Velriana Hypaxes

Vanetta Dariav's page

100 posts. Organized Play character for Nomadical.


Race

HP 97 / 112 | AC 26 (28 w/ shield raised) F +15 R +19 W +14 (Evasion) | Perc +14

Classes/Levels

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

Gender

Female CG Half-Elf Swashbuckler {Wit} 8, Pathfinder Agent dedication

Size

M

Age

101

Alignment

CG

Deity

Desna

Languages

Common, Varisian, Ancestral Linguistics

Strength 14
Dexterity 18
Constitution 14
Intelligence 10
Wisdom 12
Charisma 18

About Vanetta Dariav

Female half-elf swashbuckler {wit} [Pathfinder Agent dedication] 8
CG, Medium, Elf, Human, Humanoid
Perception +14 (Exp); low-light vision
Initiative +16

Str 14 (+2), Dex 18 (+4), Con 14 (+2), Int 10 (+0), Wis 12 (+1), Cha 18 (+4)
Languages Common, Varisian, Ancestral Linguistics

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Defense

AC 26 (28 with shield raised)
Fort +15 E; Ref +19 M; Will +14 E
HP 112

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 (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 +17 (disarm, deadly (1d8), finesse, magical) 2d6+4 P
Melee [◆] +1 returning star knife +17 (versatile S, agile, deadly (1d6), finesse) 1d4+4 P or S
Melee [◆] Unarmed strike +16 (agile, finesse, nonlethal, unarmed) 1d4+4 B

Ranged [◆] +1 returning star knife +16 (versatile S, agile, deadly (1d6), finesse, thrown 20 ft.) 1d4+4 P or S
chain of stars talisman

Precise Strike +3d6 precision damage

Weapon traits:

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.
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.
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 (24) or be slowed 1 until the end of your next turn.

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 a weapon or unarmed attack that would apply your precise strike damage, 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 flat-footed until the end 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 bravado, you can leverage this moment of verve to perform spectacular, deadly maneuvers. This state of flair is called panache, and you are either in a state of panache or you are not.
You gain panache by successfully performing the skill check associated with specific actions that have a bit of flair, including Tumble Through and additional actions determined by your swashbuckler’s style (Bon Mot). At the GM’s discretion, after succeeding at a check to perform a particularly daring action, such as swinging on a chandelier or sliding down a drapery, you also gain panache if your result is high enough (typically the very hard DC for your level, but the GM can choose a different threshold) Note: Very Hard DC for level 8 = 29
While you have panache, you gain a +5-foot* status bonus to your Speeds and gain a +1 circumstance bonus to checks to Tumble Through, Bon Mot, or Aid using One for All. The precise strike class feature also causes you to deal extra precision damage while you have panache. Powerful finisher actions, including Confident Finisher can be used only while you have panache and cause you to lose your panache.
Normally, you gain and use panache only in combat encounters; when an encounter ends, you lose panache.

* See Vivacious Speed above

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 in any situation. 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. You gain panache during an encounter whenever you succeed at a Bon Mot against a foe.

Precise Strike You strike with flair. When you have panache and you Strike with an agile or finesse melee weapon, you deal 3 additional precision damage. If the strike is part of a finisher, the additional damage is 3d6 precision damage instead.

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. If your swashbuckler's style is wit and your Diplomacy check to Aid meets or exceeds the very hard DC for your level (DC 29 at level 8), you gain panache. Traits: Auditory, Concentrate, Emotion, Linguistic, Mental, Swashbuckler

Deft Cooperation: When you set things up to help your allies, you also gain some of the fruits of your labors. When you successfully Aid an attack roll or AC, you gain a +1 circumstance bonus to attack rolls or AC against that enemy until the end of your next turn, whichever you granted to your ally. When you successfully Aid a skill check, if you attempt the exact same skill check (not just using the same skill, but using it for the same purpose, for instance a check to Climb the same wall) on your next turn, you gain a +1 circumstance bonus to your skill check.

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 flat-footed until the end of your next turn. Traits: Finisher, Swashbuckler

Opportune Riposte: [↺] Trigger: A foe within your reach critically fails 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 foe or attempt to Disarm it of the weapon it used for the Strike

Swaggering Initiative: [◇] Trigger: You roll Initiative. You swagger readily into any fight—even an ambush. You gain a +2 circumstance bonus to your initiative roll and can Interact to draw a weapon.

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 Specialization: You've learned how to inflict greater injuries with the weapons you know best. 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.
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Skills
Acrobatics +19 M
Arcana +8 U
Athletics +12 T
Crafting +8 U
Deception +14 T
Diplomacy +17 E (+4 on checks to Aid using One for All)
Intimidation +14 T
Mercantile Lore +10 T
Pathfinder Lore +12 E *
Medicine +9 U
Nature +9 U
Occultism +8 U
Performance +12 U
Religion +9 U
Society +12 E *
Stealth +14 T
Survival +9 U
Thievery +14 T
* May retry failures to Recall Knowledge or use her Diplomat’s Badge with the other * skill (Cognitive Crossover)

Pathfinder Agent Dedication:
Your Pathfinder training has broadened your horizons and made you more flexible at various skills, since you never know when you might need an obscure skill to complete your mission. You become trained in one skill of your choice, or expert in a skill of your choice in which you were trained (Society). You also become trained in Pathfinder Lore, or an expert if you were already trained. When using a skill untrained, your proficiency bonus is equal to your level instead of 0. You gain access to wayfinders.

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.

Lie to Me: You can use Deception to weave traps to trip up anyone trying to deceive you. If you can engage in conversation with someone trying to Lie to you, use your Deception DC if it is higher than your Perception DC to determine whether they succeed. This doesn’t apply if you don’t have a back-and-forth dialogue, such as when someone attempts to Lie during a long speech.

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

Additional Lore (Pathfinder Lore): ((Granted by Pathfinder Training, Swords School))

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 two four targets instead of one. It’s possible to get a different degree of success for each target. The number of targets increases to four if you’re an expert, 10 if you’re a master, and 25 if you’re legendary.

Hefty Hauler: You can carry more than your frame implies. Increase your maximum and encumbered Bulk limits by 2. ((Granted by Pathfinder Training, Swords School at level 5))

Kreighton’s Cognitive Crossover: [↺]Trigger You gain no information from a Recall Knowledge
check (usually because you failed the secret check) using one of the two skills you chose for this feat. You immediately reattempt the triggering check using the other chosen skill.
Special When you gain this feat, choose two of the following skills: Arcana, Crafting, Lore (Pathfinder), Medicine, Nature, Occultism, Religion, or Society.

Kip Up: [◇] 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. If you're legendary in Acrobatics, you don't trigger reactions triggered by movement when you Stride in this way. PFS Sanctioning Note: Rolling Landing’s text only affects the reaction used after a fall, not any reaction.

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General Feats, Ancestry Feats, and Misc Abilities

Half-Elf Heritage: This gives you access to elf and half-elf ancestry feats in addition to human ancestry feats.

Ancestral Linguistics (Elf): Over your extensive lifespan, you've studied many languages. During your daily preparations, you can recede into old memories to become fluent in one common language or one other language you have access to. You know this language until you prepare again. Since this knowledge is temporary, you can't use it as a prerequisite for a permanent character option.
Home Region Language: Varisian

Cooperative Nature: (granted by Ancestral Paragon general feat 3)  You gain a +4 circumstance bonus on checks to Aid.

Great Fortitude: (Swash 3) Your proficiency rank for Fortitude saves increases to expert.

Natural Skill: (Ancestry 5, Human) Your ingenuity allows you to learn a wide variety of skills. You gain the trained proficiency rank in two skills of your choice: Society & Stealth

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. (Note: Earn Income tables from the Pathfinder Guild Player Options web page use Level -2. When using these tables, she may attempt as if her Level = 10. Or use the unadjusted table from CRB pg. 236 x 8 days.)

Toughness: You can withstand more punishment than most before succumbing. Increase your maximum Hit Points by your level. The DC of recovery checks is equal to 9 + your dying condition value.

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Other Items steel shield, +1 deathless resilient leather armor, +1 striking rapier, +1 returning starknife, backpack, bedroll, chalks (10), fine clothing, flint and steel, minor healing potion, rations (2 weeks), rope (50’), soap, thieves' tools & spare picks, waterskin, feather token (ladder), rugged wayfinder w/ pearly white spindle aeon stone slotted & invested, lesser healing potion (2) (from Swords School), Shark’s tooth charm (armor talisman), chain of stars (starknife talisman), Boots of Elvenkind, goggles of night, bag of holding II

Diplomat’s Badge: When displayed prominently, this brass badge makes creatures find you more agreeable. You gain a +1 item bonus to Diplomacy checks. Activate: [◆] Recall Knowledge; Frequency once per day; Effect Attempt a DC 20 check to Recall Knowledge about people of a human ethnicity, a non-human ancestry, or some other type of creature. (The GM determines what your options are.) If you succeed, the badge’s bonus increases to +2 for Diplomacy checks with creatures of that group for the rest of the day.

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.

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.