Quinn

Vorya's page

578 posts. Alias of Mowque.


Full Name

Vorya

Race

Human Swashbuckler 3 | HP 12/23 | AC15 T15 FF10 | CMD 19 | F+2 R+8 W+2 | Init +6 | Perc +6|Panache 5/5

About Vorya

Vorya
XP 600

Male human swashbuckler 3

NG Medium humanoid (human)

Init +4 (+2 with panache); Senses Perception +6

DEFENSE
AC 15, touch 15, flat-footed 10 (+4 Dex, +1 dodge)

hp 23 (3d10+3 Favored Class Bonus)
Fort +2, Ref +8, Will +2
OFFENSE
Speed 30 ft.
STATISTICS
Str 12, Dex 18, Con 11, Int 12, Wis 10, Cha 16
Base Atk +3; CMB +4; CMD 19

Sunsilver Masterwork Rapier +9 1d6+4+1 (18-20X2)

Feats
Extra Panache-You gain two more panache points at the start of each day, and your maximum panache increases by two. (5)

Weapon Finesse- With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls

Weapon Focus (Rapier)- +1 with rapier

Skills Acrobatics +9 , Bluff +9 , Diplomacy +9 , Perception +6 , Sleight of Hand +10 , Stealth +6 , Survival +2

Background- Knowledge (nobility) +2, Knowledge (geography) +2,, Linguistics +2

Languages Celestial, Common, Giant, Sylvan

SQ bonus feat, panache, swashbuckler finesse, nimble, charmed life, deeds, derring-do, dodging panache, opportune parry and riposte, kip-up, menacing swordplay, precise strike, swashbuckler initiative, skilled, weapon and armor proficiency

Traits-
Axe to Grind There is a fire in your heart that can't be quenched. You gain a +1 trait bonus on damage against foes who are threatened by only you.

Giant Dodger: In your youth, you were chased by giants for trespassing—or for sport—and you have learned to evade the reach of your opponents. You gain a +3 bonus on Acrobatics checks to avoid provoking an attack of opportunity when moving out of a threatened space.

60 GP

Mundane EQ
Swashbuckler Kit (a backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), and a waterskin.)
Hot Weather Outfit- +2 to Fort saves against heat
Cologne (5 doses)
Outfit, Courtier’s
Jewelery (50 GP worth)

Magical EQ-
Ring of Sustenance- This ring continually provides its wearer with life-sustaining nourishment. The ring also refreshes the body and mind; its wearer needs only sleep 2 hours per day to gain the benefit of 8 hours of sleep.

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 [5] (minimum 1). Her panache goes up or down throughout the day, but usually cannot go higher than her Charisma modifier [5] (minimum 1), though feats and magic items can affect this maximum. A swashbuckler spends panache to accomplish deeds (see below), and regains panache in the following ways. [Max Points = 5]

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.

Nimble (Ex) 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.

Charmed Life (Ex) The swashbuckler gains a knack for getting out of trouble. 3 times per day as an immediate action before attempting a saving throw, she can add 3 to the result of the save. She must choose to do this before the roll is made.

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.

Dodging Panache (Ex) At 1st level, when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modifier (minimum 0) against the triggering attack. This movement doesn't negate the attack, which is still resolved as if the swashbuckler had not moved from 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 heavier than a light load. This deed's cost cannot be reduced by any ability or effect that reduces the number of panache points a deed costs.

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.

Kip-Up (Ex) At 3rd level, while the swashbuckler has at least 1 panache point, she can kip-up from prone as a move action without provoking an attack of opportunity. She can kip-up as a swift action instead by spending 1 panache point.

Menacing Swordplay (Ex) At 3rd level, while she has at least 1 panache point, 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 as a swift action instead of a standard action.

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 +3 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 one-handed 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 deal 6 additional damage instead. 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, as long as the swashbuckler has at least 1 panache point, she gains the following benefits. First, she gains a +2 bonus on initiative checks. Furthermore, if she has the Quick Draw feat, her hands are free and unrestrained, and she has any light or one-handed piercing weapon that is not hidden, she can draw that weapon as part of the initiative check.

Panache

Precise Strike (Light)

Precise Strike (One-Handed)

Skilled Humans gain an additional skill rank at 1st level and one additional rank whenever they gain a level.

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