Aquamarine
Swashbuckler (Inspired Blade) 5
LG female Medium fey (ponykind)
Init +4(+2 if panacheless);
Senses Low Light Vision, Perception +9
DEFENSE
AC 18, touch 13, flat-footed 14(+2 Dex, +1 dodge, +4 armour, +1 shield)
56hp (5d10+15)
Fort +6, Ref +7, Will +4 (Charmed Life+2 3/day)
OFFENSE
Speed 40ft
Rapier +12 (1d6+12[+/-5 depending on panache) 15-20 x2
Spell-like abilities (Caster level 5th)
2/day—unseen servant
3/day—light
STATISTICS
Str 12, Dex 14, Con 16, Int 18, Wis 13, Cha 15
Base Atk +5 CMB +6 CMD +18(22 vs trip)
Feats: Weapon Finess (Rapier only), Weapon Focus (Rapier), Improved Critical (Rapier only), Practiced Horn Magic, Advanced Horn Magic, Emergency Reposition, Combat Reflexes, Antagonise
Skills: Acrobatics +9(+14 with Softpaws), Bluff +9, Climb +5, Diplomacy +9(+14 with ambitious), Escape Artist +8, Intimidate +9, Knowledge (Local) +11, Knowledge (Nobility) +11, Perception +9, Profession (Sailor) +8, Sense Motive +5, Stealth +3, Swim +5, Concentration +11
Languages Common, Slyvan,
Equipment +1 Rapier, Mithral Shirt, Masterwork Buckler, Plume of Panache, Drowning Talisman, Cloak of Resistance +1, Quick Runner's Shirt, Daredevil Softpaws, Elixir of Vision/Swimming/Thunderous Voice/Tumbling
Non-Combat Equipment Handy Saddlesack (2lbs.) bedroll (5 lbs.); bell; winter blanket (3 lbs.); 10 candles (1 lb.); map case (1/2 lb.), 5 pieces of chalk; fishhook and line; flint and steel; grappling hook (4 lbs.); hammer and pitons x10 (7 lbs.); iron pot (4 lbs), 10 days hay (10 lbs.); silk rope (50 ft., 5 lbs.); 5 Sacks (2.5 lbs); sewing needle & thread; spade (8 lbs.); signal whistle; soap (1 lb.); 5 torches (5 lbs.); canteen (1lbs.); whetstone (1 lbs.); bouy (16lbs.); crowbar (5lbs.) 79 lbs
890gp
SPECIAL ABILITIES
Unique Destiny
Ponies select one extra feat at 1st level. (Practiced Horn Magic)
Fingerless
Quadruped
Due to being four-legged, ponykind receive +4 racial bonus to their Combat Maneuver Defense against trip attacks and +50% carrying capacity.
Ambitious
Aquamarine enjoys a +4 bonus to diplomacy when dealing with creatures with more than 5HD than her.
That unicorn trait thingie
Aquamarine's Unseen Servant ability has a bonus to its strength value equal to Aquamarine's Intelligence modifier.
Emergency Reposition [Teleportation]
When you are attacked, you may, as an immediate action, move up to fifteen feet in any direction. The attack that prompted it suffers 50% concealment miss chance. If it was an attack that does not suffer miss chance and you are still in range, it takes effect normally. You may use this up
to your constitution modifier times per day. This movement counts against any movement in your following turn.
Panache (Ex) 6
Unlike other swashbucklers, an inspired blade gains no panache from a killing blow. She gains panache only from scoring a critical hit with a rapier.
Derring-Do (Ex): A swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check 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.
Dodging Panache (Ex): 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 (Ex): When an opponent makes a melee attack against the swashbuckler, she 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 she 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 she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach. This deed's cost cannot be reduced by any ability or effect that reduces the number of panache points a deed costs.
Kip-Up (Ex): 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): 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): 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): 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 (Ex)
Three times per day as an immediate action before attempting a saving throw, she can add her Charisma modifier to the result of the save. She must choose to do this before the roll is made. At 6th level and every 4 levels thereafter, the number of times she can do this per day increases by one (to a maximum of 7 times per day at 18th level).
Nimble (Ex)
A swashbuckler gains a +1 dodge bonus to AC while wearing light or no armor. Anything that causes the swashbuckler to lose her Dexterity bonus to AC also causes her to lose this dodge bonus. This bonus increases by 1 for every 4 levels beyond 3rd (to a maximum of +5 at 19th level).
Bonus Feats: Advanced Horn Magic
At 4th level and every 4 levels thereafter, a swashbuckler gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat feats. Swashbuckler levels are considered fighter levels for the purpose of meeting combat feat prerequisites.
In addition, upon reaching 4th level and every 4 levels thereafter, a swashbuckler can choose to learn a new bonus feat in place of a bonus feat she has already learned. In effect, the swashbuckler loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A swashbuckler can only change one feat at any given level, and must choose whether or not to swap the feat at the time she gains a new bonus feat for the level.
Rapier Training (Ex)
An inspired blade gains a +1 bonus on attack rolls and a +2 bonus on damage rolls with rapiers. While wielding a rapier, she gains the benefit of the Improved Critical feat. These attack and damage bonuses increase by 1 for every 4 levels beyond 5th (to a maximum of +4 on attack rolls and +5 on damage rolls at 17th level).
Antagonise (Ex)
Aquamarine can make Diplomacy and Intimidate checks to make creatures respond to her with hostility. No matter which skill she uses, antagonizing a creature takes a standard action that does not provoke attacks of opportunity, and has a DC equal to 10 + the target