeria Vanessa Valdemar

The Beginning:

Twenty years ago, Valeria was born to the youngest son of the Valdemar family, grandson to Ethram. It was not that common for a great-grandchild to be born in Varisia, but Valeria was one of many, since the family patriarch seems to not wish to let go of the mortal coil...or to give the family business to anyone of his heirs.

Because she was of little importance to the family as a whole, she was allowed to watch and learn, whether she was going to be needed or not. The young girl was determined to do well for her family in some way and as such, she was adamant about picking up as much of the family business as she could.

At sixteen, she had learned a great deal about the aspects of sales and ships, but she wanted to taste the salt air and meet people out on the seas, so she asked permission to travel on a few merchant vessels to help make contacts.

She was a natural. She had always done well with her studies, but she seemed to excel at this and soon she was leaping around ships with ease, talking up her family and their ships to whoever would listen and occasionally bringing ideas home. And contacts.

Her father was never fond of her learning the sword, no matter how much she begged, but she did get to learn how to defend herself with a dagger and when she first got on the ship, she found a kukri and took to it like she did the seas. Now she is rarely seen without one of the curved blades on her hip.

One day she hopes to be a great boon to her family, but for now, adventure will have to do.

She recently returned to Magnimar and decided to pay her grandfather a trip, traveling alone to Sandpoint may not have been her best idea, but with all of her training with her kukri and buckler, her father could do little to dissuade her.

Interesting Side Note:

When Val was very young, her mother told her stories of a Storm Giant god who would protect ships during vicious storms. These stories always resonated with Val and as such, she has always made a point to know as much about Aegirran. While most sailors venerate Besmara, Val has always prayed to Aegirran. It may not mean a lot, but it is and always has been a very important thing to her, no matter what the others say.


Name Valeria Vanessa Valdemar

Human 5th Level Swashbuckler
NG, F, Humanoid (Human)
Init +4(+6 with Panache); Senses Perception +10


AC 23, touch 16, flat-footed 16 (+4 Mithral Chain Shirt, +5 from dex, +2 from Nimble, +1 from Buckler, MW, +1 Amulet of Nat Armor)
hp 64
Fort +4, Ref +10, Will +4


Speed 40ft

Melee +7/+2

Ranged +12/+7

Combat Options

+15/+10 Agile Dagger +1 1d4+13 (17-20/x2)
+13/+8 Agile Dagger +1 1d4+18 (17-20/x2) Piranha Strike
+12/+7 Longbow 1d8 (x3) 100'


Str 11, Dex 21, Con 12, Int 12, Wis 10, Cha 14

Base Attack +7; CMB +7; CMD 21


Slashing Grace
Extra Grit
Piranha Strike
Sea Legs (GM Gift)
Combat Expertise (-2 to hit, +2 AC)
Weapon Focus (Dagger)


Merchant Family (+20% access, +10% extra on selling goods)
Indomitable Faith (+1 Will Saves)
Irrepressible (Cha instead of Wis for saves vs. Charm/Compulsion)

Trained Skills

Acrobatics +17 (7 Ranks, +5 Dex, +3 Class, +2 Feat)(+5 on Jumps)
(+4 on Running Jumps)
Bluff +11 (6 Ranks, +2 Cha, +3 Class)
Climb +6 (1 Ranks, +3 Class, +2 Feat)
Diplomacy +9 (4 Ranks, +2 Cha, +3 Class)
Intimidate +12 (7 Ranks, +2 Cha, +3 Class)
Know: Local +10 (6 Ranks, +1 Int, +3 Class)
Know: Nobility +7 (3 Ranks, +1 Int, +3 Class)
Perception +10 (7 Ranks, +3 Class)
Prof(Merchant) +4 (1 Ranks, +3 Class)
Prof(Sailor) +4 (1 Ranks, +3 Class)
Sleight of Hand +11 (3 Ranks, +5 Dex, +3 Class)
Swim +6 (1 Ranks, +3 Class, +2 Feat)

Swashbuckler Abilities

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.

Critical Hit with a Light or One-Handed Piercing Weapon:
Each time the swashbuckler confirms a critical hit with
a light or one-handed piercing weapon while in combat,
she regains 1 panache point. Confirming a critical hit on
a helpless or unaware creature or on 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 Weapon:
When the swashbuckler reduces a creature to 0 or fewer hit
points with a light or one-handed piercing 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.

Derring-do (Ex): At 1st level, a swashbuckler can spend
1 panache point when she makes an Acrobatics, Climb,
Escape Artist, Fly, Ride, Swim check to roll d6 and add
the result to the check. She must choose to do this before
she rolls. If the d6 roll is a natural “6,” she rolls another
d6 and add 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, she
can spend 1 panache point to move 5 feet as an immediate
action; doing so grants the swashbuckler a bonus to AC
equal to her Charisma bonus against the triggering
attack. This movement doesn’t negate the attack, which
is still resolved as if the swashbuckler was in 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 more 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 can 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. If her attack roll is greater than
the roll of the attacking creature, the attack automatically
misses. For each size category the attacking creature is
larger than the swashbuckler, the swashbuckler takes
a –2 penalty on her attack roll. The swashbuckler must
declare the use of this ability after the creature’s attack is announced, but before that attack roll is made. Immediately
after a swashbuckler performs a successful parry, as long
as she has 1 panache point she can make an attack as an
immediate action against the creature whose attack she
blocked, provided that creature is within her reach.
Kip-Up (Ex): At 3rd level, as long as the swashbuckler has
at least 1 panache point, she can kip-up from prone as a
move action without provoking an attack of opportunity.
If she spends 1 panache point when she kips up, she can
do this as a swift action instead.

Menacing Swordplay (Ex): At 3rd level, while she at least
1 panache, 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, as long as 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 her damage roll. 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 melee light or one-handed
piercing thrown melee weapons, as long as the target
is within 30 feet of her. Any creature that is immune
to sneak attacks is immune to a precise strike, and any
item or ability that protects a creature from critical hits
also protects a creature from a precise strike. The extra
damage of precise strike is precision damage, and isn’t
multiplied with 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 must be used before the end of her turn,
or it is lost. This deed’s cost cannot be reduced 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 her weapon isn’t hidden, she can draw a single light or one-handed piercing weapon as part of the initiative check.

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 Expertise. 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 bonus to the result of the save.
She must choose to do this before the roll is made, and
may only apply one use of charmed life on a given save.
At 6th level and every four levels thereafter, the number
of times she can do this per day increases by one (to a
maximum of 7 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 the Swashbuckler to lose this dodge bonus.
This bonus increases by 1 for every four levels beyond 2nd
level (to a maximum of +5 at 20th level).

Toad: Drag: Familiar (+3 HP) Alertness within 10'

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 four levels beyond 5th
level (to a maximum of +4 at 17th level).


Common, Varisian, Giant

Gold: 1495.87gp


Mithral Chain Shirt (1,100GP)
Vest of Resistance (1000GP)
MW Buckler (155GP)
Agile Dagger +1(8308GP)
Longbow, 18 Arrows (75GP, 1GP)
Pouch (GM Gift)
Boots of Striding and Springing
Belt of Incredible Dexterity
Military Saddle (20 gp)
Bit and Bridle (2 gp)
Saddlebags (4 gp)
10 days feed (1 gp)
Light Combat Trained Horse (110 gp)
Potion of Invisibility x2
Potion of Cat's Grace x1
Potion of CLW x1
Trail Rations x10 (5g)
Amulet of Natural Armor +1