Джирелл
Автор:
lonebeast
Раса: Полуэльф, Класс: Сорвиголова
Сила: 14
[+2]Ловкость: 19
[+4]Выносливость: 14
[+2]Интеллект: 10
[+0]Мудрость: 12
[+1]Обаяние: 16
[+3]Хаотичный добрый
Инвентарь:Worn:
• fine clothing
• leather armor
• buckler
Raise Shield [one-action] While wielding a shield, you position it to protect yourself until the beginning of your next turn. This grants you a +1 circumstance bonus to AC, and you can use the Shield Block reaction.
Shield Block [reaction] Trigger: You would be damaged by a physical attack while your shield is raised; Effect: You interpose your shield between yourself[ and the attack, reducing the damage by 3. You and your shield each take
any remaining damage, possibly breaking or destroying the shield (the shield gains the broken condition after taking 3 or more damage and is destroyed once it has taken 6 damage).
• dueling cape
You can pull a dueling cape you’re wearing from your shoulder and wrap it around your arm with an Interact action. While wielding the dueling cape this way, the cape uses that arm and hand, and you can’t hold anything else in that hand. While you do so, you can spend an action to hold it in a protective position, giving you a +1 circumstance bonus to AC and to Deception checks to Feint until the start of your next turn.
• +1 striking rapier: +14 (deadly d8, disarm, finesse), 2d6+2 piercing
• main-gauche: +14 (agile, disarm, finesse, parry, versatile S), 2d4+2 piercing
• dagger (5): melee +14 (agile, finesse, versatile S), 2d4+2 piercing, ranged +13 (agile, finesse, thrown 10 feet, versatile S), 1d4+2 piercing
• backpack
• bracelet of dashing (invested, magical, transmutation)
This silver bracelet grants you a +1 item bonus to Acrobatics checks (factored into your statistics); Activate [one-action] Command; Frequency 1/day; Effect You gain a +10-foot status bonus to Speed for 1 minute.
• doubling rings
When you wield a melee weapon in a hand wearing one of these rings, the weapon’s fundamental runes are replicated onto any melee weapon you wield in the hand wearing the other ring. This allows you to grant your off-hand weapon your rapier’s +1 striking benefits, though this doesn’t apply if you throw the weapon.
• minor healing potion (consumable, healing, magical, necromancy, potion)
Activate [one-action] (Interact); Effect: Upon drinking this potion, you regain 1d8 Hit Points.
• rope of climbing (lesser)
This silk rope measures 50 feet long and is capable of holding up to 3000 pounds; Activate [one-action] Interact; Frequency: once per day; Effect: You hold one end of the rope and point to a destination. The rope animates for 1 minute, moving 10 feet per round until it reaches the destination or runs out of length. The rope can move across any non-damaging horizontal or vertical surface, but it can’t extend upward without a surface to support it. At any point while the rope is animated, you can use an Interact action to wiggle the rope, giving it one of the following commands: stop in place, fasten securely to the nearest available object, detach from an object, or knot or unknot itself.
• thieves’ tools
Stowed:
• bedroll
• chalk (10 pieces)
• flint and steel
• rations (2 weeks)
• rope (50 feet)
• soap
• torch (5)
• waterskin
Bulk: Worn 4, 3 L; Stowed 1
Wealth: 9 sp
Навыки:JirelleChaotic Good Medium HumanoidFemale Human (Half-Elf), Sailor, Swashbucker (Fencer) 5
ABILITY SCORES:STR 14 [+2]
DEX 19 [+4]
CON 14 [+2]
INT 10 [+0]
WIS 12 [+1]
CHA 16 [+3]
SAVING THROWS:Fort +11 = + 2 Con + 4 Expert + 5 Level
Ref +13 = + 4 Dex + 4 Expert + 5 Level
Will +10 = + 1 Wis + 4 Expert + 5 Level
COMBAT STATS:Hit Points 68 = 8 Ancestry + 10 x 5 Class + 2 x 5 Con
AC 22 = 10 Base + 4 Dex + 1 Armor + 2 Trained + 5 Level (23 with cape raised, 23 with shield raised)
Speed 35 ft. (40 with Panache)
Perception +10 (Low-Light) = + 1 Wis + 4 Expert + 5 Level + Other
Class DC 21 = 10 Base + 4 Dex + 2 Trained + 5 Level
SPECIFIC ACTIONS AND REACTION• Shiel Block (exemple)
PROFICIENCIES:Attack Proficiency:
• Expert in simple weapons
• Expert in martial weapons
• Expert in unarmed strikes
Deffence Proficiency:
• Trained in light armor
• Trained in unarmored defense
SKILLS AND KNOWLEDGESLanguages: Common, Mwangi
Athletics +9 = + 2 Str + 2 Trained + 5 Level + Other
Acrobatics +14 = + 4 Dex + 4 Expert + 5 Level + 1 Other
Stealth +11 = + 4 Dex + 2 Trained + 5 Level
Thievery +11 = + 4 Dex + 2 Trained + 5 Level
Arcana +0 = + 0 Int
Crafting +0 = + 0 Int
Occultism +0 = + 0 Int
Society +7 = +0 Int + 2 Trained + 5 Level
Medicine +1 = +1 Wis
Nature +1 = +1 Wis
Religion +1 = +1 Wis
Survival +1 = +1 Wis
Deception +12 = + 3 Cha + 4 Expert + 5 Level
Diplomacy +10 = + 3 Cha + 2 Trained + 5 Level
Intimidation +3 = + 3 Cha
Performance +3 = + 3 Cha
Sailing Lore +7 = + 0 Int + 2 Trained + 5 Level
CLASS FEATS AND ABILITIES:• Feature 1: Panache
You can enter a state of flair, called panache, by performing stylish actions in combat. As a swashbuckler with the fencer style, you gain panache whenever you successfully Create a Diversion, Feint, or Tumble Through. At the GM’s discretion, you can also gain panache for succeeding at a check to perform some other suitably daring action, such as swinging on a chandelier or sliding down a drapery, if you get a high enough result (usually equal to the very hard DC for your level, which is 25).
While you have panache, you gain a +10-foot status bonus to your Speeds and gain a +1 circumstance bonus to checks to Create a Diversion, Feint, or Tumble Through. The precise strike class feature also causes you to deal extra precision damage while you have panache. You can use powerful finisher actions while you have panache; after using one, you lose your panache.
• Feature 1: Finisher (trait)
Finishers are spectacular finishing moves. You can use a finisher only if you have panache, and you lose your panache immediately after performing a finisher. Once you use a finisher, you can’t use actions that have the attack trait for the rest of your turn. Some finisher actions also grant an effect on a failure. If your finisher succeeds, you can choose to apply the failure effect instead.
• Feature 1: Precise Strike
You strike with flair. When you have panache and you make a melee Strike with any of your listed weapons, you deal 3 additional precision damage. If the strike is part of a finisher, the additional damage is 3d6 precision damage instead.
• Feature 1: Confident Finisher [one-action] (finisher, swashbuckler)
You make a graceful attack, piercing your foe’s defenses. Make a Strike that applies your precise strike damage, with the following failure effect.
Failure: You deal half your precise strike damage to the target. This damage type is that of the weapon or unarmed attack you used for the Strike.
• Feature 3: Opportune Riposte [reaction] (swashbuckler)
Trigger: A foe within your reach critically fails a Strike against you;
Effect: You take advantage of an opening from your enemy’s fumbled attack. You either make a melee Strike against the triggering foe or attempt to Disarm it of the weapon it used for the Strike.
• Feature 3: Vivacious Speed
When you’ve made an impression, you move even faster than normal, darting about the battlefield with incredible speed. Increase the status bonus to your Speeds when you have panache to a +10-foot status bonus; this bonus increases by 5 feet at 7th, 11th, 15th, and 19th levels. When you don’t have panache, you still get half this status bonus to your Speed, rounded down to the nearest 5-foot increment.
• Feat 1: Goading Feint
When you trick a foe, you can goad them into overextending their next attack. On a Feint, you can use the following success and critical success effects instead of any other effects you would gain when you Feint; if you do, other abilities that adjust the normal effects of your Feint no longer apply. You can choose whether to use the Goading Feint benefits or the normal benefits.
Critical Success: The target takes a –2 circumstance penalty to all attack rolls against you before the end of its next turn.
Success: The target takes a –2 circumstance penalty to its next attack roll against you before the end of its next turn.
• Feat 3: Swaggering Initiative [free-action] (swashbuckler)
Trigger: You’re about to roll initiative;
Effect: You swagger readily into any fight—even an ambush. You gain a +2 circumstance bonus to your initiative roll and can Interact to draw a weapon.
• Feat 5: Unbalancing Finisher [one-action] (finisher)
You attack with a flashy assault that leaves your target off balance. Make a melee Strike. If you hit and deal damage, the target is flat-footed until the end of your next turn.
ANCESRY FEATS AND ABLITIES• Heritage: Half-Elf
• Level 1: Nimble Elf
Your muscles are tightly honed. Your Speed increases by 5 feet.
• Level 5: Inspire Imitation
Inspire Imitation: Your own actions inspire your allies to great achievements. Whenever you critically succeed at a skill check, you automatically qualify to use the Aid reaction when attempting to help an ally using the same skill, even without spending an action to prepare to do so.
SKILL FEATS• Background: Sailor
• Background Feat: Underwater Marauder
You’ve learned to fight underwater. You aren’t flat-footed while in water, and you don’t take the usual penalties for using a bludgeoning or slashing melee weapon in water.
• Level 2 Skill Feat: Cat Fall
Your catlike aerial acrobatics allow you to cushion your falls. Treat falls as 25 feet shorter.
• Level 3 General Feat: Feather Step
You step carefully and quickly. You can Step into difficult terrain.
• Level 4 Skill Feat: Bon Mot [one-action] (auditory, concentrate, emotion, linguistic, mental)
You launch an insightful quip at a foe, distracting them. Choose a foe within 30 feet and roll a Diplomacy check against the target’s Will DC.
Critical Success: The target is distracted and takes a –3 status penalty to Perception and Will saves for 1 minute. The target can end the effect early with a retort to your Bon Mot. This can either be a single action that has the concentrate trait or an appropriate skill action to frame their retort. The GM determines which skill actions qualify, though they must take at least 1 action.
Typically, the retort needs to use a linguistic Charisma-based skill action.
Success: As critical success, but the penalty is –2.
Critical Failure: Your quip is atrocious. You take the same penalty an enemy would take had you succeeded. This ends after 1 minute or if you issue another Bon Mot and succeed.
Внешность:Тёмная кожа и черты лица, выдающие уроженку южного Гарунда. Заострённые уши, выдающие эльфийскую кровь. Голубые глаза и жгуче-чёрные волосы, собранные в хвост длиной до талии. Яркая одежда, какую носят пираты, сорвавшие хороший куш. И оружие, много оружия.
Характер:Дружелюбная, харизматичная. В бою предпочитает не просто победить врага, а сделать это красиво и зрелищно. Легко заводит друзей, быстро к ним привязывается, всегда готова придти на помощь тем, кого называет своими друзьями, - но не прощает предательства. Часто кажется легкомысленной и несерьёзной, но когда рядом настоящий враг, вечная беззаботная улыбка Джирелл превращается в злобную ухмылку, не сулящую врагам ничего хорошего.
История:Для большинства тех, кто её знает, Джирелл - просто одна из беспризорниц из города Дренчпорта, которой повезло больше других, которой удалось выжить дольше, чем другим, и скопить больше денег, став искательницей приключений. Джирелл мечтает стать капитаном собственного корабля и собрать команду - ну а кто не мечтает? Она одна из многих, которой просто больше повезло.
Джирелл мало кому рассказывает свою настоящую историю - она дочь жестокой королевы пиратов, капитана "Кровавой вороны", выросшая на борту пиратского корабля своей матери. Она знала, что когда ей исполнится тринадцать лет, её мать собирается принести её в жертву Овоново, чудовищному демону-акуле, и прежде, чем это произошло, она потопила корабль своей матери, сама спасшись буквально с парой вещей. Потом много лет она выживала на улицах Дренчпорта, копя деньги, чтобы однажды перебраться в далёкий Талдор, пока однажды до неё не дошли слухи о наводящем ужас на моря призрачном корабле с командой нежити во главе с жестокой банши. Джирелл поняла, что это за корабль... и у неё появилась в жизни ЦЕЛЬ - обзавестись своим кораблём, собрать команду и отправить свою мать в могилу второй раз, и уже окончательно.