Velriana Hypaxes

Vanetta Dariav's page

100 posts. Organized Play character for Nomadical.


Race

HP 125 / 125 | AC 27 (29 w/ shield raised) F +16 R +20 W +14 (Evasion) | Perc +14

Classes/Levels

| Speed 30 ft | Default Exploration (Avoid Notice) | Active Conditions: none

Gender

Female Human Swashbuckler {Wit} 9

Size

M

Age

32

Deity

Arshea

Languages

Common, Varisian

Strength 2
Dexterity 4
Constitution 2
Intelligence 0
Wisdom 0
Charisma 4

About Vanetta Dariav

Female human swashbuckler {wit} 9
Medium, Human, Humanoid
Perception +14 (E)
Initiative +16 (Avoiding Notice = +19) pilgrim’s token

Str +2, Dex +4, Con +2, Int +0, Wis +0, Cha +4
Languages Common, Varisian

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Defense

AC 27 (29 with shield raised)
Fort +16 E; Ref +20 M; Will +14 E
HP 125

Pearly white spindle aeon stone slotted in Rugged wayfinder and invested:
Resistance 1 negative
Restores 1 hp per minute

Toughness; Deathless armor Rune; Resilient armor rune; Rugged wayfinder; Evasion

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Offense
Speed: 30 feet (Normal 25, 30 without panache, 40 with panache)
Vivacious Speed +15: Increase the status bonus to your Speeds when you have panache to a +15-foot status bonus. When you don't have panache, you still get half this status bonus to your Speed, rounded down to the nearest 5-foot increment.

Melee [◆] +1 striking rapier +18 (disarm, deadly (1d8), finesse, magical) 2d6+4 P
Melee [◆] +1 returning star knife +18 (versatile S, agile, deadly (1d6), finesse) 1d4+4 P or S
Melee [◆] Unarmed strike +17 (agile, finesse, nonlethal, unarmed) 1d4+4 B
Melee [◆] +1 ghost touch light mace +18 (agile, finesse, shove, magical) 1d4+4 B

Ranged [◆] +1 returning star knife +18 (versatile S, agile, deadly (1d6), finesse, thrown 20 ft.) 1d4+4 P or S

Precise Strike +4 damage to any melee attack, but if the attack is a finisher then damage changes to +4d6 precision damage

Weapon traits and runes:

Agile (trait): The multiple attack penalty you take on the second attack each round with this weapon is –4 instead of –5.
Deadly (trait): On a critical hit, the weapon adds a weapon damage die of the listed size; this is added after doubling the weapon’s damage.
Finesse (trait): You can use your Dexterity instead of Strength to calculate your attack bonus (but not damage rolls) with this melee weapon.
Versatile (trait): A versatile weapon can be used to deal an alternate damage type listed. Choose the damage type each time you make an attack.
Disarm (trait): You can use this weapon to Disarm with the Athletics skill even if you don’t have a free hand. This uses the weapon’s reach (if different from your own) and adds the weapon’s item bonus to attack rolls (if any) as an item bonus to the Athletics check. If you critically fail a check to Disarm using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure. On a critical success, you still need a free hand if you want to take the item.
Ghost Touch (rune): A weapon etched with this rune can harm creatures without physical form. A ghost touch weapon is particularly effective against incorporeal creatures, which almost always have a specific vulnerability to ghost touch weapons. Incorporeal creatures can touch, hold and wield ghost touch weapons (unlike most physical objects.)
Thrown (trait): You can throw this weapon as a ranged attack, and it is a ranged weapon when thrown. A thrown weapon adds your Strength modifier to damage just like a melee weapon does. When this trait appears on a melee weapon, it also includes the range increment. 
Potency Rune: Magical enhancements make this weapon strike true. Attack rolls with this weapon gain a +1 item bonus, and the weapon can be etched with one property rune.
Returning (rune): When you make a thrown Strike with this weapon, it flies back to your hand after the Strike is complete. If your hands are full when the weapon returns, it falls to the ground in your space.
Shove (trait): You can use this weapon to Shove with the Athletics skill even if you don’t have a free hand. This uses the weapon’s reach (if different from your own) and adds the weapon’s item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Shove using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Striking (rune): Increase the weapon damage dice to two instead of one

Critical Specialization Effects:
Sword: The target is made off-balance by your attack, becoming flat-footed until the start of your next turn.
Knife: The target takes 1d6+1 persistent bleed damage. You gain an item bonus to this bleed damage equal to the weapon's item bonus to attack rolls. (included)
Brawling: The target must succeed at a Fortitude save against your class DC (27) or be slowed 1 until the end of your next turn.
Club: You knock the target up to 10 feet in a straight line away from you, in a direction of your choice. This is forced movement.

Finishers [◆] (swashbuckler, finisher) You gain an elegant finishing attack you can make when you have panache. You gain the Confident Finisher action.

Confident Finisher [◆] You make an incredibly graceful attack, piercing your foe’s defenses. Make a Strike with the following failure effect.
< Failure: You deal half your precise strike damage to the target. This damage type is that of the weapon or unarmed attack you used for the Strike.

Unbalancing Finisher: [◆] You attack with a flashy assault that leaves your target off balance. Make a melee Strike. If you hit and deal damage, the target is off-guard until the end of your next turn.

Bleeding Finisher: [◆] Your blow inflicts profuse bleeding. Make a slashing or piercing Strike. If you hit, the target also takes persistent bleed damage equal to your precise strike finisher damage (4d6).

Exemplary Finisher: (Wit) If a Strike you make as part of a finisher hits a foe, you add the following effect to the Strike: The foe takes a –2 circumstance penalty to attack rolls against you until the start of your next turn.

Panache You care as much about the way you accomplish something as whether you actually accomplish it in the first place. When you perform an action with particular style, you can leverage this moment of verve to perform spectacular, deadly maneuvers. This heightened state of flair is called panache.
You gain panache by performing actions that have the bravado trait. Tumble Through and additional actions determined by your swashbuckler’s style (See below: Bon Mot & One for All / Aid Another) gain the bravado trait when you use them. The GM might determine that a check to perform a particularly daring action, such as swinging on a chandelier or sliding down a drapery, can gain the bravado trait. These checks typically involve at least a single action and a non-trivial DC. Normally, you gain and use panache only in combat encounters; when an encounter ends, you lose panache.
Powerful finisher actions, including Confident Finisher, can be used only while you have panache and cause you to lose your panache.

Bravado trait: Actions with this trait can grant panache, depending on the result of the check involved. If you succeed at the check on a bravado action, you gain panache, and if you fail (but not critically fail) the check, you gain panache but only until the end of your next turn. These effects can be applied even if the action had no other effect due to a failure or a creature’s immunity.

Tumble Through [◆] (move): You Stride up to your Speed. During this movement, you can try to move through the space of one enemy. Attempt an Acrobatics check against the enemy’s Reflex DC as soon as you try to enter its space. You can Tumble Through using Climb, Fly, Swim, or another action instead of Stride in the appropriate environment.
> Success You move through the enemy’s space, treating the squares in its space as difficult terrain (every 5 feet costs 10 feet of movement). If you don’t have enough Speed to move all the way through its space, you get the same effect as a failure.
< Failure Your movement ends, and you trigger reactions as if you had moved out of the square you started in.

Wit style: You are friendly, clever, and full of humor, always knowing just what to say. Your witticisms leave foes unprepared for the skill and speed of your attacks. You are trained in Diplomacy and gain the Bon Mot skill feat. When you use Bon Mot, the action gains the bravado trait.

Stylish Combatant: You gain a +1 circumstance bonus to skill checks with the bravado trait while in a combat encounter. While you have panache, you gain a +5-foot status bonus to your Speeds. (but see next 2 entries)
Vivacious Speed: When you’ve made an impression, you move even faster than normal, darting about the battlefield with incredible speed. Increase the status bonus to your Speeds from stylish combatant to a +10-foot status bonus; this bonus increases by 5 feet at 7th, 11th, 15th, and 19th levels. When you don’t have panache, you still get half this status bonus to your Speed, rounded down to the nearest 5-foot increment.
Swashbuckler Expertise:Your circumstance bonus from Stylish Combatant increases to +2. Your proficiency rank for your swashbuckler class DC increases to expert.

Precise Strike When you make a Strike with an agile or finesse melee weapon or agile or finesse unarmed attack, you deal 2 additional precision damage. If the Strike is part of a finisher, the additional damage is 2d6 precision damage instead. As your swashbuckler level increases, so does your additional damage for precise strike. At 5th, 9th, 13th, and 17th level, increase the amount of additional damage on a Strike by 1 and the additional damage on a finisher by 1d6.

One for All: [◆ + ↺] With precisely the right words of encouragement, you bolster an ally’s efforts. Designate an ally within 30 feet; this action counts as sufficient preparation to Aid that ally. When you use the Aid reaction to help that ally, you can roll Diplomacy in place of the usual check and the action gains the bravado trait. Traits: Auditory, Concentrate, Emotion, Linguistic, Mental, Swashbuckler

Opportune Riposte: [↺] Trigger: An enemy within your reach critically fails on a Strike against you.
You take advantage of an opening from your enemy's fumbled attack. You either make a melee Strike against the triggering enemy or attempt to Disarm it of the weapon it used for the Strike

Swaggering Initiative: [◇] Trigger: You are about to roll Initiative. You swagger readily into any fight. You gain a +2 circumstance bonus to your initiative roll and can Interact to draw a weapon. If you are the first to act in combat, you gain panache.

Confident Evasion: Your proficiency rank for Reflex saves increases to master. When you roll a success on a Reflex save, you get a critical success instead.

Weapon Expertise and Weapon Specialization: Your proficiency ranks for simple weapons, martial weapons, and unarmed attacks increase to expert. You gain access to the critical specialization effects of all weapons for which you have expert proficiency. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you're a master and 4 if you're legendary.

Reactive Strike: [↺] Trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it’s using.
You swat a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn’t count toward your multiple attack penalty, and your multiple attack penalty doesn’t apply to this Strike.

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Skills
Acrobatics +20 M (+2 to Tumble Through)
Arcana +9 U
Athletics +13 T (+1 to Disarm)
Crafting +9 U
Deception +15 T
Diplomacy +20 M (+2 on Bon Mot, +4 to Aid Another)
Intimidation +19 M
Mercantile Lore +11 T
Pathfinder Lore +11 T
Medicine +9 U
Nature +9 U
Occultism +9 U
Performance +15 T
Religion +11 T
Society +9 U
Stealth +17 E (+1 to conceal the thieves’ tools)
Survival +9 U
Thievery +13 T

Skill Feats:
Bargain Hunter: You can Earn Income using Diplomacy, spending your days hunting for bargains and reselling at a profit. You can also spend time specifically sniffing out a great bargain on an item; this works as if you were using Earn Income with Diplomacy, except instead of gaining money, you purchase the item at a discount equal to the money you would have gained, gaining the item for free if your earned income equals or exceeds its cost. Finally, if you select Bargain Hunter during character creation at 1st level, you start play with an additional 2 gp.

Intimidating Glare: You can Demoralize with a mere glare. When you do, Demoralize loses the auditory trait and gains the visual trait, and you don’t take a penalty if the creature doesn’t understand your language.

Bon Mot: [◆] You launch an insightful quip at a foe, distracting them. Choose a foe within 30 feet and roll a Diplomacy check against the target's Will DC.
>> Critical Success The target is distracted and takes a –3 status penalty to Perception and Will saves for 1 minute. The target can end the effect early with a retort to your Bon Mot. This can either be a single action that has the concentrate trait or an appropriate skill action to frame their retort. The GM determines which skill actions qualify, though they must take at least 1 action. Typically, the retort needs to use a linguistic Charisma-based skill action.
> Success As critical success, but the penalty is –2.
<< Critical Failure Your quip is atrocious. You take the same penalty an enemy would take had you succeeded. This ends after 1 minute or if you issue another Bon Mot and succeed.
Traits: Auditory, Concentrate, Emotion, General, Linguistic, Mental, Skill

Cat Fall: (Granted by Stylish Tricks class feature 3) Your catlike aerial acrobatics allow you to cushion your falls. As a Master in Acrobatics, treat falls as 50 feet shorter.

Group Impression: When you Make an Impression, you can compare your Diplomacy check result to the Will DCs of up to 10 targets you conversed with, with no penalty. The number of targets increases to 20 if you’re an expert.

Untrained Improvisation: Your proficiency bonus to untrained skill checks is equal to your level –2. This improves to your level –1 at 5th level and your full level at 7th level. This doesn’t allow you to use the skill’s trained actions. (See Clever Improviser below.)

Pilgrim’s Token: You carry a small token of protection from a site holy to your faith. You gain a wooden religious symbol for your deity for free. As long as this religious symbol is in your possession, when you tie an adversary’s initiative roll, you go first.
If you lose this religious symbol, you must purchase or Craft a replacement and attune it. Such a token usually costs at least 1 sp, and the attunement takes 10 minutes of prayer. You can also attune a different religious symbol with the same amount of time, but you lose the benefit of the previous religious symbol.

Slippery Prey:[/I] When you attempt to Escape using Acrobatics or Athletics, you reduce the multiple attack penalty for repeated attempts to –4 and –8 if you’re trained in the skill. The penalty becomes –3 and –6 if you’re a master in the appropriate skill. Regardless of your training, your attempts to Escape still have the attack trait and incur a multiple attack penalty with other actions.

Kip Up: [◇] (Granted by Stylish Tricks class feature 7) You stand up. This movement doesn’t trigger reactions.

Rolling Landing: You land with quick rolls that help you keep your momentum. If you fall and don't take damage (usually due to treating the fall as a shorter distance), you can use your reaction to immediately enter a short roll when you land and Step. If you are an expert in Acrobatics, you can use your reaction to Step or Stride up to half your Speed. If you're a master in Acrobatics, you can use your reaction to Step or Stride up to your full Speed.

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General Feats, Ancestry Feats, and Misc Abilities

Skilled Human: You become trained in one skill of your choice (Stealth). At 5th level you become an expert in the chosen skill.

Cooperative Nature: You gain a +4 circumstance bonus on checks to Aid.

Home Region Language: Varisian

Clever Improviser: (Ancestry 5) You’ve learned how to handle situations when you’re out of your depth. You gain the Untrained Improvisation general feat. In addition, you can attempt skill actions that normally require you to be trained, even if you are untrained.

Storied Talent: (Horizon Hunter’s Boon) Word of your skill and expertise is spreading, and you find that increasingly prestigious clients are prepared to pay for your services. When using Downtime to Earn Income, you can choose to attempt a task of your level.

Toughness: Your body can withstand more punishment than most before succumbing. Increase your maximum Hit Points by your level. You reduce the DC of recovery checks by 1.

Group Aid: Your upbringing emphasized teamwork, and helping your allies comes naturally to you. After you Aid an ally at a skill check that doesn't have the attack trait, you can also Aid any other ally who attempts the same skill check for the same purpose that round. You do so as a free action rather than a reaction.

The preparation you did to help must still apply to the other allies, and you can Aid each ally only once. For example, if you helped lift up an ally to Aid them on an Athletics check to scale a wall, you could keep the same posture to give a boost to other allies attempting to scale the wall in the same round.
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Other Items steel shield, +1 deathless resilient leather armor, +1 striking rapier, +1 returning starknife, +1 ghost touch light mace, backpack, bedroll, chalks (10), fine clothing, flint and steel, minor healing potion, rations (2 weeks), rope (50’), soap, waterskin, feather token (ladder), Arboreal Boots , Obsidian goggles, Spacious Pouch Type II (50 bulk); Soaring Wings tattoo; Diplomat’s Badge; rugged wayfinder w/ pearly white spindle aeon stone slotted & invested,

Rugged Wayfinder: (Horizon Hunters boon):

You have modified your wayfinder to absorb a small amount of your exhaustion, allowing you to continue exploring unhindered. When you purchase this boon, you apply its benefits to one wayfinder in your possession, granting you a special ability when the wayfinder is invested and in your possession.
As an action [◆], you can reduce the severity of your clumsy, enfeebled, or sickened condition, reducing that condition’s value by 1.
You can safely use this benefit once per adventure. You can attempt to use it a second time, overcharging the wayfinder at the risk of destroying it. When you do so, roll a DC 10 flat check. On a success, the wayfinder is broken. On a failure, the wayfinder is destroyed. If anyone tries to overcharge a wayfinder that’s already been overcharged, the item is automatically destroyed (even if it has been repaired) and does not provide the activated benefit.
Special: You can apply multiple upgrades to a single wayfinder. Each upgrade only affects one wayfinder in your possession, chosen when the boon is purchased. If a wayfinder has multiple upgrades on it, you can only safely use each ability once per scenario.
If the wayfinder with this upgrade is destroyed, you can apply the upgrade to another wayfinder during Downtime for no additional cost beyond that of the wayfinder itself.
Note: This does NOT have the Manipulate trait.

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Rugged Mentor boon: While working with less experienced Pathfinder allies, you provide important insights that keep your less experienced colleagues safe from harm. For any PCs benefiting from a Level Bump and whose levels are lower than yours, you increase the Level Bump’s modifier to saving throws to 2.

Skillful Mentor boon: While working with less experienced Pathfinder allies, you provide vital advice to sharpen your newer colleagues’ skills. For any PCs benefiting from a Level Bump and whose levels are lower than yours, you increase the Level Bump’s modifier to skill checks to 2.

Heroic Hustle (Horizon Hunters): In moments of true heroism, you can always move to where the action is. When you spend a Hero Point to reroll a check, you also gain a +10-foot status bonus to your Speed until the end of your next turn. After you spend a Hero Point to avoid death, you can also Stand as a free action when you next become conscious.