Search the Community
Showing results for tags 'tiefling'.
-
Ability Scores STR: 10 DEX: 11 CON: 12 (+1) INT: 13 (+1) WIS: 10 CHA: 15 (+2) Info. Hit Dice: 1D6 Hit points: 7 Proficiency bonus: 2 Level: 1 Features: Spellcasting/Sorcerous origin. Age: 30yrs. Sex: Female. Size: Medium. Speed: 30ft. Darkvision: See in dim light, and in darkness within 60 ft. Hellish resistance: Resistance to fire damage. Infernal legacy: Know the thaumaturgy cantrip. Languages: Read and write Infernal, Draconic. Armour: None. Armour class: 13 (Draconic ancestry) Weapons: Two Dagger's (proficient) +2 to hit damage: 1d4 Note: If you start with a dagger in one hand and the other free, you could throw the dagger you are holding, draw another as your free object interaction, and throw it as a bonus action. As the arcane focus is worn around her neck. Light crossbow (proficient) +2 to hit damage: 1d8 (80/320ft) with quiver 20 bolts. Arcane focus: Amulet of a dragon worn around the neck. Cantrips: Fire Bolt p242 phb. Ray of Frost p271 phb. Mage Hand p256 phb. Acid splash p211 phb. First level spells: 2 Alignment: Chaotic good. Spell Save DC: 12 Spell attack: +4 Sorcerous origin: Her innate magic comes from draconic magic that was mingled with the blood of her ancestors. She has small brass coloured scales on her skin that gives her resistance to fire. Skills Arcana: +3 Persuasion: +4 Medicine: +3 Religion: +3 Equipment: Dungeoneers pack. Herbalism kit, scroll stuffed full of notes, studies, common clothes, 5gp. Background: Outlander. She has visited distant lands grew up in a monastery. Needed a quiet place to work on her art, and stories. Inquiry and curiosity are her pillars for success. Still seeking enlightenment afforded by her seclusion. Harbouring dark bloodthirsty thoughts that isolation and meditation failed to quell. http://www.myth-weavers.com/sheet.html#id=2814689Makaria
-
[CENTER][hr][/hr][hr][/hr][hr][/hr][hr][/hr][hr][/hr][hr][/hr][SIZE=+3][B][COLOR="maroon"]Jouska Fontaine[/COLOR][/B][/SIZE] [hr][/hr][hr][/hr][hr][/hr][table=3,1][r=1,1][CENTER][img2=400]https://i.imgur.com/7XQIVSq.png[/img2] [B][FONT="Times New Roman"][COLOR="maroon"]“Well, hello there, aren't you just a delicious looking morsel....”[/COLOR][/FONT][/B][/center][r=2,1] [B]Level:[/B] 1 [B]Class:[/B] Swashbuckler (Gymnast) [b]Archetype:[/b] - [B]Experience Points:[/B] 0 [B]Background:[/B] Sense of Belonging [B]Deity:[/B] None, ridiculous [B]Alignment:[/B] Chaotic Neutral [B]Height:[/B] 6'1" [B]Weight:[/B] 169 lbs [B]Eyes:[/B] Rose gold with black sclera [B]Skin:[/B] umber [B]Hair:[/B] Black with auburn highlights [B]Ancestry:[/B] Tielfing [B]Age:[/B] 28 [r=3,1][U][B]Abilities[/B][/U] [SIZE=-2]Ability | Modifier [/SIZE] [B]STR:[/B] 16 | +3 [B]DEX:[/B] 14 | +2 [B]CON:[/B] 14 | +2 [B]INT:[/B] 10 | +0 [B]WIS:[/B] 10 | +0 [B]CHA:[/B] 14 | +2 [B]Hit Points:[/B] 20 [B]Armor Class:[/B] 17 [B]Size:[/B] Medium [B]Perception:[/B] +5 •• [B]Fortitude:[/B] +5 • [B]Reflex:[/B] +7 •• [B]Will:[/B] +5 •• [B]Speed:[/B] 25ft[/table] [SPOILER=Appearance][LEFT][B][FONT="Times New Roman"][COLOR="maroon"]“I can feel your eyes on me....let's get more of you over here”[/COLOR][/FONT][/B] [B]Body[/b] Decently tall, well built, lean. Umber skin tone, with reddish hues. Dark auburn hair cascades down to his shoulders in waves. Horns, and face adorned with jewelry that catch the light, and tinkle like bells. Healed Scar running along right side of the face, a specter from a terrible incident. Body is covered in tattoos peeking out from his clothes, and running along Jouska’s limbs. [B]Clothing[/B] Jouska’s clothing is a balance of flamboyant, and functional. Jouska wears a flowy, ostentatious, high-collared traveling jacket made of the hide of the Taldon Dire Boar, a notoriously sturdy leather. The coat is adorned with silver hares, both embroidered on the wine colored inner lining, and as silver clasps. Sewn in between the outer boar leather, and inner silk lining, are several metal studs and plates around vital areas on the body to add extra defense. Underneath the jacket, Jouska wears a billowy white shirt with plunging neck-line, cinched at the bottom with a leather harness, from which Jouska’s weapons are attached. Weapons WiP Jouska wears a tight pair of leather pants that caress and grip along his figure, highlighting his strengths and assets. Both pants and shirt have hidden snaps that allow them to be removed in a moment if the need were to arise. [B]Posture/body language[/B] Jouska carries himself with the excellent posture of a dancer, relaxed, confident, maybe a bit arrogant. He saunters, rather than walks to most places, exuding a sense of unhurried, borderline lazy amusement, except in battle. When talking to someone, Jouska makes the person feel like they are the most interesting person in the world, shimmering rose gold irises silently undress them, a sly smirk hinting at creative…collaborations, his body, however, seems to always be turned slightly, like he’s ready and waiting to be attacked at any moment, a hidden tension in his muscles, keeping them activated and ready to spring into action. When in combat, Jouska’s form shifts to that of a prowling lion. Strong, fluid movements, punctuated by sudden aggressive attacks that seek to throw his enemy off their rhythm, strike their weakest points when they stumble, and end the battle as quickly as possible. [B]Voice[/B] Jouska’s voice slides across the ear like dark honey, in a resonant baritone that’s reminiscent of a giant feline’s purr. Jouska uses his words in the same manner as his rapier, careful, precise, and with sweeping flourishes to distract away from his vitals, keeping people from learning anything real, or meaningful about him without his express wish. Jouska loves to laugh, which rings out from him with the warmth and intoxicating feel of a lively bar. [/LEFT][/SPOILER] | [SPOILER=Personality][LEFT][B][FONT="Times New Roman"][COLOR="maroon"]“That's so sweet darling...but you don't need to know what I am like, just How I am with your body...”[/COLOR][/FONT][/B] Jouska is sarcastic, flamboyant, and curious, by nature. He likes attention, and loves to learn someone’s deepest darkest secrets. He doesn’t, however offer any in return, and if pressed, will distract, deflect, or down right seduce to get out of sharing anything about himself outside of surface level, shallow truths and half truths. Jouska uses his sexuality as a weapon, having gotten out of his fair share of troubles and scrapes through having seduced some allies. He doesn’t trust anyone, but he can trust a person’s lust, their greed, their pride, anger, etc. He convinces people that they are “close” to him, but to him, it’s a well-crafted performance, a sexy mask. Underneath it all, lies a mystery in the shape of Jouska. Ancestry: +2 CHA, +2 STR Background: +2 CON, +2 STR Class: +2 DEX Free: +2 CHA, +2 CON, +2 STR, +2 DEX [/LEFT][/SPOILER] | [SPOILER=Relationships][LEFT][B][FONT="Times New Roman"][COLOR="maroon"]“Relationships? But I only care about you, darling...”[/COLOR][/FONT][/B] To be developed.[/LEFT][/SPOILER] | [SPOILER=Background][LEFT][B][FONT="Times New Roman"][COLOR="maroon"]“Darling, why do you care about where I've been? Come back over here and let me show you what I can do to you right now....”[/COLOR][/FONT][/B] Jouska was born in Taldor to a minor lady, Isabella and a "man" who went by Roman. His tiefling ancestry was explained away as some leftover remnant of Roman's grandmother, which was readily accepted due to Roman's infectious personality, his intelligence lauded at court. What the man did to maintain wealth far exceeding his wife's station was the gossip of the city. When he was 8, Jouska was made to watch as his father murdered his mother, Isabella, revealing his true form: that of a half-devil, laughing at his traumatized son. The last thing Jouska remembers his father saying was “If this makes you angry, then come find me, and make me regret it.” When he was still young, little Jouska caught the eye of Madam Lucía Rigau, an infamous figure in court, when he’d attempted to challenge a minor noble’s son to a duel. The snot-nosed rich boy had tripped Jouska in front of other noble’s children, calling the young orphan, as well as his mother, terrible names, saying that it was his fault his mother was murdered, that she deserved it. In their duel, Jouska put up a fearsome fight with a stick, against the boy’s blunted blade, but the wealthy boy had not only better training and equipment, but several years of growth on the tiefling. Rigau took the fiery young boy under her wing, housing, feeding, clothing, and teaching him. A widow of a prominent Viscount, Madam Lucía Rigau’s reputation in the court was of fear and eccentricity. The gossip was that Rigau had been a Lion Blade, and definitely had a hand in her husband’s death. The funniest part, that rumor was started by Madam herself, and was in fact, true. Under her tutelage, Jouska was honed, developing his talent for swordsmanship, and gymnastics, which Rigau fostered into her pupil, encouraging him to combine his talents to create an even stronger duelist. As he got older, Madam Rigau began to use Jouska in her own machinations, his inherited silver tongue and natural good looks were exceptionally useful to ingratiate himself amongst the petty, minor nobility, and his skill at the sword became renowned across several counties, so the aristocracy were happy to use him as a weapon in their insignificant squabbles, heedless of the fact that Rigau was being informed of their plots. This resulted in his patron gaining incredible power and wealth as an information broker. In return, she brought Jouska on her travels around the region allowing him to see much of Taldor and its splendors, growing into quite the young man. It couldn’t last, however, as Rigau grew greedy and egotistical with her shadowy station. On one of Jouska’s “missions”, Rigau, worried about the blowback from a visiting Governor, and hoping to possibly rise in rank herself, betrayed her ward by warning the noblemen of Jouska’s identity and plan to steal information from him. The young tiefling man was able to escape, thanks to a fortuitous seduction of the governor’s son and daughter-in-law, but once again, found himself on his own. Jouska was forced to branch outside his home province after that, even offering his services outside Taldor. This afforded him 2 things: 1. It gave him the opportunity to travel and see more of the world of which he’d been curious. 2. It allowed him to hunt for hints as to his father’s whereabouts in the hopes of finally finding and killing him. On the night of the Missing Moment, Jouska saw a gate open, and someone beckoned him to rest beside the hearth with them, that they were home, wishing them to rest his head on their lap by a warm fire. He stepped through, ready to lay down his burdens. When he stepped back out, he only had vague, disconnected memories, and a sense of heartbreak and loss, just reinforcing a hard lesson learned over and over: Jouska cannot trust anyone to be vulnerable with. This hollow feeling began to manifest in wraithlike abilities. The gatewalker brand was a nice addition to existing tattoos, but brought with it new troubles: What the **** happened? And how can he best use this new power? This has spurred him to connect with the Ustalavic Researcher, Dr. Edward Ritalson. [/LEFT][/SPOILER] [hr][/hr][hr][/hr][hr][/hr][hr][/hr][hr][/hr][hr][/hr][table=3,1][r=1,1][B][U]Ancestry[/U][/B] [B]Tiefling[/B]: +2 CHA, +2 STR [B]Heritage:[/B] [ooc=Hellspawn]Your lineage descends from devils, the conniving schemers of Hell's malevolent hierarchy. You're as skilled at noticing lies and twisted wordings as you are at constructing them. You are trained in Deception and Legal Lore. If you were already trained in Deception (from your background or class, for example), you instead become trained in a skill of your choice. You also gain the Lie to Me skill feat..[/ooc] [U][B]Background[/B][/U] [B]Wanderlust:[/B] +2 STR, +2 DEX [B]Skills[/B]: Scouting Lore, Survival [B]Skill Feat[/B]: Forager [b]Deviant Ability[/b]: [ooc="Eerie Flicker"]Trigger A enemy’s Strike would hit you and you weren’t already concealed, hidden, or undetected by that enemy. Your body flickers momentarily into the Ethereal Plane. You become concealed for 1 round, and the flat check for concealment applies to the Strike that would have hit you. If the flat check fails, the Strike misses you. Awakening When your body flickers, you momentarily assume a terrifying form. If a creature fails the flat check against concealment from your Eerie Flicker, it becomes frightened 1, and it doesn’t reduce the frightened condition from this effect at the end of the same turn it gained the condition. Awakening You can choose to compress your flickering movement into a single moment, increasing your chance to avoid the triggering attack in exchange for a shorterlived effect. If you choose to do so, the flat check for concealment against the triggering attack increases to DC 9, but the concealment affects only the triggering Strike.[/ooc] [r=2,1][B][U]Class Features[/U][/B] [b]Style[/b]: [ooc="[b]Gymnast[/b]"]You reposition, maneuver, and bewilder your foes with daring feats of physical prowess. You are trained in Athletics. You gain panache during an encounter whenever you successfully Grapple, Shove, or Trip a foe. Exemplary Finisher (9th Level) If the foe is grabbed, restrained, or prone, you gain a circumstance bonus to the damage roll equal to twice the number of weapon damage dice.[/ooc] [ooc="[b]Confident Finisher[/b]"]You make an incredibly graceful attack, piercing your foe's defenses. Make a Strike with a weapon or unarmed attack that would apply 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.[/ooc] [ooc="[b]Panache[/b]"]You care as much about the way you accomplish something as whether you actually accomplish it in the first place. When you perform an action with particular bravado, you can leverage this moment of verve to perform spectacular, deadly maneuvers. This state of flair is called panache, and you are either in a state of panache or you are not. You gain panache by successfully performing the skill check associated with specific actions that have a bit of flair, including Tumble Through and additional actions determined by your swashbuckler's style. At the GM's discretion, after succeeding at a check to perform a particularly daring action, such as swinging on a chandelier or sliding down a drapery, you also gain panache if your result is high enough (typically the very hard DC for your level, but the GM can choose a different threshold). While you have panache, you gain a +5-foot status bonus to your Speeds and gain a +1 circumstance bonus to checks to Tumble Through or to take any actions that give you panache due to your style. The precise strike class feature also causes you to deal extra precision damage while you have panache. Powerful finisher actions, including Confident Finisher can be used only while you have panache and cause you to lose your panache. Normally, you gain and use panache only in combat encounters; when an encounter ends, you lose panache[/ooc] [ooc="[B]Precise Strike[/B]"]You strike with flair. When you have panache and you Strike with an agile or finesse melee weapon or agile or finesse unarmed attack, you deal 2 additional precision damage. If the strike is part of a finisher, the additional damage is 2d6 precision damage instead. As your swashbuckler level increases, so does your additional damage for precise strike. Increase the amount of additional damage on a Strike and the number of additional dice on a finisher by one at 5th, 9th, 13th, and 17th levels.[/ooc] [r=3,1][B][U]Proficiencies[/U][/B] [B]Armor:[/B] Unarmored •, Light • [B]Weapons:[/B] Simple •, Unarmed •, Martial • [B]Languages:[/B] Common, ? [/table][hr][/hr][hr][/hr][hr][/hr] [SIZE=+1][U][B]Skills[/B][/U][/SIZE] [table=3,1][r=1,1][B]Acrobatics[/B] +5 • [B]Arcana[/B] +0 [B]Athletics[/B] +6 • [B]Crafting[/B] +0 [B]Deception[/B] +5 • [B]Diplomacy[/B] +5 • [r=2,1][B]Intimidation[/B] +5 • [B]Legal Lore[/B] +3 • [B]Scouting Lore[/B] +3 • [B]Medicine[/B] +0 [B]Nature[/B] +0 [B]Occultism[/B] +0 [B]Performance[/B] +5 • [r=3,1][B]Religion[/B] +0 [B]Society[/B] +0 [B]Stealth[/B] +5 • [B]Survival[/B] +3 • [B]Thievery[/B] +3[/table][hr][/hr][hr][/hr][hr][/hr] [SIZE=+1][U][B]Feats[/B][/U][/SIZE] [table=3,1][r=1,1][B]Skill Feats:[/B] Bonus 1: [ooc="Lie to Me"]You can use Deception to weave traps to trip up anyone trying to deceive you. If you can engage in conversation with someone trying to Lie to you, use your Deception DC if it is higher than your Perception DC to determine whether they succeed. This doesn’t apply if you don’t have a back-and-forth dialogue, such as when someone attempts to Lie during a long speech.[/ooc] Bonus 2: [ooc="Forager"] While using Survival to Subsist, if you roll any result worse than a success, you get a success. On a success, you can provide subsistence living for yourself and four additional creatures, and on a critical success, you can take care of twice as many creatures as on a success. Each time your proficiency rank in Survival increases, double the number of additional creatures you can take care of on a success (to eight if you’re an expert, 16 if you’re a master, or 32 if you’re legendary). You can choose to care for half the number of additional creatures and provide a comfortable living instead of subsistence living. Multiple smaller creatures or creatures with significantly smaller appetites than a human are counted as a single creature for this feat, and larger creatures or those with significantly greater appetites each count as multiple creatures. The GM determines how much a non-human creature needs to eat.[/ooc] [r=2,1][B]Class Feats:[/B] Swashbuckler 1: [ooc="Disarming Flair"]It's harder for your foes to regain their grip when you knock their weapon partially out of their hands. When you succeed at an Athletics check to Disarm, the circumstance bonus and penalty from Disarm last until the end of your next turn, instead of until the beginning of the target's next turn. The target can use an Interact action to adjust their grip and remove this effect. If your swashbuckler's style is gymnast and you succeed at your Athletics check to Disarm a foe, you gain panache.[/ooc] Swashbuckler 2: [ooc="Dueling Parry"]Requirements You are wielding only a single one-handed melee weapon and have your other hand or hands free. You can parry attacks against you with your weapon. You gain a +2 circumstance bonus to AC until the start of your next turn as long as you continue to meet the requirements[/ooc] [r=3,1][B]Ancestry & General Feats:[/B] Ancestry 1: [ooc="HellSpawn"]Your lineage descends from devils, the conniving schemers of Hell's malevolent hierarchy. You're as skilled at noticing lies and twisted wordings as you are at constructing them. You are trained in Deception and Legal Lore. If you were already trained in Deception (from your background or class, for example), you instead become trained in a skill of your choice. You also gain the Lie to Me skill feat.[/ooc] Ancestry 2: [ooc="Natural Ambition"]You were raised to be ambitious and always reach for the stars, leading you to progress quickly in your chosen field. You gain a 1st-level class feat for your class. You must meet the prerequisites, but you can select the feat later in the character creation process in order to determine which prerequisites you meet.[/ooc] [/table][hr][/hr][hr][/hr][hr][/hr] [SIZE=+1][U][B]Attacks[/B][/U][/SIZE] [B]Shortsword[/B] +6 • Trained 2 • Agile, Finesse, Versatile (S) • [B]Damage[/B] 1d6 P(S) [b]Rapier[/b] +6 • (10) Trained 2 • Deadly d8 • Disarm, Finesse • [B]Damage[/B] 1d6 P [/table][hr][/hr][hr][/hr][hr][/hr] [SIZE="4"][B][U]Inventory[/U][/B][/SIZE] [B]Money:[/B] 11 Gold 1 Silver 8 copper [b]Bulk:[/b] 2 (8/13) [B][U]Gear[/U][/B] [SIZE="1"][ooc="[SIZE=1]- Adventurer's Pack[/SIZE]"]- Backpack - Bedroll - 10 Chalk - Flint & Steel - 2 Rations - Rope - Soap - Mirror - Playing Cards - 5 Torches - Violin - Waterskin[/ooc] - Manacles (simple) - Tear-away Explorer's clothes - [ooc="Parrying Scabbard"]You can draw this reinforced sheath during the same Interact action you use to draw the weapon it holds, wielding the weapon in one hand and the scabbard in your other. A parrying scabbard can be used for your defense much like a weapon with the parry trait: you can spend an action to position it defensively, gaining a +1 circumstance bonus to AC until the start of your next turn. Parrying scabbards are available for any sword that can be wielded in one hand.[/ooc][/SIZE] [B][U]Arms and Armor[/U][/B] [SIZE="1"]Shortsword, Rapier, Studded Leather Armor[/SIZE][/center] [CENTER][hr][/hr][hr][/hr][hr][/hr][hr][/hr][hr][/hr][hr][/hr][SIZE=+3][B][COLOR="maroon"]Jouska Fontaine[/COLOR][/B][/SIZE][/CENTER] [hr][/hr][hr][/hr][hr][/hr][table=3,1][r=1,1][CENTER][img2=400]https://i.imgur.com/7XQIVSq.png[/img2][/CENTER] [B][FONT="Times New Roman"][COLOR="maroon"]“Well, hello there, aren't you just a delicious looking morsel....”[/COLOR][/FONT][/B][/center][r=2,1] [B]Level:[/B] 1 [B]Class:[/B] Swashbuckler (Gymnast) [b]Archetype:[/b] - [B]Experience Points:[/B] 0 [B]Background:[/B] Sense of Belonging [B]Deity:[/B] None, ridiculous [B]Alignment:[/B] Chaotic Neutral [B]Height:[/B] 6'1" [B]Weight:[/B] 169 lbs [B]Eyes:[/B] Rose gold with black sclera [B]Skin:[/B] umber [B]Hair:[/B] Black with auburn highlights [B]Ancestry:[/B] Tielfing [B]Age:[/B] 28 [r=3,1][U][B]Abilities[/B][/U] [SIZE=-2]Ability | Modifier [/SIZE] [B]STR:[/B] 16 | +3 [B]DEX:[/B] 14 | +2 [B]CON:[/B] 14 | +2 [B]INT:[/B] 10 | +0 [B]WIS:[/B] 10 | +0 [B]CHA:[/B] 14 | +2 [B]Hit Points:[/B] 20 [B]Armor Class:[/B] 17 [B]Size:[/B] Medium [B]Perception:[/B] +5 •• [B]Fortitude:[/B] +5 • [B]Reflex:[/B] +7 •• [B]Will:[/B] +5 •• [B]Speed:[/B] 25ft[/table] [SPOILER=Appearance][LEFT][B][FONT="Times New Roman"][COLOR="maroon"]“I can feel your eyes on me....let's get more of you over here”[/COLOR][/FONT][/B] [B]Body[/b] Decently tall, well built, lean. Umber skin tone, with reddish hues. Dark auburn hair cascades down to his shoulders in waves. Horns, and face adorned with jewelry that catch the light, and tinkle like bells. Healed Scar running along right side of the face, a specter from a terrible incident. Body is covered in tattoos peeking out from his clothes, and running along Jouska’s limbs. [B]Clothing[/B] Jouska’s clothing is a balance of flamboyant, and functional. Jouska wears a flowy, ostentatious, high-collared traveling jacket made of the hide of the Taldon Dire Boar, a notoriously sturdy leather. The coat is adorned with silver hares, both embroidered on the wine colored inner lining, and as silver clasps. Sewn in between the outer boar leather, and inner silk lining, are several metal studs and plates around vital areas on the body to add extra defense. Underneath the jacket, Jouska wears a billowy white shirt with plunging neck-line, cinched at the bottom with a leather harness, from which Jouska’s weapons are attached. Weapons WiP Jouska wears a tight pair of leather pants that caress and grip along his figure, highlighting his strengths and assets. Both pants and shirt have hidden snaps that allow them to be removed in a moment if the need were to arise. [B]Posture/body language[/B] Jouska carries himself with the excellent posture of a dancer, relaxed, confident, maybe a bit arrogant. He saunters, rather than walks to most places, exuding a sense of unhurried, borderline lazy amusement, except in battle. When talking to someone, Jouska makes the person feel like they are the most interesting person in the world, shimmering rose gold irises silently undress them, a sly smirk hinting at creative…collaborations, his body, however, seems to always be turned slightly, like he’s ready and waiting to be attacked at any moment, a hidden tension in his muscles, keeping them activated and ready to spring into action. When in combat, Jouska’s form shifts to that of a prowling lion. Strong, fluid movements, punctuated by sudden aggressive attacks that seek to throw his enemy off their rhythm, strike their weakest points when they stumble, and end the battle as quickly as possible. [B]Voice[/B] Jouska’s voice slides across the ear like dark honey, in a resonant baritone that’s reminiscent of a giant feline’s purr. Jouska uses his words in the same manner as his rapier, careful, precise, and with sweeping flourishes to distract away from his vitals, keeping people from learning anything real, or meaningful about him without his express wish. Jouska loves to laugh, which rings out from him with the warmth and intoxicating feel of a lively bar. [/LEFT][/SPOILER] | [SPOILER=Personality][LEFT][B][FONT="Times New Roman"][COLOR="maroon"]“That's so sweet darling...but you don't need to know what I am like, just How I am with your body...”[/COLOR][/FONT][/B] Jouska is sarcastic, flamboyant, and curious, by nature. He likes attention, and loves to learn someone’s deepest darkest secrets. He doesn’t, however offer any in return, and if pressed, will distract, deflect, or down right seduce to get out of sharing anything about himself outside of surface level, shallow truths and half truths. Jouska uses his sexuality as a weapon, having gotten out of his fair share of troubles and scrapes through having seduced some allies. He doesn’t trust anyone, but he can trust a person’s lust, their greed, their pride, anger, etc. He convinces people that they are “close” to him, but to him, it’s a well-crafted performance, a sexy mask. Underneath it all, lies a mystery in the shape of Jouska. Ancestry: +2 CHA, +2 STR Background: +2 CON, +2 STR Class: +2 DEX Free: +2 CHA, +2 CON, +2 STR, +2 DEX [/LEFT][/SPOILER] | [SPOILER=Relationships][LEFT][B][FONT="Times New Roman"][COLOR="maroon"]“Relationships? But I only care about you, darling...”[/COLOR][/FONT][/B] To be developed.[/LEFT][/SPOILER] | [SPOILER=Background][LEFT][B][FONT="Times New Roman"][COLOR="maroon"]“Darling, why do you care about where I've been? Come back over here and let me show you what I can do to you right now....”[/COLOR][/FONT][/B] Jouska was born in Taldor to a minor lady, Isabella and a "man" who went by Roman. His tiefling ancestry was explained away as some leftover remnant of Roman's grandmother, which was readily accepted due to Roman's infectious personality, his intelligence lauded at court. What the man did to maintain wealth far exceeding his wife's station was the gossip of the city. When he was 8, Jouska was made to watch as his father murdered his mother, Isabella, revealing his true form: that of a half-devil, laughing at his traumatized son. The last thing Jouska remembers his father saying was “If this makes you angry, then come find me, and make me regret it.” When he was still young, little Jouska caught the eye of Madam Lucía Rigau, an infamous figure in court, when he’d attempted to challenge a minor noble’s son to a duel. The snot-nosed rich boy had tripped Jouska in front of other noble’s children, calling the young orphan, as well as his mother, terrible names, saying that it was his fault his mother was murdered, that she deserved it. In their duel, Jouska put up a fearsome fight with a stick, against the boy’s blunted blade, but the wealthy boy had not only better training and equipment, but several years of growth on the tiefling. Rigau took the fiery young boy under her wing, housing, feeding, clothing, and teaching him. A widow of a prominent Viscount, Madam Lucía Rigau’s reputation in the court was of fear and eccentricity. The gossip was that Rigau had been a Lion Blade, and definitely had a hand in her husband’s death. The funniest part, that rumor was started by Madam herself, and was in fact, true. Under her tutelage, Jouska was honed, developing his talent for swordsmanship, and gymnastics, which Rigau fostered into her pupil, encouraging him to combine his talents to create an even stronger duelist. As he got older, Madam Rigau began to use Jouska in her own machinations, his inherited silver tongue and natural good looks were exceptionally useful to ingratiate himself amongst the petty, minor nobility, and his skill at the sword became renowned across several counties, so the aristocracy were happy to use him as a weapon in their insignificant squabbles, heedless of the fact that Rigau was being informed of their plots. This resulted in his patron gaining incredible power and wealth as an information broker. In return, she brought Jouska on her travels around the region allowing him to see much of Taldor and its splendors, growing into quite the young man. It couldn’t last, however, as Rigau grew greedy and egotistical with her shadowy station. On one of Jouska’s “missions”, Rigau, worried about the blowback from a visiting Governor, and hoping to possibly rise in rank herself, betrayed her ward by warning the noblemen of Jouska’s identity and plan to steal information from him. The young tiefling man was able to escape, thanks to a fortuitous seduction of the governor’s son and daughter-in-law, but once again, found himself on his own. Jouska was forced to branch outside his home province after that, even offering his services outside Taldor. This afforded him 2 things: 1. It gave him the opportunity to travel and see more of the world of which he’d been curious. 2. It allowed him to hunt for hints as to his father’s whereabouts in the hopes of finally finding and killing him. On the night of the Missing Moment, Jouska saw a gate open, and someone beckoned him to rest beside the hearth with them, that they were home, wishing them to rest his head on their lap by a warm fire. He stepped through, ready to lay down his burdens. When he stepped back out, he only had vague, disconnected memories, and a sense of heartbreak and loss, just reinforcing a hard lesson learned over and over: Jouska cannot trust anyone to be vulnerable with. This hollow feeling began to manifest in wraithlike abilities. The gatewalker brand was a nice addition to existing tattoos, but brought with it new troubles: What the **** happened? And how can he best use this new power? This has spurred him to connect with the Ustalavic Researcher, Dr. Edward Ritalson. [/LEFT][/SPOILER] [hr][/hr][hr][/hr][hr][/hr][hr][/hr][hr][/hr][hr][/hr][table=3,1][r=1,1][B][U]Ancestry[/U][/B] [B]Tiefling[/B]: +2 CHA, +2 STR [B]Heritage:[/B] [ooc=Hellspawn]Your lineage descends from devils, the conniving schemers of Hell's malevolent hierarchy. You're as skilled at noticing lies and twisted wordings as you are at constructing them. You are trained in Deception and Legal Lore. If you were already trained in Deception (from your background or class, for example), you instead become trained in a skill of your choice. You also gain the Lie to Me skill feat..[/ooc] [U][B]Background[/B][/U] [B]Wanderlust:[/B] +2 STR, +2 DEX [B]Skills[/B]: Scouting Lore, Survival [B]Skill Feat[/B]: Forager [b]Deviant Ability[/b]: [ooc="Eerie Flicker"]Trigger A enemy’s Strike would hit you and you weren’t already concealed, hidden, or undetected by that enemy. Your body flickers momentarily into the Ethereal Plane. You become concealed for 1 round, and the flat check for concealment applies to the Strike that would have hit you. If the flat check fails, the Strike misses you. Awakening When your body flickers, you momentarily assume a terrifying form. If a creature fails the flat check against concealment from your Eerie Flicker, it becomes frightened 1, and it doesn’t reduce the frightened condition from this effect at the end of the same turn it gained the condition. Awakening You can choose to compress your flickering movement into a single moment, increasing your chance to avoid the triggering attack in exchange for a shorterlived effect. If you choose to do so, the flat check for concealment against the triggering attack increases to DC 9, but the concealment affects only the triggering Strike.[/ooc] [r=2,1][B][U]Class Features[/U][/B] [b]Style[/b]: [ooc="[b]Gymnast[/b]"]You reposition, maneuver, and bewilder your foes with daring feats of physical prowess. You are trained in Athletics. You gain panache during an encounter whenever you successfully Grapple, Shove, or Trip a foe. Exemplary Finisher (9th Level) If the foe is grabbed, restrained, or prone, you gain a circumstance bonus to the damage roll equal to twice the number of weapon damage dice.[/ooc] [ooc="[b]Confident Finisher[/b]"]You make an incredibly graceful attack, piercing your foe's defenses. Make a Strike with a weapon or unarmed attack that would apply 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.[/ooc] [ooc="[b]Panache[/b]"]You care as much about the way you accomplish something as whether you actually accomplish it in the first place. When you perform an action with particular bravado, you can leverage this moment of verve to perform spectacular, deadly maneuvers. This state of flair is called panache, and you are either in a state of panache or you are not. You gain panache by successfully performing the skill check associated with specific actions that have a bit of flair, including Tumble Through and additional actions determined by your swashbuckler's style. At the GM's discretion, after succeeding at a check to perform a particularly daring action, such as swinging on a chandelier or sliding down a drapery, you also gain panache if your result is high enough (typically the very hard DC for your level, but the GM can choose a different threshold). While you have panache, you gain a +5-foot status bonus to your Speeds and gain a +1 circumstance bonus to checks to Tumble Through or to take any actions that give you panache due to your style. The precise strike class feature also causes you to deal extra precision damage while you have panache. Powerful finisher actions, including Confident Finisher can be used only while you have panache and cause you to lose your panache. Normally, you gain and use panache only in combat encounters; when an encounter ends, you lose panache[/ooc] [ooc="[B]Precise Strike[/B]"]You strike with flair. When you have panache and you Strike with an agile or finesse melee weapon or agile or finesse unarmed attack, you deal 2 additional precision damage. If the strike is part of a finisher, the additional damage is 2d6 precision damage instead. As your swashbuckler level increases, so does your additional damage for precise strike. Increase the amount of additional damage on a Strike and the number of additional dice on a finisher by one at 5th, 9th, 13th, and 17th levels.[/ooc] [r=3,1][B][U]Proficiencies[/U][/B] [B]Armor:[/B] Unarmored •, Light • [B]Weapons:[/B] Simple •, Unarmed •, Martial • [B]Languages:[/B] Common, ? [/table][hr][/hr][hr][/hr][hr][/hr] [SIZE=+1][U][B]Skills[/B][/U][/SIZE] [table=3,1][r=1,1][B]Acrobatics[/B] +5 • [B]Arcana[/B] +0 [B]Athletics[/B] +6 • [B]Crafting[/B] +0 [B]Deception[/B] +5 • [B]Diplomacy[/B] +5 • [r=2,1][B]Intimidation[/B] +5 • [B]Legal Lore[/B] +3 • [B]Scouting Lore[/B] +3 • [B]Medicine[/B] +0 [B]Nature[/B] +0 [B]Occultism[/B] +0 [B]Performance[/B] +5 • [r=3,1][B]Religion[/B] +0 [B]Society[/B] +0 [B]Stealth[/B] +5 • [B]Survival[/B] +3 • [B]Thievery[/B] +3[/table][hr][/hr][hr][/hr][hr][/hr] [SIZE=+1][U][B]Feats[/B][/U][/SIZE] [table=3,1][r=1,1][B]Skill Feats:[/B] Bonus 1: [ooc="Lie to Me"]You can use Deception to weave traps to trip up anyone trying to deceive you. If you can engage in conversation with someone trying to Lie to you, use your Deception DC if it is higher than your Perception DC to determine whether they succeed. This doesn’t apply if you don’t have a back-and-forth dialogue, such as when someone attempts to Lie during a long speech.[/ooc] Bonus 2: [ooc="Forager"] While using Survival to Subsist, if you roll any result worse than a success, you get a success. On a success, you can provide subsistence living for yourself and four additional creatures, and on a critical success, you can take care of twice as many creatures as on a success. Each time your proficiency rank in Survival increases, double the number of additional creatures you can take care of on a success (to eight if you’re an expert, 16 if you’re a master, or 32 if you’re legendary). You can choose to care for half the number of additional creatures and provide a comfortable living instead of subsistence living. Multiple smaller creatures or creatures with significantly smaller appetites than a human are counted as a single creature for this feat, and larger creatures or those with significantly greater appetites each count as multiple creatures. The GM determines how much a non-human creature needs to eat.[/ooc] [r=2,1][B]Class Feats:[/B] Swashbuckler 1: [ooc="Disarming Flair"]It's harder for your foes to regain their grip when you knock their weapon partially out of their hands. When you succeed at an Athletics check to Disarm, the circumstance bonus and penalty from Disarm last until the end of your next turn, instead of until the beginning of the target's next turn. The target can use an Interact action to adjust their grip and remove this effect. If your swashbuckler's style is gymnast and you succeed at your Athletics check to Disarm a foe, you gain panache.[/ooc] Swashbuckler 2: [ooc="Dueling Parry"]Requirements You are wielding only a single one-handed melee weapon and have your other hand or hands free. You can parry attacks against you with your weapon. You gain a +2 circumstance bonus to AC until the start of your next turn as long as you continue to meet the requirements[/ooc] [r=3,1][B]Ancestry & General Feats:[/B] Ancestry 1: [ooc="HellSpawn"]Your lineage descends from devils, the conniving schemers of Hell's malevolent hierarchy. You're as skilled at noticing lies and twisted wordings as you are at constructing them. You are trained in Deception and Legal Lore. If you were already trained in Deception (from your background or class, for example), you instead become trained in a skill of your choice. You also gain the Lie to Me skill feat.[/ooc] Ancestry 2: [ooc="Natural Ambition"]You were raised to be ambitious and always reach for the stars, leading you to progress quickly in your chosen field. You gain a 1st-level class feat for your class. You must meet the prerequisites, but you can select the feat later in the character creation process in order to determine which prerequisites you meet.[/ooc] [/table][hr][/hr][hr][/hr][hr][/hr] [SIZE=+1][U][B]Attacks[/B][/U][/SIZE] [B]Shortsword[/B] +6 • Trained 2 • Agile, Finesse, Versatile (S) • [B]Damage[/B] 1d6 P(S) [b]Rapier[/b] +6 • (10) Trained 2 • Deadly d8 • Disarm, Finesse • [B]Damage[/B] 1d6 P [/table][hr][/hr][hr][/hr][hr][/hr] [SIZE="4"][B][U]Inventory[/U][/B][/SIZE] [B]Money:[/B] 11 Gold 1 Silver 8 copper [b]Bulk:[/b] 2 (8/13) [B][U]Gear[/U][/B] [SIZE="1"][ooc="[SIZE=1]- Adventurer's Pack[/SIZE]"]- Backpack - Bedroll - 10 Chalk - Flint & Steel - 2 Rations - Rope - Soap - Mirror - Playing Cards - 5 Torches - Violin - Waterskin[/ooc] - Manacles (simple) - Tear-away Explorer's clothes - [ooc="Parrying Scabbard"]You can draw this reinforced sheath during the same Interact action you use to draw the weapon it holds, wielding the weapon in one hand and the scabbard in your other. A parrying scabbard can be used for your defense much like a weapon with the parry trait: you can spend an action to position it defensively, gaining a +1 circumstance bonus to AC until the start of your next turn. Parrying scabbards are available for any sword that can be wielded in one hand.[/ooc][/SIZE] [B][U]Arms and Armor[/U][/B] [SIZE="1"]Shortsword, Rapier, Studded Leather Armor[/SIZE][/center] [CENTER][hr][/hr][hr][/hr][hr][/hr][hr][/hr][hr][/hr][hr][/hr][SIZE=+3][B][COLOR="maroon"]Jouska Fontaine[/COLOR][/B][/SIZE] [hr][/hr][hr][/hr][hr][/hr][table=3,1][r=1,1][CENTER][img2=400]https://i.imgur.com/7XQIVSq.png[/img2] [B][FONT="Times New Roman"][COLOR="maroon"]“Well, hello there, aren't you just a delicious looking morsel....”[/COLOR][/FONT][/B][/center][r=2,1] [B]Level:[/B] 1 [B]Class:[/B] Swashbuckler (Gymnast) [b]Archetype:[/b] - [B]Experience Points:[/B] 0 [B]Background:[/B] Sense of Belonging [B]Deity:[/B] None, ridiculous [B]Alignment:[/B] Chaotic Neutral [B]Height:[/B] 6'1" [B]Weight:[/B] 169 lbs [B]Eyes:[/B] Rose gold with black sclera [B]Skin:[/B] umber [B]Hair:[/B] Black with auburn highlights [B]Ancestry:[/B] Tielfing [B]Age:[/B] 28 [r=3,1][U][B]Abilities[/B][/U] [SIZE=-2]Ability | Modifier [/SIZE] [B]STR:[/B] 16 | +3 [B]DEX:[/B] 14 | +2 [B]CON:[/B] 14 | +2 [B]INT:[/B] 10 | +0 [B]WIS:[/B] 10 | +0 [B]CHA:[/B] 14 | +2 [B]Hit Points:[/B] 20 [B]Armor Class:[/B] 17 [B]Size:[/B] Medium [B]Perception:[/B] +5 •• [B]Fortitude:[/B] +5 • [B]Reflex:[/B] +7 •• [B]Will:[/B] +5 •• [B]Speed:[/B] 25ft[/table] [SPOILER=Appearance][LEFT][B][FONT="Times New Roman"][COLOR="maroon"]“I can feel your eyes on me....let's get more of you over here”[/COLOR][/FONT][/B] [B]Body[/b] Decently tall, well built, lean. Umber skin tone, with reddish hues. Dark auburn hair cascades down to his shoulders in waves. Horns, and face adorned with jewelry that catch the light, and tinkle like bells. Healed Scar running along right side of the face, a specter from a terrible incident. Body is covered in tattoos peeking out from his clothes, and running along Jouska’s limbs. [B]Clothing[/B] Jouska’s clothing is a balance of flamboyant, and functional. Jouska wears a flowy, ostentatious, high-collared traveling jacket made of the hide of the Taldon Dire Boar, a notoriously sturdy leather. The coat is adorned with silver hares, both embroidered on the wine colored inner lining, and as silver clasps. Sewn in between the outer boar leather, and inner silk lining, are several metal studs and plates around vital areas on the body to add extra defense. Underneath the jacket, Jouska wears a billowy white shirt with plunging neck-line, cinched at the bottom with a leather harness, from which Jouska’s weapons are attached. Weapons WiP Jouska wears a tight pair of leather pants that caress and grip along his figure, highlighting his strengths and assets. Both pants and shirt have hidden snaps that allow them to be removed in a moment if the need were to arise. [B]Posture/body language[/B] Jouska carries himself with the excellent posture of a dancer, relaxed, confident, maybe a bit arrogant. He saunters, rather than walks to most places, exuding a sense of unhurried, borderline lazy amusement, except in battle. When talking to someone, Jouska makes the person feel like they are the most interesting person in the world, shimmering rose gold irises silently undress them, a sly smirk hinting at creative…collaborations, his body, however, seems to always be turned slightly, like he’s ready and waiting to be attacked at any moment, a hidden tension in his muscles, keeping them activated and ready to spring into action. When in combat, Jouska’s form shifts to that of a prowling lion. Strong, fluid movements, punctuated by sudden aggressive attacks that seek to throw his enemy off their rhythm, strike their weakest points when they stumble, and end the battle as quickly as possible. [B]Voice[/B] Jouska’s voice slides across the ear like dark honey, in a resonant baritone that’s reminiscent of a giant feline’s purr. Jouska uses his words in the same manner as his rapier, careful, precise, and with sweeping flourishes to distract away from his vitals, keeping people from learning anything real, or meaningful about him without his express wish. Jouska loves to laugh, which rings out from him with the warmth and intoxicating feel of a lively bar. [/LEFT][/SPOILER] | [SPOILER=Personality][LEFT][B][FONT="Times New Roman"][COLOR="maroon"]“That's so sweet darling...but you don't need to know what I am like, just How I am with your body...”[/COLOR][/FONT][/B] Jouska is sarcastic, flamboyant, and curious, by nature. He likes attention, and loves to learn someone’s deepest darkest secrets. He doesn’t, however offer any in return, and if pressed, will distract, deflect, or down right seduce to get out of sharing anything about himself outside of surface level, shallow truths and half truths. Jouska uses his sexuality as a weapon, having gotten out of his fair share of troubles and scrapes through having seduced some allies. He doesn’t trust anyone, but he can trust a person’s lust, their greed, their pride, anger, etc. He convinces people that they are “close” to him, but to him, it’s a well-crafted performance, a sexy mask. Underneath it all, lies a mystery in the shape of Jouska. Ancestry: +2 CHA, +2 STR Background: +2 CON, +2 STR Class: +2 DEX Free: +2 CHA, +2 CON, +2 STR, +2 DEX [/LEFT][/SPOILER] | [SPOILER=Relationships][LEFT][B][FONT="Times New Roman"][COLOR="maroon"]“Relationships? But I only care about you, darling...”[/COLOR][/FONT][/B] To be developed.[/LEFT][/SPOILER] | [SPOILER=Background][LEFT][B][FONT="Times New Roman"][COLOR="maroon"]“Darling, why do you care about where I've been? Come back over here and let me show you what I can do to you right now....”[/COLOR][/FONT][/B] Jouska was born in Taldor to a minor lady, Isabella and a "man" who went by Roman. His tiefling ancestry was explained away as some leftover remnant of Roman's grandmother, which was readily accepted due to Roman's infectious personality, his intelligence lauded at court. What the man did to maintain wealth far exceeding his wife's station was the gossip of the city. When he was 8, Jouska was made to watch as his father murdered his mother, Isabella, revealing his true form: that of a half-devil, laughing at his traumatized son. The last thing Jouska remembers his father saying was “If this makes you angry, then come find me, and make me regret it.” When he was still young, little Jouska caught the eye of Madam Lucía Rigau, an infamous figure in court, when he’d attempted to challenge a minor noble’s son to a duel. The snot-nosed rich boy had tripped Jouska in front of other noble’s children, calling the young orphan, as well as his mother, terrible names, saying that it was his fault his mother was murdered, that she deserved it. In their duel, Jouska put up a fearsome fight with a stick, against the boy’s blunted blade, but the wealthy boy had not only better training and equipment, but several years of growth on the tiefling. Rigau took the fiery young boy under her wing, housing, feeding, clothing, and teaching him. A widow of a prominent Viscount, Madam Lucía Rigau’s reputation in the court was of fear and eccentricity. The gossip was that Rigau had been a Lion Blade, and definitely had a hand in her husband’s death. The funniest part, that rumor was started by Madam herself, and was in fact, true. Under her tutelage, Jouska was honed, developing his talent for swordsmanship, and gymnastics, which Rigau fostered into her pupil, encouraging him to combine his talents to create an even stronger duelist. As he got older, Madam Rigau began to use Jouska in her own machinations, his inherited silver tongue and natural good looks were exceptionally useful to ingratiate himself amongst the petty, minor nobility, and his skill at the sword became renowned across several counties, so the aristocracy were happy to use him as a weapon in their insignificant squabbles, heedless of the fact that Rigau was being informed of their plots. This resulted in his patron gaining incredible power and wealth as an information broker. In return, she brought Jouska on her travels around the region allowing him to see much of Taldor and its splendors, growing into quite the young man. It couldn’t last, however, as Rigau grew greedy and egotistical with her shadowy station. On one of Jouska’s “missions”, Rigau, worried about the blowback from a visiting Governor, and hoping to possibly rise in rank herself, betrayed her ward by warning the noblemen of Jouska’s identity and plan to steal information from him. The young tiefling man was able to escape, thanks to a fortuitous seduction of the governor’s son and daughter-in-law, but once again, found himself on his own. Jouska was forced to branch outside his home province after that, even offering his services outside Taldor. This afforded him 2 things: 1. It gave him the opportunity to travel and see more of the world of which he’d been curious. 2. It allowed him to hunt for hints as to his father’s whereabouts in the hopes of finally finding and killing him. On the night of the Missing Moment, Jouska saw a gate open, and someone beckoned him to rest beside the hearth with them, that they were home, wishing them to rest his head on their lap by a warm fire. He stepped through, ready to lay down his burdens. When he stepped back out, he only had vague, disconnected memories, and a sense of heartbreak and loss, just reinforcing a hard lesson learned over and over: Jouska cannot trust anyone to be vulnerable with. This hollow feeling began to manifest in wraithlike abilities. The gatewalker brand was a nice addition to existing tattoos, but brought with it new troubles: What the **** happened? And how can he best use this new power? This has spurred him to connect with the Ustalavic Researcher, Dr. Edward Ritalson. [/LEFT][/SPOILER] [hr][/hr][hr][/hr][hr][/hr][hr][/hr][hr][/hr][hr][/hr][table=3,1][r=1,1][B][U]Ancestry[/U][/B] [B]Tiefling[/B]: +2 CHA, +2 STR [B]Heritage:[/B] [ooc=Hellspawn]Your lineage descends from devils, the conniving schemers of Hell's malevolent hierarchy. You're as skilled at noticing lies and twisted wordings as you are at constructing them. You are trained in Deception and Legal Lore. If you were already trained in Deception (from your background or class, for example), you instead become trained in a skill of your choice. You also gain the Lie to Me skill feat..[/ooc] [U][B]Background[/B][/U] [B]Wanderlust:[/B] +2 STR, +2 DEX [B]Skills[/B]: Scouting Lore, Survival [B]Skill Feat[/B]: Forager [b]Deviant Ability[/b]: [ooc="Eerie Flicker"]Trigger A enemy’s Strike would hit you and you weren’t already concealed, hidden, or undetected by that enemy. Your body flickers momentarily into the Ethereal Plane. You become concealed for 1 round, and the flat check for concealment applies to the Strike that would have hit you. If the flat check fails, the Strike misses you. Awakening When your body flickers, you momentarily assume a terrifying form. If a creature fails the flat check against concealment from your Eerie Flicker, it becomes frightened 1, and it doesn’t reduce the frightened condition from this effect at the end of the same turn it gained the condition. Awakening You can choose to compress your flickering movement into a single moment, increasing your chance to avoid the triggering attack in exchange for a shorterlived effect. If you choose to do so, the flat check for concealment against the triggering attack increases to DC 9, but the concealment affects only the triggering Strike.[/ooc] [r=2,1][B][U]Class Features[/U][/B] [b]Style[/b]: [ooc="[b]Gymnast[/b]"]You reposition, maneuver, and bewilder your foes with daring feats of physical prowess. You are trained in Athletics. You gain panache during an encounter whenever you successfully Grapple, Shove, or Trip a foe. Exemplary Finisher (9th Level) If the foe is grabbed, restrained, or prone, you gain a circumstance bonus to the damage roll equal to twice the number of weapon damage dice.[/ooc] [ooc="[b]Confident Finisher[/b]"]You make an incredibly graceful attack, piercing your foe's defenses. Make a Strike with a weapon or unarmed attack that would apply 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.[/ooc] [ooc="[b]Panache[/b]"]You care as much about the way you accomplish something as whether you actually accomplish it in the first place. When you perform an action with particular bravado, you can leverage this moment of verve to perform spectacular, deadly maneuvers. This state of flair is called panache, and you are either in a state of panache or you are not. You gain panache by successfully performing the skill check associated with specific actions that have a bit of flair, including Tumble Through and additional actions determined by your swashbuckler's style. At the GM's discretion, after succeeding at a check to perform a particularly daring action, such as swinging on a chandelier or sliding down a drapery, you also gain panache if your result is high enough (typically the very hard DC for your level, but the GM can choose a different threshold). While you have panache, you gain a +5-foot status bonus to your Speeds and gain a +1 circumstance bonus to checks to Tumble Through or to take any actions that give you panache due to your style. The precise strike class feature also causes you to deal extra precision damage while you have panache. Powerful finisher actions, including Confident Finisher can be used only while you have panache and cause you to lose your panache. Normally, you gain and use panache only in combat encounters; when an encounter ends, you lose panache[/ooc] [ooc="[B]Precise Strike[/B]"]You strike with flair. When you have panache and you Strike with an agile or finesse melee weapon or agile or finesse unarmed attack, you deal 2 additional precision damage. If the strike is part of a finisher, the additional damage is 2d6 precision damage instead. As your swashbuckler level increases, so does your additional damage for precise strike. Increase the amount of additional damage on a Strike and the number of additional dice on a finisher by one at 5th, 9th, 13th, and 17th levels.[/ooc] [r=3,1][B][U]Proficiencies[/U][/B] [B]Armor:[/B] Unarmored •, Light • [B]Weapons:[/B] Simple •, Unarmed •, Martial • [B]Languages:[/B] Common, ? [hr][/hr][hr][/hr][hr][/hr] [SIZE=+1][U][B]Skills[/B][/U][/SIZE] [table=3,1][r=1,1][B]Acrobatics[/B] +5 • [B]Arcana[/B] +0 [B]Athletics[/B] +6 • [B]Crafting[/B] +0 [B]Deception[/B] +5 • [B]Diplomacy[/B] +5 • [r=2,1][B]Intimidation[/B] +5 • [B]Legal Lore[/B] +3 • [B]Scouting Lore[/B] +3 • [B]Medicine[/B] +0 [B]Nature[/B] +0 [B]Occultism[/B] +0 [B]Performance[/B] +5 • [r=3,1][B]Religion[/B] +0 [B]Society[/B] +0 [B]Stealth[/B] +5 • [B]Survival[/B] +3 • [B]Thievery[/B] +3[/table][hr][/hr][hr][/hr][hr][/hr] [SIZE=+1][U][B]Feats[/B][/U][/SIZE] [table=3,1][r=1,1][B]Skill Feats:[/B] Bonus 1: [ooc="Lie to Me"]You can use Deception to weave traps to trip up anyone trying to deceive you. If you can engage in conversation with someone trying to Lie to you, use your Deception DC if it is higher than your Perception DC to determine whether they succeed. This doesn’t apply if you don’t have a back-and-forth dialogue, such as when someone attempts to Lie during a long speech.[/ooc] Bonus 2: [ooc="Forager"] While using Survival to Subsist, if you roll any result worse than a success, you get a success. On a success, you can provide subsistence living for yourself and four additional creatures, and on a critical success, you can take care of twice as many creatures as on a success. Each time your proficiency rank in Survival increases, double the number of additional creatures you can take care of on a success (to eight if you’re an expert, 16 if you’re a master, or 32 if you’re legendary). You can choose to care for half the number of additional creatures and provide a comfortable living instead of subsistence living. Multiple smaller creatures or creatures with significantly smaller appetites than a human are counted as a single creature for this feat, and larger creatures or those with significantly greater appetites each count as multiple creatures. The GM determines how much a non-human creature needs to eat.[/ooc] [r=2,1][B]Class Feats:[/B] Swashbuckler 1: [ooc="Disarming Flair"]It's harder for your foes to regain their grip when you knock their weapon partially out of their hands. When you succeed at an Athletics check to Disarm, the circumstance bonus and penalty from Disarm last until the end of your next turn, instead of until the beginning of the target's next turn. The target can use an Interact action to adjust their grip and remove this effect. If your swashbuckler's style is gymnast and you succeed at your Athletics check to Disarm a foe, you gain panache.[/ooc] Swashbuckler 2: [ooc="Dueling Parry"]Requirements You are wielding only a single one-handed melee weapon and have your other hand or hands free. You can parry attacks against you with your weapon. You gain a +2 circumstance bonus to AC until the start of your next turn as long as you continue to meet the requirements[/ooc] [r=3,1][B]Ancestry & General Feats:[/B] Ancestry 1: [ooc="HellSpawn"]Your lineage descends from devils, the conniving schemers of Hell's malevolent hierarchy. You're as skilled at noticing lies and twisted wordings as you are at constructing them. You are trained in Deception and Legal Lore. If you were already trained in Deception (from your background or class, for example), you instead become trained in a skill of your choice. You also gain the Lie to Me skill feat.[/ooc] Ancestry 2: [ooc="Natural Ambition"]You were raised to be ambitious and always reach for the stars, leading you to progress quickly in your chosen field. You gain a 1st-level class feat for your class. You must meet the prerequisites, but you can select the feat later in the character creation process in order to determine which prerequisites you meet.[/ooc] [/table][hr][/hr][hr][/hr][hr][/hr] [SIZE=+1][U][B]Attacks[/B][/U][/SIZE] [B]Shortsword[/B] +6 • Trained 2 • Agile, Finesse, Versatile (S) • [B]Damage[/B] 1d6 P(S) [b]Rapier[/b] +6 • (10) Trained 2 • Deadly d8 • Disarm, Finesse • [B]Damage[/B] 1d6 P [/table][hr][/hr][hr][/hr][hr][/hr] [SIZE="4"][B][U]Inventory[/U][/B][/SIZE] [B]Money:[/B] 11 Gold 1 Silver 8 copper [b]Bulk:[/b] 2 (8/13) [B][U]Gear[/U][/B] [SIZE="1"][ooc="[SIZE=1]- Adventurer's Pack[/SIZE]"]- Backpack - Bedroll - 10 Chalk - Flint & Steel - 2 Rations - Rope - Soap - Mirror - Playing Cards - 5 Torches - Violin - Waterskin[/ooc] - Manacles (simple) - Tear-away Explorer's clothes - [ooc="Parrying Scabbard"]You can draw this reinforced sheath during the same Interact action you use to draw the weapon it holds, wielding the weapon in one hand and the scabbard in your other. A parrying scabbard can be used for your defense much like a weapon with the parry trait: you can spend an action to position it defensively, gaining a +1 circumstance bonus to AC until the start of your next turn. Parrying scabbards are available for any sword that can be wielded in one hand.[/ooc][/SIZE] [B][U]Arms and Armor[/U][/B] [SIZE="1"]Shortsword, Rapier, Studded Leather Armor[/SIZE][/center] Jouska Fontaine “Well, hello there, aren't you just a delicious looking morsel....” Level: 1 Class: Swashbuckler (Gymnast) Archetype: - Experience Points: 0 Background: Sense of Belonging Deity: None, ridiculous Alignment: Chaotic Neutral Height: 6'1" Weight: 169 lbs Eyes: Rose gold with black sclera Skin: umber Hair: Black with auburn highlights Ancestry: Tielfing Age: 28 Abilities Ability | Modifier STR: 16 | +3 DEX: 14 | +2 CON: 14 | +2 INT: 10 | +0 WIS: 10 | +0 CHA: 14 | +2 Hit Points: 20 Armor Class: 17 Size: Medium Perception: +5 •• Fortitude: +5 • Reflex: +7 •• Will: +5 •• Speed: 25ft Appearance “I can feel your eyes on me....let's get more of you over here” Body Decently tall, well built, lean. Umber skin tone, with reddish hues. Dark auburn hair cascades down to his shoulders in waves. Horns, and face adorned with jewelry that catch the light, and tinkle like bells. Healed Scar running along right side of the face, a specter from a terrible incident. Body is covered in tattoos peeking out from his clothes, and running along Jouska’s limbs. Clothing Jouska’s clothing is a balance of flamboyant, and functional. Jouska wears a flowy, ostentatious, high-collared traveling jacket made of the hide of the Taldon Dire Boar, a notoriously sturdy leather. The coat is adorned with silver hares, both embroidered on the wine colored inner lining, and as silver clasps. Sewn in between the outer boar leather, and inner silk lining, are several metal studs and plates around vital areas on the body to add extra defense. Underneath the jacket, Jouska wears a billowy white shirt with plunging neck-line, cinched at the bottom with a leather harness, from which Jouska’s weapons are attached. Weapons WiP Jouska wears a tight pair of leather pants that caress and grip along his figure, highlighting his strengths and assets. Both pants and shirt have hidden snaps that allow them to be removed in a moment if the need were to arise. Posture/body language Jouska carries himself with the excellent posture of a dancer, relaxed, confident, maybe a bit arrogant. He saunters, rather than walks to most places, exuding a sense of unhurried, borderline lazy amusement, except in battle. When talking to someone, Jouska makes the person feel like they are the most interesting person in the world, shimmering rose gold irises silently undress them, a sly smirk hinting at creative…collaborations, his body, however, seems to always be turned slightly, like he’s ready and waiting to be attacked at any moment, a hidden tension in his muscles, keeping them activated and ready to spring into action. When in combat, Jouska’s form shifts to that of a prowling lion. Strong, fluid movements, punctuated by sudden aggressive attacks that seek to throw his enemy off their rhythm, strike their weakest points when they stumble, and end the battle as quickly as possible. Voice Jouska’s voice slides across the ear like dark honey, in a resonant baritone that’s reminiscent of a giant feline’s purr. Jouska uses his words in the same manner as his rapier, careful, precise, and with sweeping flourishes to distract away from his vitals, keeping people from learning anything real, or meaningful about him without his express wish. Jouska loves to laugh, which rings out from him with the warmth and intoxicating feel of a lively bar. | Personality “That's so sweet darling...but you don't need to know what I am like, just How I am with your body...” Jouska is sarcastic, flamboyant, and curious, by nature. He likes attention, and loves to learn someone’s deepest darkest secrets. He doesn’t, however offer any in return, and if pressed, will distract, deflect, or down right seduce to get out of sharing anything about himself outside of surface level, shallow truths and half truths. Jouska uses his sexuality as a weapon, having gotten out of his fair share of troubles and scrapes through having seduced some allies. He doesn’t trust anyone, but he can trust a person’s lust, their greed, their pride, anger, etc. He convinces people that they are “close” to him, but to him, it’s a well-crafted performance, a sexy mask. Underneath it all, lies a mystery in the shape of Jouska. Ancestry: +2 CHA, +2 STR Background: +2 CON, +2 STR Class: +2 DEX Free: +2 CHA, +2 CON, +2 STR, +2 DEX | Relationships “Relationships? But I only care about you, darling...” To be developed. | Background “Darling, why do you care about where I've been? Come back over here and let me show you what I can do to you right now....” Jouska was born in Taldor to a minor lady, Isabella and a "man" who went by Roman. His tiefling ancestry was explained away as some leftover remnant of Roman's grandmother, which was readily accepted due to Roman's infectious personality, his intelligence lauded at court. What the man did to maintain wealth far exceeding his wife's station was the gossip of the city. When he was 8, Jouska was made to watch as his father murdered his mother, Isabella, revealing his true form: that of a half-devil, laughing at his traumatized son. The last thing Jouska remembers his father saying was “If this makes you angry, then come find me, and make me regret it.” When he was still young, little Jouska caught the eye of Madam Lucía Rigau, an infamous figure in court, when he’d attempted to challenge a minor noble’s son to a duel. The snot-nosed rich boy had tripped Jouska in front of other noble’s children, calling the young orphan, as well as his mother, terrible names, saying that it was his fault his mother was murdered, that she deserved it. In their duel, Jouska put up a fearsome fight with a stick, against the boy’s blunted blade, but the wealthy boy had not only better training and equipment, but several years of growth on the tiefling. Rigau took the fiery young boy under her wing, housing, feeding, clothing, and teaching him. A widow of a prominent Viscount, Madam Lucía Rigau’s reputation in the court was of fear and eccentricity. The gossip was that Rigau had been a Lion Blade, and definitely had a hand in her husband’s death. The funniest part, that rumor was started by Madam herself, and was in fact, true. Under her tutelage, Jouska was honed, developing his talent for swordsmanship, and gymnastics, which Rigau fostered into her pupil, encouraging him to combine his talents to create an even stronger duelist. As he got older, Madam Rigau began to use Jouska in her own machinations, his inherited silver tongue and natural good looks were exceptionally useful to ingratiate himself amongst the petty, minor nobility, and his skill at the sword became renowned across several counties, so the aristocracy were happy to use him as a weapon in their insignificant squabbles, heedless of the fact that Rigau was being informed of their plots. This resulted in his patron gaining incredible power and wealth as an information broker. In return, she brought Jouska on her travels around the region allowing him to see much of Taldor and its splendors, growing into quite the young man. It couldn’t last, however, as Rigau grew greedy and egotistical with her shadowy station. On one of Jouska’s “missions”, Rigau, worried about the blowback from a visiting Governor, and hoping to possibly rise in rank herself, betrayed her ward by warning the noblemen of Jouska’s identity and plan to steal information from him. The young tiefling man was able to escape, thanks to a fortuitous seduction of the governor’s son and daughter-in-law, but once again, found himself on his own. Jouska was forced to branch outside his home province after that, even offering his services outside Taldor. This afforded him 2 things: 1. It gave him the opportunity to travel and see more of the world of which he’d been curious. 2. It allowed him to hunt for hints as to his father’s whereabouts in the hopes of finally finding and killing him. On the night of the Missing Moment, Jouska saw a gate open, and someone beckoned him to rest beside the hearth with them, that they were home, wishing them to rest his head on their lap by a warm fire. He stepped through, ready to lay down his burdens. When he stepped back out, he only had vague, disconnected memories, and a sense of heartbreak and loss, just reinforcing a hard lesson learned over and over: Jouska cannot trust anyone to be vulnerable with. This hollow feeling began to manifest in wraithlike abilities. The gatewalker brand was a nice addition to existing tattoos, but brought with it new troubles: What the **** happened? And how can he best use this new power? This has spurred him to connect with the Ustalavic Researcher, Dr. Edward Ritalson. Ancestry Tiefling : +2 CHA, +2 STR Heritage: HellspawnYour lineage descends from devils, the conniving schemers of Hell's malevolent hierarchy. You're as skilled at noticing lies and twisted wordings as you are at constructing them. You are trained in Deception and Legal Lore. If you were already trained in Deception (from your background or class, for example), you instead become trained in a skill of your choice. You also gain the Lie to Me skill feat.. Background Wanderlust: +2 STR, +2 DEX Skills : Scouting Lore, Survival Skill Feat : Forager Deviant Ability : Eerie FlickerTrigger A enemy’s Strike would hit you and you weren’t already concealed, hidden, or undetected by that enemy. Your body flickers momentarily into the Ethereal Plane. You become concealed for 1 round, and the flat check for concealment applies to the Strike that would have hit you. If the flat check fails, the Strike misses you. Awakening When your body flickers, you momentarily assume a terrifying form. If a creature fails the flat check against concealment from your Eerie Flicker, it becomes frightened 1, and it doesn’t reduce the frightened condition from this effect at the end of the same turn it gained the condition. Awakening You can choose to compress your flickering movement into a single moment, increasing your chance to avoid the triggering attack in exchange for a shorterlived effect. If you choose to do so, the flat check for concealment against the triggering attack increases to DC 9, but the concealment affects only the triggering Strike. Class Features Style : Gymnast You reposition, maneuver, and bewilder your foes with daring feats of physical prowess. You are trained in Athletics. You gain panache during an encounter whenever you successfully Grapple, Shove, or Trip a foe. Exemplary Finisher (9th Level) If the foe is grabbed, restrained, or prone, you gain a circumstance bonus to the damage roll equal to twice the number of weapon damage dice. Confident Finisher You make an incredibly graceful attack, piercing your foe's defenses. Make a Strike with a weapon or unarmed attack that would apply 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. Panache You care as much about the way you accomplish something as whether you actually accomplish it in the first place. When you perform an action with particular bravado, you can leverage this moment of verve to perform spectacular, deadly maneuvers. This state of flair is called panache, and you are either in a state of panache or you are not. You gain panache by successfully performing the skill check associated with specific actions that have a bit of flair, including Tumble Through and additional actions determined by your swashbuckler's style. At the GM's discretion, after succeeding at a check to perform a particularly daring action, such as swinging on a chandelier or sliding down a drapery, you also gain panache if your result is high enough (typically the very hard DC for your level, but the GM can choose a different threshold). While you have panache, you gain a +5-foot status bonus to your Speeds and gain a +1 circumstance bonus to checks to Tumble Through or to take any actions that give you panache due to your style. The precise strike class feature also causes you to deal extra precision damage while you have panache. Powerful finisher actions, including Confident Finisher can be used only while you have panache and cause you to lose your panache. Normally, you gain and use panache only in combat encounters; when an encounter ends, you lose panache Precise Strike You strike with flair. When you have panache and you Strike with an agile or finesse melee weapon or agile or finesse unarmed attack, you deal 2 additional precision damage. If the strike is part of a finisher, the additional damage is 2d6 precision damage instead. As your swashbuckler level increases, so does your additional damage for precise strike. Increase the amount of additional damage on a Strike and the number of additional dice on a finisher by one at 5th, 9th, 13th, and 17th levels. Proficiencies Armor: Unarmored •, Light • Weapons: Simple •, Unarmed •, Martial • Languages: Common, ? Skills Acrobatics +5 • Arcana +0 Athletics +6 • Crafting +0 Deception +5 • Diplomacy +5 • Intimidation +5 • Legal Lore +3 • Scouting Lore +3 • Medicine +0 Nature +0 Occultism +0 Performance +5 • Religion +0 Society +0 Stealth +5 • Survival +3 • Thievery +3 Feats Skill Feats: Bonus 1: Lie to MeYou can use Deception to weave traps to trip up anyone trying to deceive you. If you can engage in conversation with someone trying to Lie to you, use your Deception DC if it is higher than your Perception DC to determine whether they succeed. This doesn’t apply if you don’t have a back-and-forth dialogue, such as when someone attempts to Lie during a long speech. Bonus 2: Forager While using Survival to Subsist, if you roll any result worse than a success, you get a success. On a success, you can provide subsistence living for yourself and four additional creatures, and on a critical success, you can take care of twice as many creatures as on a success. Each time your proficiency rank in Survival increases, double the number of additional creatures you can take care of on a success (to eight if you’re an expert, 16 if you’re a master, or 32 if you’re legendary). You can choose to care for half the number of additional creatures and provide a comfortable living instead of subsistence living. Multiple smaller creatures or creatures with significantly smaller appetites than a human are counted as a single creature for this feat, and larger creatures or those with significantly greater appetites each count as multiple creatures. The GM determines how much a non-human creature needs to eat. Class Feats: Swashbuckler 1: Disarming FlairIt's harder for your foes to regain their grip when you knock their weapon partially out of their hands. When you succeed at an Athletics check to Disarm, the circumstance bonus and penalty from Disarm last until the end of your next turn, instead of until the beginning of the target's next turn. The target can use an Interact action to adjust their grip and remove this effect. If your swashbuckler's style is gymnast and you succeed at your Athletics check to Disarm a foe, you gain panache. Swashbuckler 2: Dueling ParryRequirements You are wielding only a single one-handed melee weapon and have your other hand or hands free. You can parry attacks against you with your weapon. You gain a +2 circumstance bonus to AC until the start of your next turn as long as you continue to meet the requirements Ancestry & General Feats: Ancestry 1: HellSpawnYour lineage descends from devils, the conniving schemers of Hell's malevolent hierarchy. You're as skilled at noticing lies and twisted wordings as you are at constructing them. You are trained in Deception and Legal Lore. If you were already trained in Deception (from your background or class, for example), you instead become trained in a skill of your choice. You also gain the Lie to Me skill feat. Ancestry 2: Natural AmbitionYou were raised to be ambitious and always reach for the stars, leading you to progress quickly in your chosen field. You gain a 1st-level class feat for your class. You must meet the prerequisites, but you can select the feat later in the character creation process in order to determine which prerequisites you meet. Attacks Shortsword +6 • Trained 2 • Agile, Finesse, Versatile (S) • Damage 1d6 P(S) Rapier +6 • (10) Trained 2 • Deadly d8 • Disarm, Finesse • Damage 1d6 P Inventory Money: 11 Gold 1 Silver 8 copper Bulk: 2 (8/13) Gear - Adventurer's Pack - Backpack - Bedroll - 10 Chalk - Flint & Steel - 2 Rations - Rope - Soap - Mirror - Playing Cards - 5 Torches - Violin - Waterskin - Manacles (simple) - Tear-away Explorer's clothes - Parrying ScabbardYou can draw this reinforced sheath during the same Interact action you use to draw the weapon it holds, wielding the weapon in one hand and the scabbard in your other. A parrying scabbard can be used for your defense much like a weapon with the parry trait: you can spend an action to position it defensively, gaining a +1 circumstance bonus to AC until the start of your next turn. Parrying scabbards are available for any sword that can be wielded in one hand. Arms and Armor Shortsword, Rapier, Studded Leather Armor
-
- swashbuckler
- thot
-
(and 1 more)
Tagged with: