VENDLA CR 2

XP 600

Femelle human (ulfen) swashbuckler (shackles corsair) 3

CG Medium humanoid (human)

Init +4; Senses Perception +4

DEFENSE

AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex)

hp 28 (3d10+6)
Fort +3, Ref +7, Will +1

OFFENSE
Speed 30 ft.
Melee cutlass (silversheen) +8  (1d6+4/18-20)
Ranged acid (flask) +7  (1d6)
Ranged alchemist's fire (flask) +7  (1d6)
Melee dagger (cold iron) +7  (1d4/19-20)
Ranged dagger (cold iron/thrown) +11  (1d4/19-20)
Ranged dart +7  (1d4)
Ranged chakram +7  (1d8)

Space 5 ft.; Reach 5 ft.

STATISTICS
Str 10, Dex 18, Con 14, Int 10, Wis 10, Cha 14
Base Atk +3; CMB +3; CMD 17

Feats Combat Reflexes, Slashing Grace (Cutlass), Weapon Focus (Cutlass)

Skills Acrobatics +8 , Climb +4 , Diplomacy +8 , Intimidate +11 , Knowledge (Local) +4 , Perception +4 , Profession (Sailor) +10 , Sense Motive +6 , Swim +4

Languages Common, Skald

SQ bonus feat, panache, swashbuckler finesse, charmed life, deeds, derring-do, dodging panache, opportune parry and riposte, eyes of abendego, kip-up, menacing swordplay, precise strike, skilled, swagger, weapon and armor proficiency

Combat Gear potion of cure light wounds, acid (flask), alchemist's fire (flask); Other Gear mithral shirt, cutlass (silversheen), acid (flask), alchemist's fire (flask), dagger (cold iron), dart (2), chakram, outfit (traveler's), sash, adventurer's, mug or tankard (clay)

SPECIAL ABILITIES

Bonus Feat Humans select one extra feat at 1st level.

Call of the Longships You gain a +1 trait bonus on Profession (sailor) checks and a +1 trait bonus on attack rolls made onboard ships.

Panache (Ex) More than just a lightly armored warrior, a swashbuckler is a daring combatant. She fights with panache: a fluctuating measure of a swashbuckler's ability to perform amazing actions in combat. At the start of each day, a swashbuckler gains a number of panache points equal to her Charisma modifier [2] (minimum 1). Her panache goes up or down throughout the day, but usually cannot go higher than her Charisma modifier [2] (minimum 1), though feats and magic items can affect this maximum. A swashbuckler spends panache to accomplish deeds (see below), and regains panache in the following ways.

Swashbuckler Finesse (Ex) A swashbuckler gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and she can use her Charisma score in place of Intelligence as a prerequisite for combat feats. This ability counts as having the Weapon Finesse feat for purposes of meeting feat prerequisites.

Charmed Life (Ex) The swashbuckler gains a knack for getting out of trouble. 3 times per day as an immediate action before attempting a saving throw, she can add 2 to the result of the save. She must choose to do this before the roll is made.

Deeds Swashbucklers spend panache points to accomplish deeds. Most deeds grant the swashbuckler a momentary bonus or effect, but some provide longer-lasting effects. Some deeds remain in effect while the swashbuckler has at least 1 panache point, but do not require expending panache to be maintained. A swashbuckler can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the swashbuckler has or spends the required number of panache points to perform the deed.

Derring-Do (Ex) At 1st level, 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 4 times.

Dodging Panache (Ex) At 1st level, 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. This deed's cost cannot be reduced by any ability or effect that reduces the number of panache points a deed costs.

Opportune Parry and Riposte (Ex) At 1st level, 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.

Eyes of Abendego (Ex) Every true Shackles captain dreams of winning the Free Captain's Regatta, and the wise begin training for it early. Whenever she has at least 1 panache point, a Shackles corsair can see three times as far as normal in nonmagical fog. In magical fog, she can see normally for 10 feet; after that, creatures and objects have partial concealment for the next 10 feet and total concealment thereafter.

Kip-Up (Ex) At 3rd level, 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) At 3rd level, 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) At 3rd level, 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 +3 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 deal 6 additional damage instead. 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).

Fame (10x) The character has accumulated 10 Fame. He has a +1 to Diplomacy with members of his faction. Maximum Item Cost: 15000 gp

Glint-Tongued (Ulfen) You have a gift for poetic turns of phrase and vicious streams ofinsults. You gain a +1 trait bonus on Charisma-based skill checks made to impress or persuade other Ulfen (or, at the GM's option, other poetically-minded people), and a +2 trait bonus on Intimidate checks.

No Racial Subtype You have chosen no racial subtype.

Panache

Precise Strike (Light)

Precise Strike (One-Handed)

Ship Ship (10 PP): You own a maritime vessel that you use for trade, transport, or military purposes. This ship comes complete with a crew and earns enough money through normal operation to be self-sustaining, but isn't necessarily profitable on its own. Whenever you require passage at sea, you may choose to take your vessel instead of an unfamiliar ship hired by the Society to deploy you and your party. You gain a +2 circumstance bonus on Profession (sailor) checks and it becomes a class skill for you. You may use Profession (sailor) checks to make Day Job rolls.

Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Swagger (Ex) A Shackles corsair's confident swagger unnerves her foes and inspires her crew. She gains a +3 bonus on Intimidate checks, and the DC of Intimidate checks made against her increases by 3. She and her allies gain a +3 morale bonus on Profession (sailor) checks.

Weapon and Armor Proficiency Swashbucklers are proficient with simple and martial weapons, as well as light armor and bucklers.