About Vesparo DikanadraPFS # 113331-6 GMs please note Vesparo will use Charmed Life on all will saves, and Fort saves vs powerful enemies - if he still has it available. I put this so I can refer you to it in the event you roll a save for me and do not add the charisma bonus :) He will also parry whenever he is attacked and has sufficient Panache. Background:
Vesparo was born in Oppara to an actress and sometime courtesan after an affair with a wealthy jeweller of Vudran descent name Ranjied Handa. When she was taken pregnant she demanded that Ranjied take her as his wife, but he denied her and her child denouncing her as a whore and cutting her off.
She named her child after the notoriously greedy Chelaxian merchant in the celebrated play The Golden Fall. But Vesparo was a charming little tot and her initial anger towards him soon fled. She later married the elderly but amiable owner of the Gilded Curtain theatre and young Vesparo was groomed to be a lead actor. Unfortunately at age fifteen Vesparo found his body beginning to undergo some embarrassing changes that puberty could not be blamed for - he grew a cat-like tail and fangs. This scuppered his chances of landing the lead roles of heroes and goodly gods, and instead saw him type cast as every diabolical demon miscreant the imaginations of Taldor's playwrights could concoct. He has never really cared much about how he got his feline features, and rather likes them in and of themselves - its handy to be able to hold your drink in your tail while your hands explore more interesting regions. But Vesparo was always a little special, too trusting, too gullible, and too easily hurt. The booing, and the loathing his often inspired performances provoked hurt him deeply. And having his face constantly plastered with red grease paint brought him out in a rash. No matter that he made the perfect villain, Vesparo wanted to be the hero. From the age of fifteen to twenty Vesparo he drank and womanized his way through his nights, slept through the days and performed in the evenings. The public loved to loathe him and he found himself swarmed by young noble women looking to act out with a nefariously handsome fellow, while the nice girls he truly wanted would not touch him with a barge pole. He would have left for some other life, but for his mother who was becoming more and more shrewish towards his poor step-father. With the death of his step father, who Vesparo had come to love dearly, and his mother's assumed control of the theatre. For the first time Vesparo saw her truly happy, in her element as she took charge and worked all hours. Feeling he could leave her without guilt Vesparo decided the time was right to seek his fortune. And like so many of the heroes of the stage he would seek adventure, fame, and heroism through the Pathfinder Society. Current Character Sheet:
Vesparo Dikanadra
Male Rakshasa-Spawn Tiefling Swashbuckler 3 CG Medium outsider (native) Init +6; Senses darkvision 60 ft.; Perception +1 -------------------- Defense -------------------- AC 22, touch 15, flat-footed 17 (+5 armor, +1 shield, +4 Dex, +1 natural, +1 dodge) hp 25 (3d10+3) Fort +2, Ref +7, Will -2; +2 Trait bonus vs. mind-affecting effects for 1 hour after drinking alcohol Defensive Abilities charmed life; Resist fire 5, fortified drinker -------------------- Offense -------------------- Speed 30 ft., deed: kip-up Melee bite +0 (1d6+1) and . . chakram +4 (1d8+2) and . . masterwork cold iron rapier +8 (1d6+2/18-20+3 Precision) and . . masterwork rapier +8 (1d6+2/18-20+3 Precision) Ranged darkwood composite longbow +8 (1d8+2/×3) Special Attacks deed: menacing swordplay, deed: opportune parry and riposte, deed: precise strike, panache -------------------- Statistics -------------------- Str 14, Dex 18, Con 12, Int 12, Wis 5, Cha 16 Base Atk +3; CMB +5; CMD 20 (20 vs. disarm, 20 vs. steal, 20 vs. sunder) Feats Cosmopolitan, Extra Grit Traits fortified drinker, performance artist Skills Acrobatics +9, Bluff +7 (+11 to tell a lie), Diplomacy +9, Disguise +9, Intimidate +9, Knowledge (local) +5, Knowledge (nobility) +5, Perception +1, Perform (act) +9, Perform (dance) +7, Sleight of Hand +8, Use Magic Device +7; Racial Modifiers deed: derring-do Languages Abyssal, Common, Elven, Infernal, Vudrani SQ beguiling liar, deed: dodging panache, deed: swashbuckler initiative, prehensile tail, swashbuckler finesse Combat Gear cold iron arrows (20), wand of infernal healing (50 charges), weapon blanch (silver) (2); Other Gear +1 mithral chain shirt, darkwood buckler, blunt arrows (20), chakram, darkwood composite longbow, masterwork cold iron rapier, masterwork rapier, sleeves of many garments, wayfinder, ale (per mug) (2), applejack (per mug) (3), backpack, masterwork, bandolier, bandolier, bedroll, disguise kit, false-bottomed scabbard, grog (per mug), hip flask, hip flask, hip flask, hip flask, hip flask, hip flask, hip flask, hip flask, hip flask, hip flask, hip flask, hip flask, hip flask, hourglass (1 hour), linnorm mead (per mug) (2), masterwork mask, intimidate tool (worth 50 gp, 1 lb), mead (per mug), oldlaw whiskey (per bottle), perfume/cologne, rope, rumboozle (per cup), wandermeal (5), whetstone, whiskey (per cup), 365 gp, 7 sp, 5 cp -------------------- Special Abilities -------------------- Beguiling Liar +4 to Bluff to tell a lie. Charmed Life +3 (3/day) (Ex) Choose to add Charisma bonus to save before roll is made. Darkvision (60 feet) You can see in the dark (black and white vision only). Deed: Derring-Do (Ex) Spend 1 panache to add 1d6 when making Escape Artist, Fly, Ride, or Swim check. Deed: Dodging Panache +3 (Ex) When attacked, spend 1 panache to step 5 ft. and gain +3 to AC vs. attack. Deed: Kip-Up (Ex) While have 1 panache, stant up from prone as move action w/o AoO, or as swift for 1 panache. Deed: Menacing Swordplay (Ex) While have 1 panache, demoralize struck opponent as swift action. Deed: Opportune Parry and Riposte (Ex) 1 panache and 1 AoO to attempt to parry a melee attack, then counterattack. Deed: Precise Strike +3 (Ex) While have 1 panache, bonus to ak/dmg w/ light/one-hand piercing weaps. Deed: Swashbuckler Initiative (Ex) While have Panache, can use a free hand to draw a light or one-handed piercing weapon as part of the initiative check. Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks. Fortified Drinker +2 save vs. mind-affecting for 1 hr after drinking alchohol. Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow. Performance Artist (Perform [act]) +1 to Perform (act) checks, or +5 when using that skill to make money. Prehensile Tail Your tail can retrieve small objects on your person as a swift action. Sleeves of many garments Transform current clothes into any non-magical new form. Swashbuckler Finesse 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 hav Wayfinder (empty) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself (see Seeker of Secrets page 51). Note: This item costs only 250 gp for members of the Pathfinder Society Construction
Old Character Sheets:
Vesparo Dikanadra
Rakshasa-Spawn Tiefling Swashbuckler 2 CG Medium outsider (native) Init +4; Senses darkvision 60 ft.; Perception +1 -------------------- Defense -------------------- AC 20, touch 14, flat-footed 16 (+4 armor, +1 shield, +4 Dex, +1 natural) hp 18 (2d10+2) Fort +1, Ref +7, Will -3; +2 Trait bonus vs. mind-affecting effects for 1 hour after drinking alcohol Defensive Abilities charmed life; Resist fire 5, fortified drinker -------------------- Offense -------------------- Speed 30 ft. Melee bite -1 (1d6+1) and . . chakram +3 (1d8+2) and . . masterwork cold iron rapier +7 (1d6+2/18-20) and . . masterwork rapier +7 (1d6+2/18-20) Ranged darkwood composite longbow +7 (1d8+2/×3) Special Attacks deed: opportune parry and riposte, panache -------------------- Statistics -------------------- Str 14, Dex 18, Con 12, Int 12, Wis 5, Cha 16 Base Atk +2; CMB +4; CMD 18 (18 vs. disarm, 18 vs. steal, 18 vs. sunder) Feats Extra Grit Traits fortified drinker, performance artist Skills Acrobatics +9, Bluff +7 (+11 to tell a lie), Diplomacy +8, Intimidate +7, Knowledge (local) +5, Knowledge (nobility) +5, Perception +1, Perform (act) +9, Perform (dance) +7; Racial Modifiers deed: derring-do Languages Abyssal, Common, Infernal SQ beguiling liar, deed: dodging panache, prehensile tail, swashbuckler finesse Combat Gear cold iron arrows (20), weapon blanch (silver) (2); Other Gear mithral shirt, darkwood buckler, blunt arrows (20), chakram, darkwood composite longbow, masterwork cold iron rapier, masterwork rapier, sleeves of many garments, wayfinder, ale (per mug) (2), applejack (per mug) (3), backpack, masterwork, bandolier, bandolier, bedroll, disguise kit, false-bottomed scabbard, grog (per mug), hip flask, hip flask, hip flask, hip flask, hip flask, hip flask, hip flask, hip flask, hip flask, hip flask, hip flask, hip flask, hip flask, hourglass (1 hour), linnorm mead (per mug) (2), masterwork mask, intimidate tool (worth 50 gp, 1 lb), mead (per mug), oldlaw whiskey (per bottle), perfume/cologne, rope, rumboozle (per cup), wandermeal (5), whetstone, whiskey (per cup), 813 gp, 7 sp, 5 cp -------------------- Special Abilities -------------------- Beguiling Liar +4 to Bluff to tell a lie. Charmed Life +3 (3/day) (Ex) Choose to add Charisma bonus to save before roll is made. Darkvision (60 feet) You can see in the dark (black and white vision only). Deed: Derring-Do (Ex) Spend 1 panache to add 1d6 when making Escape Artist, Fly, Ride, or Swim check. Deed: Dodging Panache +3 (Ex) When attacked, spend 1 panache to step 5 ft. and gain +3 to AC vs. attack. Deed: Opportune Parry and Riposte (Ex) 1 panache and 1 AoO to attempt to parry a melee attack, then counterattack. Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks. Fortified Drinker +2 save vs. mind-affecting for 1 hr after drinking alchohol. Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow. Performance Artist (Perform [act]) +1 to Perform (act) checks, or +5 when using that skill to make money. Prehensile Tail Your tail can retrieve small objects on your person as a swift action. Sleeves of many garments Transform current clothes into any non-magical new form. Swashbuckler Finesse 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 hav Wayfinder (empty) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself (see Seeker of Secrets page 51). Note: This item costs only 250 gp for members of the Pathfinder Society Construction
Vesparo Dikanadra
Note: This item costs only 250 gp for members of the Pathfinder Society Construction
Vesparo Dikanadra
Note: This item costs only 250 gp for members of the Pathfinder Society Vesparo Dikanadra
Note: This item costs only 250 gp for members of the Pathfinder Society Construction
Vesparo Dikanadra
Note: This item costs only 250 gp for members of the Pathfinder Society Construction
Chronicles:
The Confirmation Citadel of Flame City of Strangers I City of Strangers II The Disappeared The Cyphermage Dilemma Boons:
Confirmed Field Agent: Having successfully completed and documented your Confirmation, one of the three Masters has formally recognized you as a field agent and given you a Wayfinder engraved with your name and the date of your graduation. You receive this wayfinder for free, and you reduce the Prestiege Point cost of any wayfinder enhancement vanities you purchase to modify this wayfinder by 1 (minimum 1). Explore, Report, Cooperate: You have an excellent sense of what makes an exemplary Pathfinder. As a free or immediate action, you may consider whether a particular action you name - such as subdueing, but not killing an enemy, befriending an NPC, or recovering a particular item - would help realize the goals of the Pathfinder Society. The GM then informs you whether the actions impact would be positive (contributes to meeting a secondary success condition for the scenario), negative (opposes the secondary success condition) or negligible (neither contributes to nor opposes the secondary success condition). If none of these three options accurately reflects the action's impact on the PC's fulfilment of the secondary success conditions, the GM may respond with a phrase of five words or less. Once you use this boon cross it off your Chronicle sheet. Friend of Janira Gavix: The field agent who oversaw your confirmation is appreciative of your bravery and camaraderie in the face of danger. She helps you perform research, granting you a +1 bonus on knowledge checks attempted while you are in the Grandlodge. House Thrune’s Favor: Your complete discretion in infiltrating the Chelish embassy has earned you a rare token stamped with the insignia of House Thrune, signifying your favor in the eyes of Cheliax's ruling house. This grants you a +3 circumstance bonus on Diplomacy checks to influence high standing members of House Thrune, the Chelish Government, or a Hellnight order in good standing. This bonus remains in effect as long as the token remains on your person , and the token imparts its bonus only to you. Starting Character Sheet:
Versparo Dikanadra
Rakshasa-Spawn Tiefling Swashbuckler 1 CG Medium outsider (native) Init +4; Senses darkvision 60 ft.; Perception +1 -------------------- Defense -------------------- AC 20, touch 14, flat-footed 16 (+4 armor, +1 shield, +4 Dex, +1 natural) hp 11 (1d10+1) Fort +1, Ref +6, Will -1; +2 Trait bonus vs. mind-affecting effects for 1 hour after drinking alcohol Resist fire 5, fortified drinker -------------------- Offense -------------------- Speed 30 ft. Melee bite +0 (1d6+1/×2) and . . chakram +2 (1d8+2/×2) and . . chakram +2 (1d8+2/×2) and . . club +3 (1d6+2/×2) and . . rapier +5 (1d6+2/18-20/×2) and . . sap +5 (1d6+2/×2) Special Attacks deed: opportune parry, deed: riposte, panache -------------------- Statistics -------------------- Str 14, Dex 18, Con 12, Int 12, Wis 5, Cha 16 Base Atk +1; CMB +3; CMD 17 Feats Extra Panache (Grit) Traits fortified drinker, performance artist Skills Acrobatics +6, Bluff +7 (+11 to tell a lie), Diplomacy +7, Intimidate +7, Perception +1, Perform (act) +8; Racial Modifiers deed: derring-do Languages Abyssal, Common, Infernal SQ beguiling liar, deed: recovery, prehensile tail Other Gear Chain shirt, Buckler, Chakram, Chakram, Club, Rapier, Sap, Ale (per mug) (3), Applejack (per mug) (3), Backpack (empty), Bandolier (7 @ 3.5 lbs), Bedroll, Chalk, Custom Container, Flint and steel, Grog (per mug), Hip flask, Hip flask, Hip flask, Hip flask, Hip flask, Hip flask, Hip flask, Hip flask, Hip flask, Hip flask, Hip flask, Hip flask, Linnorm mead (per mug) (2), Mead (per mug) (2), Rope (2), Rumboozle (per cup), Wandermeal (5), Weapon cord, Whetstone, Whiskey (per cup), 3 GP, 4 SP, 4 CP -------------------- Special Abilities -------------------- Swashbuckler's Finesse Weapon finesse with light and one handed piercing weapons. Beguiling Liar +4 to Bluff to tell a lie. Damage Resistance, Fire (5) You have the specified Damage Resistance against Fire attacks. Darkvision (60 feet) You can see in the dark (black and white vision only). Deed: Derring-Do (Ex) Spend 1 panache to add 1d6 when making Escape Artist, Fly, Ride, or Swim check. Deed: Parry and Riposte (Ex) Spend 1 panache and 1 AoO to attempt to parry a melee attack. When you successfully parry, spend an immediate action to attack your attacker. Deed: Dodging Panache (Ex) When attacked, spend 1 panache to step 5 ft. and gain +3 AC vs attack. Fortified Drinker +2 save vs. mind-affecting for 1 hr after drinking alchohol. Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow. Performance Artist (Perform [act]) +1 to Perform (act) checks, or +5 when using that skill to make money. Prehensile Tail Your tail can retrieve small objects on your person as a swift action. Weapon cord Attached weapon can be recovered as a move action. |
