Carrying Capacity: Light 28.5 lbs, Med 57 lbs, Heavy 86.25 lbs
Current weight carried: 25.25 lbs
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Special Abilities
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Archaeologist's Luck +1 (20 rounds/day) (Ex) Gain Luck bonus to attack, damage, saves, and all skills. Rounds = 4+4(CHA)+3(Maestro of Society)+9(Myrianna’s boon)
Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Charmed Life (+5, 6/day) (Ex) As an immediate action before attempting a saving throw, she can add her Charisma modifier to the result of the save as an untyped bonus (before the roll is made). 3/day at 1st level. 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).
Deed: Bleeding Wound (Ex) [1] When the swashbuckler hits a living creature with a light or one-handed piercing melee weapon attack, as a free action she can spend 1 panache point to have that attack deal additional bleed damage. The amount of bleed damage dealt is equal to the swashbuckler’s Dexterity modifier. Alternatively, the swashbuckler can spend 2 panache points to deal 1 point of Strength, Dexterity, or Constitution bleed damage instead (swashbuckler’s choice). Creatures that are immune to sneak attacks are also immune to these types of bleed damage.
Deed: Derring-Do (Ex) [1] add 1d6 when making an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check.
Deed: Dodging Panache +5 (Ex) [1] When attacked, step 5 ft. and gain +CHA to AC vs. attack. (Triggers AoO from foes other than attacker)
Deed: Opportune Parry and Riposte (Ex) [1+AoO] roll attack vs incoming melee attack to parry. If successful, gain counterattack as immediate action.
Deed: Evasive (Ex) 0/n: As long as she has 1 panache, she gains the benefits of the evasion (no damage on successful reflex), uncanny dodge (cannot be caught flat-footed, does she lose her Dex bonus to AC if the attacker is invisible), and improved uncanny dodge (can’t be sneak attacked due to flanking, unless the attacker has at least four more rogue levels than the target does) rogue class features
Deed: Kip Up (Ex) 0/n: stand up from prone as move, no AoO. [1]: same, as a swift.
Deed: Menacing Swordplay (Ex) 0/n: on a hit, demoralize as a swift.
Deed: Precise Strike +13 (Ex) 0/n: +SWB level precision damage / strike, up to 30’. 1: +SWB x2 as a swift action.
Deed: Subtle Blade (Ex): 0/n:while a swashbuckler has at least 1 panache point, she is immune to disarm, steal, and sunder combat maneuvers made against a light or one-handed piercing melee weapon she is wielding.
Deed: Superior Feint (Ex): 0/n: as a standard action, purposefully miss a creature you could make a melee attack against with a wielded light or one-handed piercing weapon. The creature is denied its Dexterity bonus to AC until the start of the swashbuckler's next turn.
Deed: Swashbuckler’s Initiative (Ex) 0/n: +2 Initiative.
Deed: Swashbuckler's Grace (Ex) 0/n: no penalty for moving at full speed when she uses Acrobatics to attempt to move through a threatened area or an enemy's space.
Targeted Strike (Ex): [1] as a full-round action make an attack with a single light or one-handed piercing melee weapon that cripples part of a foe's body. The swashbuckler chooses a part of the body to target. If the attack succeeds, in addition to the attack's normal damage, the target suffers one of the following effects based on the part of the body targeted. If a creature doesn't have one of the listed body locations, that body part cannot be targeted. Creatures that are immune to sneak attacks are also immune to targeted strikes. Items or abilities that protect a creature from critical hits also protect a creature from targeted strikes.
. . Arms: The target takes no damage from the attack, but it drops one carried item of the swashbuckler's choice, even if the item is wielded with two hands. Items held in a locked gauntlet cannot be chosen.
. . Head: The target is confused for 1 round. This is a mind-affecting effect.
. . Legs: The target is knocked prone. Creatures with four or more legs or that are immune to trip attacks are immune to this effect.
. . Torso or Wings: The target is staggered for 1 round.
Deed: Dizzying Defense (Ex): At 15th level, while wielding a light or one-handed piercing melee weapon in one hand, the swashbuckler can spend 1 panache point to take the fighting defensively action as a swift action instead of a standard action. When fighting defensively in this manner, the dodge bonus to AC gained from that action increases to +4, and the penalty to attack rolls is reduced to –2.
Deed: Perfect Thrust (Ex): At 15th level, while the swashbuckler has at least 1 panache point, she can as a full-round action make a perfect thrust, pooling all of her attack potential into a single melee attack made with a light or one-handed piercing melee weapon. When she does, she makes the attack against the target’s touch AC, and ignores all damage reduction.
Deed: Swashbuckler’s Edge (Ex): While the swashbuckler has at least 1 panache point, she can take 10 on any Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check, even while distracted or in immediate danger. She can use this ability in conjunction with the derring-do deed.
Rat familiar (protector) +2 to Fortitude
Fate's Favored Increase luck bonuses by 1.
Fearless +2 racial bonus vs Fear saves.
Forgetful Whenever you leave a location you have been at for longer than 1 hour, you must attempt a DC 10 Wisdom check. If you fail, you leave behind one random mundane item (a purse of money counts as an item).
Lessons of Chaldira (1/day) When you fail a saving throw, you can reroll the saving throw. You must take the second result even if it is worse.
Luck o’ the Scene (Two-Year Boon) Once per scene, reroll any d20 you have rolled, and choose the better result! (A scene is regarded as a series of linked combats throughout an encounter, a particular roleplay setting, or whatever else I deem fit to count as such. If there is any question as to whether this has refreshed for your character, just ask.)
Myriana’s boon: Inspiration (Su) (+4 insight to Will, Craft, Perform; +9 rounds bardic performance) A nymph can choose an intelligent creature to inspire and serve as a muse by giving that creature some token of her affection (typically a lock of her hair, though in this case no token is needed). As long as the nymph retains her favor for this creature and as long as the creature carries the nymph's token, the creature gains a +4 insight bonus on all Will saving throws, Craft checks, and Perform checks. A bard who has a nymph for a muse in this way can use his bardic performance for an additional number of rounds per day equal to his nymph muse's Charisma modifier. The nymph retains a link to her token and its carrier as if she had cast a status spell on the carrier.
Nimble (Ex) +4 dodge to AC
Panache (Ex) Gain a pool of points (equal to CHA) that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Swashbuckler Finesse 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.
Lion, rat familiar:
Rat (protector); (reference image)
CG Tiny magical beast (animal)
Init +2; Senses low-light vision, scent; Perception +14
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Defense
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AC 21, touch 14, flat-footed 17 (+2 Dex, +7 natural, +2 size)
hp 69 (1d8)
Fort +5, Ref +14, Will +8
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Offense
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Speed 15 ft., climb 15 ft., swim 15 ft.
Melee bite +11 (1d3-4)
Space 2 ft.; Reach 0 ft.
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Statistics
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Str 2, Dex 15, Con 11, Int 12, Wis 13, Cha 2
Base Atk +13; CMB +9; CMD 15 (19 vs. trip)
Feats Bodyguard[APG], Combat Reflexes, Weapon Finesse
[b]Skills
Acrobatics +18 (13 ranks, 3 class, 2 DEX),
Bluff +2 (6 ranks, -4 CHA),
Climb +15 (2 ranks, 3 class, 2 DEX, 8 racial),
Diplomacy +9 (2 ranks, 3 class, -4 CHA),
Disable Device +14 (12 ranks, 2 DEX),
Escape Artist +4 (2 ranks, 2 DEX),
Knowledge (arcana) +3 (2 rank, 1 INT),
Knowledge (dungeoneering) +3 (2 rank, 1 INT),
Knowledge (geography) +3 (2 rank, 1 INT),
Knowledge (engineering) +2 (1 rank, 1 INT),
Knowledge (history) +8 (7 ranks, 1 INT),
Knowledge (local) +3 (2 rank, 1 INT),
Knowledge (nature) +2 (1 rank, 1 INT),
Knowledge (nobility) +4 (3 rank, 1 INT),
Knowledge (planes) +3 (2 rank, 1 INT),
Knowledge (religion) +3 (2 rank, 1 INT),
Linguistics +5 (5 rank, 0 INT),
Perception +18 (15 ranks, 3 class, 1 WIS),
Sleight of Hand +6 (4 ranks, 2 DEX),
Spellcraft +2 (1 rank, 1 INT),
Stealth +32 (15 ranks, 3 class, 2 DEX, 8 size, 4 racial),
Swim +14 (1 rank, 3 class, 2 DEX, 8 racial),
Racial Modifiers +4 Stealth
SQ loyal bodyguard, in harm’s way, shield master
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Special Abilities
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Bodyguard Use an AoO to use aid another to improve an ally's AC.
Climbing (15 feet) You have a Climb speed.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
In Harm’s Way While using the aid another action to improve an adjacent ally’s AC, you can intercept a successful attack against that ally as an immediate action, taking full damage from that attack and any associated effects (bleed, poison, etc.). A creature cannot benefit from this feat more than once per attack.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Loyal Bodyguard (Ex) Can use Bodyguard to protect master as long as you’re occupying master’s space.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Shield Master (Su) Familiar can take half damage done to you, as shield other
Rondo, the war pony:
a Galician pony with thick chestnut fur and a white muzzle.
Rondo – combat trained pony
N Medium animal
Init +3 Senses[/b] low-light vision, scent, Perception+7
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AC 15, touch 13, flat-footed 15 (+3 Dex, +2 natural)
hp 17 (2d8+8)
Fort +7 Ref[/b] +6 Will[/b] +2
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Speed 40-ft.
Melee two hooves -1 (1d3+2 20x2)
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Str 17 Dex 17 Con 18 Int 6 Wis 15 Cha 8
Base Attack +1 CMB +4 CMD 17, 21 vs. trip Feats Endurance, Run
Skills Perception+7
Tricks attack, come, defend, down, guard, heel
Background:
Zoli Tileani was born and raised in the shadow of the Sandpoint Theater. Her mother died in childbirth and so she was brought up entirely by her father, Tanitus, a frustrated performer. Tanitus is a talented actor, singer, and harpsichordist who is perennially vexed since good roles for halflings in the Sandpoint Theater’s productions are few and far between. For the most part he’s been stuck as a bit player, typically playing human children.
Tanitus took personal responsibility for Zoli’s education, teaching her to read by giving her classic plays and lyric sheets...including a few of the old classics written in Thassilonian. He believed in a well rounded education, exposing her to everything from oration to basic spellcraft. While Zoli loves her father dearly, and shares his love of lore, she also saw how her dad waited in vain for a role worthy of his talent, and how as the years wore on it had begun to make him bitter and discouraged. Zoli swore she wouldn’t tolerate that sort of frustration.
Instead of a harpsichord, Zoli’s fingers gravitated to another traditional halfling pastime: she loves to fiddle with locks -- holding them to her ear to hear their workings, shaking them to get a sense of their mechanism, and finally letting her deft fingers set their contents free. She also loves to roam, and to indulge her inborn curiosity.
Of all the stories Zoli was raised on, the ones most vividly etched into her brain are the adventurous antics of Chaldira Zuzaristan (her beloved patron deity) and stories of the heyday of ancient Thassilon.With the advent of adolescence, Zoli started to roam further, sneaking into minor Thassilonian ruins and searching for as-yet-undiscovered relics. The only ones she’s explored so far have been thoroughly combed through numerous times before, but she has managed one score: a large red lacquered button that she found in one of her explorations and believes to be a genuine relic of old Thassilon. She considers it a blessing from Chaldira and wears it pinned in her hair, as a badge of pride.
So far in her excursions she’s encountered goblins twice and a lone hill giant once. Each time she’s succeeded by the skin of her teeth at evading them and hiding until they left in frustration, and she sees these narrow escapes as sure proof that Chaldira watches over her.
Zoli’s 23 now, a grown woman for a halfling (if only barely) and itching to find her way in the world. Her father worries for her, seeing that she won’t be content with a life at home. Her love for sneaking and lockbreaking mischief hasn’t gotten her into serious trouble with the authorities yet...but Tanitus fears that it’s only a matter of time until she runs afoul of the law, or fails to evade the next band of goblins on one of her excursions. Zoli for her part dreams of becoming a Pathfinder. Her imagination is in many ways rooted in tales of Old Thassilon, and when she stares distractedly into space it’s typically because she’s daydreaming about exploring the Glorious Past.
Personality:
Daydreamer; Stories of glory, and especially of the ancient days of Thassilon, are at least as real for her as today.
Warm; Zoli tends to like most people.
Curious; Why let a stone go unturned?
Playful; Tends to enjoy life, appreciates a witty exchange.
Optimistic; Chaldira Zuzaristan is smiling on me. What could go wrong?
Impulsive; SQUIRREL!!
At 3’ 1” Zoli is on the taller and better muscled side of a halfling. Her skin is the color of cinnamon, and her brown hair is worn in many small braids, typically pulled by into a single pony tail. More often than not there’s a warm smile on her lips and a mischievous twinkle in her eyes.
She dresses practically, mostly in browns, greys, and olives. Pinned in her hair is an oversized red lacquered button, which Zoli discovered while exploring a minor ruin and which she believes is a Thassilonian relic. She has a lamellar cuirass which she wears when on her excursions, and which matches the dark red of her lucky button.