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Female Swashbuckler (Whirling Dervish) 2 / Bloodrager (Urban Bloodrager) 2 / Unchained Monk (Scaled Fist) 2
Lawful Good Medium Outsider (Native)
Init +9;
Senses Darkvision Perception +3
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Defense
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AC 18, touch 18, flat-footed 14 (+0 armor, +0 Shield, +3 Dex, +0 natural, +1 Dodge, +1 Deflecion, +3 Cha)
hp 52 (6d10+12)
Fort +10, Ref +10, Will +0
Resist
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Offense
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Offenses
Speed 40 ft.
Ranged Longbow +9 (1d8 20/x3) (100Ft)
Melee Silversheen Scimitar +1 +10/+4 (1d6+3 19-20/x2)
Melee Unarmed Strike +9 (1d6+2 20/x2)
Special Attacks Panache 3/3, Bloodrage 6/ day +4 to Str/Dex/Con
Spell-Like Abilities
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Statistics
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Str 14, Dex 16, Con 14, Int 12, Wis 8, Cha 16
Base Atk +6; CMB +6; CMD 21
Languages Common, Ignan, Dwarven, Celestial
SQ
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Feats
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Combat Reflexes (Level 1 Feat)
You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
Improved Initiative (Level 3 Feat)
You get a +4 bonus on initiative checks.
Dodge (Level 6 Feat)
You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
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Traits
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Resilient (Combat)
Growing up in a violent neighborhood or in the unforgiving wilds often forced you to subsist on food and water from doubtful sources. You’ve built up your mettle as a result, and gain a +1 trait bonus on Fortitude saves.
Flame of the Dawnflower (Religion)
You have been raised to view yourself as a blade in Sarenrae’s service, or you have taken on that duty for yourself. Whenever you score a critical hit with a scimitar, you deal 2 additional points of fire damage to your target.
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Class Features
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Weapon and Armor Proficiency:
Weapon and Armor Proficiency: Swashbucklers are proficient with simple and martial weapons, as well as light armor and bucklers.
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. A swashbuckler spends panache to accomplish deeds (see below), and regains panache in the following ways.
Critical Hit with a Light or One-Handed Piercing Melee Weapon:
Each time the swashbuckler confirms a critical hit with a light or one-handed piercing melee weapon, she regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or 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 Melee Weapon:
When the swashbuckler reduces a creature to 0 or fewer hit points with a light or one-handed piercing melee 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.
Dawnflower’s Mercy (Ex):
While violence is sometimes necessary to cleanse evil, Sarenrae’s desire for redemption prevents her dervishes from reveling in a foe’s defeat. A whirling dervish does not gain any panache for dropping a foe below 0 hit points unless that foe is an evil outsider or undead, or if the damage she dealt was nonlethal. Additionally, she gains 1 panache point if she causes an evildoer with a number of Hit Dice equal to at least 1/2 her character level to surrender to her. She can gain this benefit no more than once per round, even if multiple enemies surrender. This ability alters panache.
Deeds:
Swashbucklers spend panache points to accomplish deeds. Most deeds grant the swashbuckler a momentary bonus or effect, but some provide longerlasting 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.
See the Swashbuckler Deeds section for a full list of Deeds from all sources.
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 feats. This ability counts as having the Weapon Finesse feat for purposes of meeting feat prerequisites.
Dervish Finesse (Ex):
A whirling dervish can treat a scimitar as a one-handed piercing melee weapon for the purposes of the swashbuckler’s finesse and all feats and class abilities that refer to such a weapon. She must not be carrying a weapon or shield in her off hand to gain this benefit. This ability alters swashbuckler finesse.
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 modifier to the result of the save. She must choose to do this before the roll is made. At 6th level and every 4 levels thereafter, the number of times she can do this per day increases by one (to a maximum of 7 times per day at 18th level).
Class Skills:
An urban bloodrager adds Diplomacy (Cha), Knowledge (local) (Int), Linguistics (Int), and Profession (Wis) as class skills, and removes Handle Animal (Cha), Knowledge (nature) (Int), and Survival (Wis). This alters the bloodrager’s class skills.
Weapon and Armor Proficiency:
Bloodragers are proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields). A bloodrager can cast bloodrager spells while wearing light armor or medium armor without incurring the normal arcane spell failure chance. This does not affect the arcane spell failure chance for arcane spells received from other classes. Like other arcane spellcasters, a bloodrager wearing heavy armor or wielding a shield incurs a chance of arcane spell failure if the spell in question has somatic components.
An urban bloodrager isn’t proficient with shields. This alters the bloodrager’s weapon and armor proficiencies.
Bloodline:
Each bloodrager has a source of magic somewhere in his heritage that empowers his bloodrages, bonus feats, and bonus spells. Sometimes this source reflects a distant blood relationship to a powerful being, or is due to an extreme event involving such a creature somewhere in his family’s past. Regardless of the source, this influence manifests in a number of ways. A bloodrager must pick one bloodline upon taking his first level of bloodrager. Once made, this choice cannot be changed.
When choosing a bloodline, the bloodrager’s alignment doesn’t restrict his choices. A good bloodrager could come from an abyssal bloodline, a celestial bloodline could beget an evil bloodrager generations later, a bloodrager from an infernal bloodline could be chaotic, and so on. Though his bloodline empowers him, it doesn’t dictate or limit his thoughts and behavior.
The bloodrager gains bloodline powers at 1st level, 4th level, and every 4 levels thereafter. The bloodline powers a bloodrager gains are described in his chosen bloodline. For all spell-like bloodline powers, treat the character’s bloodrager level as the caster level.
At 6th level and every 3 levels thereafter, a bloodrager receives one bonus feat chosen from a list specific to each bloodline. The bloodrager must meet the prerequisites for these bonus feats.
At 7th, 10th, 13th, and 16th levels, a bloodrager learns an additional spell derived from his bloodline. These spells are in addition to the number of spells given on Table 1–4. These spells cannot be exchanged for different spells at higher levels.
If the bloodrager takes levels in another class that grants a bloodline, the bloodlines must be the same type, even if that means that the bloodline of one of the classes must change. Subject to GM discretion, the bloodrager can change his former bloodline to make them conform.
Bloodrage (Su):
The bloodrager’s source of internal power grants him the ability to bloodrage. At 1st level, a bloodrager can bloodrage for a number of rounds per day equal to 4 + his Constitution modifier. At each level after 1st, he can bloodrage for 2 additional rounds per day. Temporary increases to Constitution (such as those gained from bloodraging or spells like bear’s endurance) don’t increase the total number of rounds that a bloodrager can bloodrage per day. The total number of rounds of bloodrage per day is renewed after resting for 8 hours, although these hours need not be consecutive.
A bloodrager can enter a bloodrage as a free action. While in a bloodrage, a bloodrager gains a +4 morale bonus to his Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, he takes a –2 penalty to Armor Class. The increase to Constitution grants the bloodrager 2 hit points per Hit Die, but these disappear when the bloodrage ends and are not lost first like temporary hit points. While bloodraging, a bloodrager cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.
A bloodrager can end his bloodrage as a free action. When the bloodrage ends, he’s fatigued for a number of rounds equal to twice the number of rounds spent in the bloodrage. A bloodrager cannot enter a new bloodrage while fatigued or exhausted, but can otherwise enter bloodrage multiple times during a single encounter or combat. If a bloodrager falls unconscious, his bloodrage immediately ends, placing him in peril of death.
Bloodrage counts as the barbarian’s rage class feature for the purpose of feat prerequisites, feat abilities, magic item abilities, and spell effects.
Controlled Bloodrage:
When an urban bloodrager rages, she does not gain the normal benefits. Instead, she can apply a +4 morale bonus to her Constitution, Dexterity, or Strength. This bonus increases to +6 when she gains greater bloodrage and to +8 when she gains mighty bloodrage. She can apply the full bonus to one ability score or split the bonus between several scores in increments of 2. When using a controlled bloodrage, an urban bloodrager gains no bonus on Will saves, takes no penalties to AC, and can still use Charisma-, Dexterity-, and Intelligence-based skills. A controlled bloodrage still counts as a bloodrage for the purposes of any spells, feats, and other effects. This ability alters bloodrage.
Fast Movement (Ex):
A bloodrager’s land speed is faster than is normal for his race by 10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the bloodrager’s speed due to any armor worn or load carried. This bonus stacks with any other bonuses to the bloodrager’s land speed.
Uncanny Dodge (Ex):
At 2nd level, a bloodrager can react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dexterity bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A bloodrager with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him.
If a bloodrager already possesses uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.
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Skills
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Acrobatics +11 (+5 Rank, +3 trained, +3 Ability, -0 Armor)
Appraise +1 (+0 Rank, +0 trained, +1 Ability)
Bluff +7 (+1 Rank, +3 trained, +3 Ability)
Climb +2 (+0 Rank, +0 trained, +2 Ability, -0 Armor)
Craft +1 (+0 Rank, +0 trained, +1 Ability)
Diplomacy +7 (+1 Rank, +3 trained, +3 Ability)
Disable Device +3 (+0 Rank, +0 trained, +3 Ability, -0 Armor)
Disguise +3 (+0 Rank, +0 trained, +3 Ability)
Escape Artist +7 (+1 Rank, +3 trained, +3 Ability, -0 Armor)
Fly +3 (+0 Rank, +0 trained, +3 Ability, -0 Armor)
Handle Animal +3 (+0 Rank, +0 trained, +3 Ability)
Heal -1 (+0 Rank, +0 trained, -1 Ability)
Intimidate +7 (+1 Rank, +3 trained, +3 Ability)
Knowledge (Arcana) +6 (+2 Rank, +3 trained, +1 Ability)
Knowledge (Nobility) +6 (+2 Rank, +3 trained, +1 Ability)
Knowledge (Local) +6 (+2 Rank, +3 trained, +1 Ability)
Knowledge (Religion) +5 (+1 Rank, +3 trained, +1 Ability)
Linguistics +5 (+1 Rank, +3 trained, +1 Ability)
Perception +3 (+1 Rank, +3 trained, -1 Ability)
Perform (Dance) +8 (+2 Rank, +3 trained, +3 Ability)
Profession -1 (+0 Rank, +0 trained, -1 Ability)
Ride +3 (+0 Rank, +0 trained, +3 Ability, -0 Armor)
Sense Motive +3 (+1 Rank, +3 trained, -1 Ability)
Sleight of Hand +7 (+1 Rank, +3 trained, +3 Ability)
Spellcraft +7 (+3 Rank, +3 trained, +1 Ability)
Stealth +8 (+2 Rank, +3 trained, +3 Ability, -0 Armor)
Survival +1 (+2 Rank, +0 trained, -1 Ability)
Swim +6 (+1 Rank, +3 trained, +2 Ability, -0 Armor)
Use Magic Device +3 (+0 Rank, +0 trained, +3 Ability)
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Magic
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Special Abilities
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Bloodline Powers:
Your bloodline grants a number of resistances and changes your form to something angelic and terrible to behold when you bloodrage.
Celestial Bloodline
Angelic Attacks (Su):
At 1st level, your melee attacks are considered good-aligned weapons for the purpose of bypassing damage reduction. Furthermore, when you deal damage with a melee attack to an evil outsider, you deal an additional 1d6 points of damage. This additional damage stacks with effects such as align weapon and those granted by a weapon with the holy weapon special ability.
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Equipment
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Equipment list]
Melee Weapons Silversheen Scimitar +1
Ranged Weapons Longbow, 40 Arrows
Armor
Other Gear
Swashbuckler's kit:
This kit includes 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.
Explorer's Clothes
Magic Item
Wand of Mage Armor (50/50)
Wand of Shield (50/50)
Wand of Infernal healing (49/50)
Wand of Cure Light Wounds (50/50)
Silversheen Scimitar +1:
Blades made of this special metal count as alchemical silver weapons and are immune to rust, including that of rust monsters, the rusting grasp spell, and so on. They are always masterwork weapons—most often scimitars or longswords; the listed price includes the cost of the masterwork bonus.
Ring of the Sublime
This ornate gold ring is set with a single round sapphire and platinum stems. When worn, the ring of the sublime protects its wearer from fear effects as if constantly under the effects of remove fear. Wearers of rings of the sublime in Taldor often believe the ring’s ability to combat fear also removes social anxiety, making the wearer a more confident and self-assured member of high society.
Ring of Protection +1
This ring offers continual magical protection in the form of a deflection bonus of +1 to +5 to AC.
Dawnflower Sash
This long strip of red Qadiran fabric is wrapped around the wearer’s waist or head several times and held in place by an ankh-shaped clasp of red gold. The wearer is protected as if by endure elements, but only in warm environments. If the wearer unwraps the sash to its full length and holds the clasp in her hand, she can use feather fall once per day, briefly leaving behind a trail of pleasant red-gold light as bright as a torch that lasts for 1 round.
If Sarenrae is the wearer’s patron, the wearer can use the sash to cast cure light wounds once per day on command. The wearer can trigger this ability as an immediate action if reduced to –1 hit points or fewer, though thereafter the sash must be recharged by placing it in strong sunlight for 8 continuous hours. As a swift action, the wearer can cause the clasp to shine as brightly as a torch or cease this illumination; the light is warm, feels like sunlight, and is bright enough to make sun-fearing creatures slightly uncomfortable but not so bright as to cause them harm.
Boots of the Cat
These high-soled blue boots provide a great deal of comfort and arch support while also making the wearer appear a little bit taller than normal. The boot’s wearer always takes the minimum possible damage from falls (as if the GM had rolled a 1 on each die of damage incurred by the fall) and at the end of a fall always lands on his feet.
Golembane Scarab
This beetle-shaped pin enables its wearer to detect any golem within 60 feet, although he must concentrate (a standard action) in order for the detection to take place. A scarab enables its bearer to combat golems with weapons, unarmed attacks, or natural weapons as if those golems had no damage reduction.
Swarmbane Clasp
An ancient fossilized insect lies trapped within this ornate amber clasp, impaled by the long golden pin that fastens the wearer’s cloak. The wearer’s weapons, unarmed attacks, and natural attacks deal full damage to swarms, regardless of the swarm’s immunity to weapon damage (if any, although damage reduction applies as normal). If the wearer is damaged by a swarm, she automatically succeeds on her saving throw against the swarm’s distraction ability.
Cloak of Resistance +1
Flecks of silver or steel are often sown amid the fabric of these magical cloaks. This garment offers magical protection in the form of a +1 to +5 resistance bonus on all saving throws (Fortitude, Reflex, and Will).
Wealth 5 780 gp