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Swashbuckler - Level 4

Jirelle is a charming and witty half-elf swashbuckler with a vendetta, possessing various combat abilities and skills. She has a unique panache system that enhances her combat effectiveness, allowing her to perform special maneuvers and gain bonuses in battle. Jirelle's abilities include dodging attacks, performing counterattacks, and using her wand for healing, making her a versatile and agile fighter.
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0% found this document useful (0 votes)
76 views1 page

Swashbuckler - Level 4

Jirelle is a charming and witty half-elf swashbuckler with a vendetta, possessing various combat abilities and skills. She has a unique panache system that enhances her combat effectiveness, allowing her to perform special maneuvers and gain bonuses in battle. Jirelle's abilities include dodging attacks, performing counterattacks, and using her wand for healing, making her a versatile and agile fighter.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
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Swashbuckler 4

Jirelle is a friendly sort with a biting wit and a charming personality. Plunder Dodging Panache When an opponent attempts a melee attack
and cruelty hold no appeal for her, but she has a vendetta to fulfill. against Jirelle, she can spend an immediate action and 1 panache to
move 5 feet, gaining a +2 dodge bonus against that attack (though
JIRELLE not negating it). All other enemies who threaten her can make
Female half-elf swashbuckler 4 CG Medium humanoid (elf, human) attacks of opportunity.
Init +6 (+4 without panache); Senses low-light vision; Perception +10 Kip Up As long as Jirelle has at least 1 panache, she doesn’t provoke
DEFENSE attacks of opportunity when she stands up, and she can spend 1
AC 22, touch 16, flat-footed 16 (+5 armor, +4 Dex, +2 dodge, +1 shield) panache to stand as a swift action instead of a move action.
hp 40 (4d10+12) Menacing Swordplay As long as Jirelle has at least 1 panache, she can
Fort +4, Ref +9, Will +5; +2 vs. enchantment, +2 vs. charms spend a swift action when she hits with a light or one-handed piercing
and compulsions weapon to attempt to Intimidate to demoralize her opponent.
Immune sleep Opportune Parry and Riposte When an enemy attempts a melee
OFFENSE attack against Jirelle (but before it rolls its attack roll), Jirelle can
Speed 30 ft. spend an attack of opportunity and 1 panache to make an attack roll
Melee +1 rapier +10 (1d6+1 +4 precision/18–20) +1 on attacks of as if she was making an attack of opportunity with a –2 penalty for
opportunity every size larger than Jirelle the enemy is. If Jirelle’s result is higher
Ranged light crossbow +8 (1d8/19–20) than the enemy’s, the attack misses, and Jirelle can then spend an
STATISTICS immediate action to make a counterattack against that enemy, as
Str 10, Dex 18, Con 14, Int 10, Wis 12, Cha 14 long as she can reach it.
Base Atk +4; CMB +4 (+10 with rapier); CMD 19 Panache Jirelle starts each day with 2 panache, and her total panache
Feats Combat Reflexes, Dodge, Weapon Focus (rapier) can never be higher than 2. She gains a point of panache whenever
Skills Acrobatics +8, Bluff +6, Climb +4, Diplomacy +6, Intimidate +6, she confirms a critical hit or reduces a creature to 0 or fewer hit
Knowledge (local) +4, Knowledge (nobility) +4, Perception +10, points with her rapier or dagger (or other light or one-handed
Profession (sailor) +5, Ride +8, Sense Motive +5, Sleight of Hand +8, piercing weapon she finds), but she doesn’t gain a panache if the
Swim +4; Armor Check Penalty –0 creature is lower than 2 Hit Dice or is helpless or unaware.
Traits fencer, strong-willedISG Precise Strike As long as she has at least 1 panache and carries just her
Languages Common, Elven buckler in her free hand, Jirelle adds 4 precision damage to all her
SQ charmed life 3/day, deeds (derring-do, dodging panache, kip attacks with her light or one-handed piercing weapons (if she throws
up, menacing swordplay, opportune parry and riposte, precise her dagger, she only deals this damage within 30 feet). Precision
strike, swashbuckler initiative), dual-minded, elf blood, panache, damage isn’t multiplied on a critical hit and can be prevented by
swashbuckler’s finesse anything that stops critical hits or sneak attacks. She can spend 1
Combat Gear acid (2), potion of shield of faith; Other Gear +1 mithral panache as a swift action to double this precision damage to 8 for her
chain shirt, mwk buckler, +1 rapier, cold iron rapier, silver rapier, light next successful attack before the end of her turn.
crossbow with 10 bolts, cloak of resistance +1, wand of cure light Strong-Willed Jirelle’s fervent desire to follow her own path
wounds (10 charges), backpack, waterskin, 15 gp 8 sp grants her a +2 trait bonus on Will saving throws against
SPECIAL ABILITIES charm and compulsion effects.
Charmed Life 3 times per day, Jirelle can spend an immediate action Swashbuckler’s Finesse Jirelle gains Weapon Finesse, but
before rolling a saving throw to add +2 to her save. only for light and one-handed piercing weapons.
Combat Reflexes Jirelle can make 6 attacks of opportunity each round Swashbuckler Initiative As long as Jirelle has 1 panache, she gains +2
and can make attacks of opportunity when flat-footed. initiative (included above).
Derring-Do Jirelle can spend 1 panache point after rolling an Cure Light Wounds Jirelle’s wand heals a touched target for 1d8+1
Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to add 1d6 damage. Jirelle needs help from an ally to activate her wand.
to her result. On a 6, she roll another d6 and add that result too. This Shield of Faith Jirelle’s potion gives the drinker a +2 deflection bonus to AC “Winning is easy. It’s putting on a show that’s the
process continues as long as she rolls 6 up to a total 4d6. for 1 minute, which increases her touch, flat-footed, and CMD as well.
real challenge.”
©2014 Paizo Publishing, LLC. Permission granted to photocopy for personal use only.

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