Neutral Evil Male Human Swagbuckler
Physical Features: Age 24, Height 5'9", Weight 170 lbs.
Experience: 15000 - Pirate(Rogue)/Corsair(Swashbuckler) 2/3
Religion: Besmara & Calistria
Hit Points: 45
Abilities: Str 14, Dex 16(18), Con 16, Int 14, Wis 10, Cha 16
Armor: Masterwork Leather Armor
Defenses: Amulet of Natural Armor +1
Touch AC 15
Flat-Footed AC: 13
Saves: Fort +4, Ref +10, Will +1
BAB/CM: +4/+8/21 - Flat-foot 15
Attack (melee/ranged): Shortspear: +8 1d6+2, 20/x2 Medium Piercing
Attack (melee/ranged): Masterwork Dagger: +8 1d4+2 19-20/x2 Small Piercing
Attack (melee): Masterwork Sap: +6 1d6+2 x2 Small Bludgeoning
Attack (melee): Short sword +1: +9 1d6+3 19-20x2 Small Piercing
Attack (melee): Short sword +1: +9 1d6+6 (Panache 1+) 19-20x2 Small Piercing
Attack (ranged): Dart : +8 1d4+2, 20/x2 20ft Small Piercing
Acrobatics* +14 (4)
Appraise +6 (1)
Bluff* +10 (4)
Climb +9 (2)
*Craft (Ships) +6 (1)
Diplomacy +8 (2)
Disable Device +9 (2)
Disguise +7 (1)
Escape Artist +9 (2)
Intimidate* +11 (4) (DC to Intimidate 16)
Knowledge (Dungeoneering) - (0)
Knowledge* (Local) +6 (1)
Knowledge (Geography) +7 (1)
Perception +7 (4)
Perform* Swag +3 (0)
Profession (Sailor) +13 (4)
Sense Motive* +4 (1)
Sleight of Hand +9 (2)
Stealth +10 (3)
Survival 0 (0)
Swim +12 (1)
Use Magic Device - (0)
Agile Maneuvers: Use Dex instead of Str for CMB
Dodge: +1 Dodge bonus to AC
Sea Legs: +2 Acrobatics, Climb, Swim (Bonus feat)
Mobility: +4 AC vs Attacks of Opportunity
Spring Attack: As a full-round action, you can move up to your speed and make a single melee attack without provoking any attacks of opportunity from the target of your attack. You can move both before and after the attack, but you must move at least 10 feet before the attack and the total distance that you move cannot be greater than your speed. You cannot use this ability to attack a foe that is adjacent to you at the start of your turn.
Crowd Dodger: +2 Acrobatics to move through creatures & to avoid attacks of opportunity for leaving a threatened square
Navigator: +1 Profession (Sailor) & Kn: Geography, latter a class skill
Acrobat: +1 Acrobatics & Take -2 penalty instead of -5 when using Climb in accelerated movement
Coincunning: +2 Perception to notice coins, gems, jewelry and trade goods. Free check when you pass within 10 ft. of them
Languages: Common (Taldane), Varisian, Riddleport Slang (Common)
Abilities and qualities:
Heart of the Sea: +2 Profession (Sailor) & Swim, both class skills,
Sneak attack: 1d6.
Evasion: Reflex saves vs spells for ½ damage instead take no damage on save
Swinging Reposition:A pirate incorporates a ship’s masts, rigging, ropes, sails, and other such structures into her combat style. Provided she is wearing light armor or no armor, when fighting in an environment where such structures exist, the rogue incorporates them into her movement, and does not have to move in a straight line when making either a charge attack or bull rush combat maneuver. Once she completes her attack or maneuver, she can reposition herself. Immediately after making the charge or bull rush, she can move 5 feet as a free action, even if the charge ends her turn. This movement does not provoke attacks of opportunity.
Simple weapons, martial weapons, light armor, buckler.
Swashbuckler Finesse: Gain the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and can use 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.
Charmed Life: 3/day as an immediate action before attempting a saving throw, can add Charisma modifier to the result of a save. Must choose to do this before the roll is made.
Swagger: A corsair's confident swagger unnerves his foes and inspires his crew. He gains a +1 bonus on Intimidate checks, and the DC of Intimidate checks made against him increases by 1. He and his allies gain a +1 morale bonus on Profession (sailor) checks. These bonuses and his Intimidate DC increase by 1 for every 4 levels beyond 3rd.
Panache: 3/day points. Regain points by landing a critical hit or a killing blow. Hits on helpless or unaware creature or a creature that has fewer Hit Dice than half the swashbuckler's lvl don't count.
Derring-Do: Spend 1 panache point when he makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. He can do this after he makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, he rolls another 1d6 and adds it to the check. He can continue to do this as long as he rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).
Dodging Panache: 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.
Opportune Parry and Riposte: When an opponent makes a melee attack against the swashbuckler, he 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 he 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 he has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack he parried, provided that creature is within her reach.
Menacing Swordplay:: While he has at least 1 panache point, when a swashbuckler hits an opponent with a light or one-handed piercing melee weapon, he can choose to use Intimidate to demoralize that opponent as a swift action instead of a standard action.
Precise Strike: While he 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 his swashbuckler level to the damage dealt. To use this deed, a swashbuckler cannot attack with a weapon in his other hand or use a shield other than a buckler. He 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 his 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).
Eyes of the Storm: Whenever he has at least 1 panache point, a corsair can see three times as far as normal in non-magical fog. In magical fog, he can see normally for 10 feet; after that, creatures and objects have partial concealment for the next 10 feet and total concealment thereafter.
Equipment: [58/59-116/117-175/Current total: 60,5lbs.]
Pickpocket's Outfit (+2 to conceal small objects in it). 3 lbs. (This outfit is a bunch of assorted belts, buckles & leather patches strung and sewn together, worn over upper body. The patches and belts have small pockets and pouches hidden on them. Also acts as a bandolier, allowing storage of 8 items the size of a flask or a small dagger, items stored in the bandolier don't get the conceal bonus)
Sailor's sack. 2 lbs.
Bedroll (Sack) 5 lbs.
Belt pouch (2x) (worn) 1/2 lb.
Caltrops (x1) (Beltpouch) 2 lbs.
Grappling hook (Sack) 4 lbs.
Iron pot (Sack) 4 lbs.
Mess kit (Sack) (Plate, bowl, cup, fork, knife, and spoon, made of wood) 1 lb.
Fishing kit (Fishing pole + box of tackle) (Sack)
Small mirror (Beltpouch) 1/2 lb.
Silk rope 50ft. (Sack) 5 lbs.
Thieves' tools, common (Pickpocket outfit) 1 lb.
Torches (x10) (Sack) 1 lb.
Trail rations (x5) (Sack) 1 lb.
Waterskin (Sack) 4 lbs.
Reinforced Scarf 8ft (Worn) 1 lb.
Tricorn hat (Sack) 0.5 lb.
Short-sleeved linen vest (Worn) 0.5 lb.
A pair of leather boots ending just below the knee (Worn) 0.5 lb.
A pair of canvas breeches. (Worn) 0.5 lb
Chalk (x10) (2x Beltpouch, 8x Sack)
Heavy Mace (Locker)
Furible (Spices) (Locker)
Masterwork Sap (Worn) 2 lbs.
Masterwork Dagger (Worn) 1 lb.
Stick of Charcoal (Beltpouch)
Masterwork Leather armor (Worn) 15 lbs.
Shortspear (Carried/Worn in a sling) 3 lbs.
Dart (x6) (Worn, x1 Pickpocket's outfit, 5x Sack) 1/2 lb.
Flint & Steel (Beltpouch)
Hat of Besmara (Worn) (Cmd word to turn into small boat, 1/day for 8h, +2 Swim & Profession (Sailor)
Amulet of Natural Armor +1 (Worn)
Short Sword +1 (Worn)
Masterwork warhammer (Locker)
Potion of Cure Moderate Wounds (Worn)
"You Only Live Once." They say a swagbuckler never swags late nor does he swag early. A swagbuckler swags right on time, always.