Pirates of the Fever Sea: Skull and Shackles
Blood of Buccaneers, Shackles Pillager, Quartermaster and First Mate of The Dread Sovereign
Name: Alizra “Trigger” Odair | Race: Half-Elf | Height: 5’8"
Player: Caitlin | Gender: F | Weight: 95 lbs.
Update: 5 | Age: 23 | Eyes: Gold
Align: CN | Size: M | Hair: Flaming Red
Deity: Personal Pantheon | Speed: 30ft | Hand: Right
Ability | Temporary | Class Level
Score Mod | Score Mod | Swashbuckler (Picaroon) 5
STR 15 +2 |
DEX 17 +3 |
CON 14 +2 |
INT 11 0 |
WIS 13 +1 |
CHA 18 +4 | XP: 15,050 Next: 23,000
Total Current Subdual | Total Dex Misc
HP: 44 44 | Init: +3 = 3 + xxx
Total Armr Shld Dex Misc
AC: 16 = 10 + 2 + xxx + 3 + 1
Touch: 14 = 10 + xxx + xxx + 3 + 1
FlatFoot: 12 = 10 + 2 + xxx + xxx + xxx
Bonus Base Mod Magic
Fort (Con): +3 = 1 + 2 + 0
Ref (Dex): +7 = 4 + 3 + 0
Will (Wis): +2 = 1 + 1 + 0
Base Total Base Str Size | Base Total Base Dex Size
Melee: +7 = 5 + 2 + xxx | Range: +8 = 5 + 3 + xxx
Combat Total Base Str Size | Mnvr Total Base Str Dex Size
Mnvr: +7 = 5 + 2 + xxx | Defense: 20 = 10 + 5 + 2 + 3 + xxx
H Armor Proficiency: Medium – no penalties on attack rolls while wearing medium armor
H Panache – Gain panache at start of each equal to Charisma modifier, minimum 1. Can go up or down throughout day, but never more than Charisma modifier, unless through feats or magic items. Spend panache to accomplish deeds and recover 1 panache point by getting critical hit or killing blow with light or one-handed piercing weapon or one-handed firearm.
H Deeds – Can spend panache to accomplish deeds, which grant momentary effects or longer-lasting effects. Some deeds remain in effect as long as swashbuckler as 1 panache point, and do not require expending panache to be maintained. Can only perform deeds of level or lower. Unless noted, deed can be performed multiple time successively, as long as swashbuckler as required panache points.
H Skill Focus (Intimidate) – +3 bonus on Intimidate rolls. +6 bonus if 10 or more ranks.
H Charmed Life – Three times per day as immediate action before attempting saving throw, can add Charisma modifier to result of save. Must choose to add before roll is made. At 6th level and every 4 levels thereafter, number of times per day increases by 1, to maximum of 7 times per day at 18th level.
H Two-Weapon Finesse – Gain benefits of Weapon Finesse with light or one-handed piercing melee weapons and gain effects of Two-Weapon Fighting as long as wielding light or one-handed piercing melee weapon in one hand and one-handed firearm in other hand. Counts as having Weapon Finesse and Two-Weapon Fighting feats for purpose of feat prerequisites.
H Nimble – Gain +1 dodge bonus to AC while wearing light or no armor. If lose Dexterity bonus to AC, lose bonus gained from nimble. Bonus increases by 1 for every 4 levels beyond 3rd, to maximum of +5 at 19th level.
H Swashbuckler Weapon Training – Gain +1 bonus on attack and damage rolls with one-handed or light piercing melee weapons. While wielding such a weapon, gain benefits of Improved Critical feat. Bonuses increase by 1 for every 4 levels beyond 5th level, to maximum of +4 at 17th level.
1 Weapon Focus (Pistol) – Gain a +1 bonus to attack rolls with pistol.
1 Slashing Grace (Cutlass) – When wielding cutlass one-handed, can treat as one-handed piercing weapon for all feats and class abilities that require such a weapon and can add Dexterity modifier to damage instead of Strength.
3 Point-Blank Shot – +1 bonus on attack and damage rolls with ranged weapons up to 30 feet.
5 Precise Shot – Can shoot or throw ranged weapons at opponent engaged in melee without taking – 4 penalty.
Elven Immunities – Immune to sleep effects and +2 bonus on saving throws against enchantment spells and effects.
Adaptability – Gain Skill Focus as a bonus feat at 1st level.
Keen Senses – Gain a +2 bonus to Perception checks.
Low-Light Vision – Can see twice as a far as humans in dim light.
Elf Blood – Count as both human and elf for effects related to race.
Multitalented – Choose two favored classes at first level. Gain +1 hit point or +1 skill point at each level taken in either class.
CHARMED LIFE: 3/day
SWASHBUCKLER WEAPON TRAINING: +1
4 Weapon Specialization (Pistol) – Gain a +2 bonus to damage rolls with pistol.
1 Derring-Do – Can spend 1 panache point when you make Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add result to check. Can do after making check but before result is revealed. If d6 result is natural 6, roll another 1d6 and add result to check. Can continue to do as long as result is natural 6, up to number of times equal to Dexterity modifier, minimum 1.
1 Dodging Panache – When opponent attempts melee attack, can as immediate action spend 1 panache point to move 5 feet and gain dodge bonus to AC equal to Charisma modifier against triggering attack. Movement doesn’t negate attack and provokes attack of opportunity from opponents other than one who triggered deed. Can only perform when wearing light or no armor and carrying no heavier than light load.
1 Melee Shooter – As swift action when wielding light or one-handed piercing melee weapon and one-handed firearm, can spend 1 panache point to avoid provoking attacks of opportunity with first ranged attack made by the one-handed firearm during turn.
3 Quick Clear – As standard action, can spend 1 panache point to remove broken condition from single one-handed firearm currently wielded, as long as firearm gained condition through misfire.
3 Menacing Swordplay – While swashbuckler has at least 1 panache point, and hits opponent with light or one-handed piercing melee weapon, can choose to use Intimidate to demoralize that opponent as swift action instead of standard action.
3 Precise Strike – While swashbuckler has at least 1 panache point, gain ability to strike precisely with light or one-handed piercing melee weapon, adding swashbuckler level to damage dealt. To use deed, swashbuckler cannot attack with weapon in other hand or use a shield other than a buckler. Can use ability with with thrown light or one-handed piercing melee weapons, so long as target is within 30 feet. Any creature immune to sneak attacks is immune to additional damage granted by precise strike, and any item or ability that protects a creature from critical hits also protects creature from additional damage of precise strike. Additional damage is precision damage and isn’t multiplied on critical hit. As swift action, swashbuckler can spend 1 panache point to double precise strike damage bonus on next attack. Benefit must be used before end of turn, or is lost. Deed’s cost cannot be reduced by any ability or effect that reduces amount of panache points a deed costs.
3 Swashbuckler Initiative – While swashbucker has at least 1 panache point, gain +2 bonus on Initiative checks. In addition, if possess Quick Draw feat, hands are free and unrestrained, and has any single light or one-handed piercing melee weapon that isn’t hidden, can draw weapon as part of initiative check.
Acrobatics +11 = 5 ranks + 3 Dex + 3 Trained
Climb +6 = 1 rank + 2 Str + 3 Trained
Escape Artist +7 = 1 rank + 3 Dex + 3 Trained
Intimidate +16 = 5 ranks + 4 Cha + 3 Trained + 1 Trait + 3 Feat
Knowledge (Local) +4 = 1 rank + 0 Int + 3 Trained
Perception +11 = 5 ranks + 1 Wis + 3 Trained + 2 Racial
Profession (Sailor) +10 = 5 ranks + 1 Wis + 3 Trained + 1 Trait
Swim +7 = 2 ranks + 2 Str + 3 Trained
Buccaneer’s Blood – +1 trait bonus to Intimidate and Profession (sailor) checks. One-time +1 trait bonus to Disrepute and Infamy score.
Enemy of Slavers – +2 trait bonus to Diplomacy and Intimidate checks made to sway slavers or anyone who keeps innocents against their will.
Pillager – +1 trait bonus to combat maneuver checks to perform disarm and steal combat maneuvers.
Envy – For each day spent without stealing at least 10 gp worth of valuables or other wealth, make a DC 20 Will. If roll fails, take a cumulative -1 penalty on Will and Reflex saves and concentration checks, up to -5 penalty. If roll succeeds, penalty is reset to 0.
Hero Points: Antihero
Languages: Common, Elven
Gear: Tidewater Cutlass, Pistol, Firearm Bullet (30), Black Powder (30), Leather Armor, Otter, Pirate Clothes, Hat
Gold: 285 gp
Weapon: Tidewater Cutlass Weight: 4 lbs.
Move Name Type Atk Damage Crit Range Type Special
Attack | Melee | +10 | 1d6 +5 | 18-20/x2 | x | Slashing | x
Weapon: Pistol Weight: 4 lbs.
Move Name Type Atk Damage Crit Range Type Special
Attack | Ranged | +8 | 1d8 +2 | x4 | 20 ft. | Bludgeoning and Piercing | x