Swashbuckler

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Name and History[edit]

Tiros Stamatoulas

Tiros Stamatoulas has spent his whole life by the sea. Some would say he was born to it, or borne from it. Playful one minute, stormy the next. He learned the sailor’s trade quickly, and picked up a fighting style as unpredictable as he was.

Tiros puts his faith in Hecate. He has a tattoo of her moon-glyph on his right bicep: [b])O([/b] It helps to protect him from evil influences (or so he believes).

Basics[edit]

  • Swashbuckler 4
  • XP: 2000
  • Alignment: Chaotic Good
  • PC
  • Age: 23

Attributes[edit]

  • STR 13 +1
  • DEX 18 +4
  • CON 15 +2
  • INT 14 +2
  • WIS 11
  • CHA 16 +3

Skills, Feats, and Race/Class Abilities[edit]

Languages:

  • Koine
  • Photos
  • Lydian
  • Hunter’s Signs


Skills

  • Acrobatics 1:8
  • Climb 3:7
  • Intimidate 3:9
  • Knowledge (Local) 2:7
  • Perception 3:6
  • Perform (Dance) 2:8
  • Profession (Sailor) 4:7
  • Stealth 3:12
  • Survival 3:8
  • Swim 4:8

Feats

  • Dodge: +1 AC
  • Mobility: +4 vs AoO’s
  • Combat Reflexes: +4 AoO’s/rd
  • Bonus combat feat: Bodyguard - When an adjacent ally is attacked, you may use an attack of opportunity to attempt the aid anotheraction to improve your ally’s AC. You may not use the aid another action to improve your ally’s attack roll with this attack.


“‘Traits’”

  • Auspicious Tattoo: +1 Will
  • Dirty Fighter: When you hit a foe you are flanking, you deal 1 additional point of damage (this damage is added to your base damage, and is multiplied on a critical hit). This additional damage is a trait bonus.


Race/Class Abilities: From race:

  • Skilled -> Practiced Hunter
  +2 racial bonus on Stealth and Survival checks, and Stealth and Survival are always class skills for them. 
  • Extra Feat: see above

From Swashbuckler:

  • 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.
  • 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.
  • Derring-Do (Ex): At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swimcheck 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 a number of times equal to her Dexterity modifier (minimum 1).
  • Dodging Panache (Ex): At 1st level, when an opponent hits the swashbuckler with a melee attack, 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.
  • 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 Charismascore 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.
  • 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 her swashbuckler level to the 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 double her precise strike’s damage bonus on the next attack. 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, while the swashbuckler has at least 1 panache point, she gains a +2 bonus on initiative checks. In addition, if she has the Quick Draw feat, her hands are free and unrestrained, and she has any single light or one-handed piercing melee weapon that isn’t hidden, she can draw that weapon as part of the initiative check.
  • Charmed Life: Three times per day as an immediate actionbefore attempting a saving throw, he can add his Charisma modifier to the result of the save. He must choose to do this before the roll is made.

Combat[edit]

  • AC 20
  • HP 40
  • Hit Dice 4
  • Movement Rate 30
  • Initiative Modifier +6
  • Attacks
    • Primary Attack: +1 short sword of massive striking +9, 3d6+2
    • Secondary Melee Attack: dagger, +8, 1d4+1
    • Primary Ranged Attack: shortbow, +8, 1d6
  • Saves:
  • Reflex 7
  • Fortitude 3
  • Will 2

Equipment[edit]

Weapons

  • +1 Short sword of massive striking (+2d6)
  • Bronze short sword
  • Dagger
  • Short bow

Other Equipment

  • Circlet of Asklpeius the Divine Serpent (for the purposes of natural healing in the house rules, give him the equiv of CON 18 if worn during rest)
  • wineskin
  • rope
  • Lamp
  • tunic, cloak, sandals
  • Fishing kit
  • Bottle of ouzo
  • 1000 denari
  • Favor of Hera