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RoguishBard — [Comm] Whitney Emelia Harrington (Shenbug)

#duelist #fencer #pathfinder #swashbuckler #paizo #noblewoman #tabletoprpg
Published: 2019-08-07 21:56:49 +0000 UTC; Views: 2219; Favourites: 74; Downloads: 0
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Description The second of two Pathfinder character commissions done for me by the wonderfully gifted Shenbug ! Please be sure to visit her gallery and her Fiverr!

I do like the flavor of the Noble Scion Prestige Class, though finding a build that transitions smoothly into it without losing steam has always been a bit tricky. Spellcasters suffer from it, as it only compensates two levels' worth of spells through Dilettante Studies, and kind of cripples the other abilities of non-casting classes with the ten levels of progression. Upon discovering the Noble Fencer archetype for the Swashbuckler Hybrid Class, I found my golden goose, it would seem. The social aspects of Noble Fencer blend well with the class features of the Noble Scion, or at least enough to satisfy. Swashbuckler doesn't lose much by way of Base Attack Bonus, and the bonus feats of the Noble Scion match up with the bonus combat feats the Swashbuckler gets. 

Whitney Emelia Harrington

"What is better: to be noble in blood, or noble in deed? Should one heed the rule of those chosen by divine mandate to govern, or follow those whose actions best benefit the state and its people?"

Whitney Emelia Harrington was born in the manor estate of Harrington Hall upon the Slopes district of the Andoran city of Augustana. She was fortunate to grow up with a silver spoon 'twixt her teeth, and wanted for nothing so long as she heeded the words of her tutors and her parents, Christophe Smythe Harrington and Marguerite Anne Harrington.

Among the etiquette and poise, however, Christophe added one interesting course to his daughter's lesson plan: fencing. His reasoning for such, or so he explained to her, was that the Harrington family was one of the noble houses deposed during the People's Revolt that resulted in Andoran's independence, and that the supposedly egalitarian commoners still held envious grudges against those who surrendered their ruling rights to become ordinary citizens. There are those who are born into greatness, chosen by the gods to lead the weak of will and ambition, and there are those who are born to serve and toil in the prosperity sown by their generous lords. Those who serve will always despise those who rule, even though their seat of power was granted by divine mandate.

Whitney listened, and obeyed. People did seem to treat the Harringtons with a perceivable note of disdain and suspicion. She trusted that her father wanted her to be able to defend herself, but also kept a weather eye on the goings-on of the People's Council. The commonwealth did seem to be happier under the Common Rule, as opposed to the peasantry living under the Chelish or Taldan crowns. She was uncertain, and still is, but believes her father knows of what he speaks. After all, she'd lived a relatively sheltered life, away from the philosophers and scholars who might explain things in greater detail for her.

This was intentional, for Christophe is grooming his daughter for a turn of fortunes being orchestrated by Madame Ravonge, a regular guest at Harrington Hall. The Harringtons, at least under Christophe, are a part of the secret society known as the Seven Houses: an organization of aristocrats who seek to restore the power, wealth, and lands that were stolen from their noble lines during the People's Revolt. With his selection of teachers and governesses, he has created an echo chamber in which his daughter shall become resentful of the ignoble citizenry, and join him and the Seven Houses in reclaiming her birthright.

And to an extent, it's working. Whitney already feels endangered in the presence of non-noble persons, and her instructors in poise and etiquette have taught her how to address those of "lesser standing" with a small amount of pitiable disdain. She carries with her an air of command, though she just can't put her foot down before her father. He has drilled the value of loyalty to her family deep into her core, and may have subjected her to manipulative abuse in order to keep her from questioning him.

Yet as a grown woman, she now finds herself with a greater allowance of personal freedom. She sees the aspiring leaders hoping to represent their fellows on the People's Council, and of what virtues they adhere to. If the gods decide who rules, what of those who follow the creeds laid out by the gods: of honesty, valor, and charity? Whitney has been told all her life that she is destined for a position of power, but will she rule, or will she lead? She is trying to discern the difference, but may need a nudge in the right direction to help her along the path to greatness.

As it stands, Whitney isn't a terrible person, though her adherence to her tutors' teachings may have her express it that way. If you can see the intent behind the words rather than taking them at face value, her feelings become more clear. A friend may be able to help her rephrase things in a more tolerable sense, and perhaps undo some of the psychological damage her father has inflicted upon her. She's no slouch with the sword, either. Poise is just as practical in combat as it is in the dining hall. Every thrust and parry has its time and purpose.

Stat Roll
STR 10
CON 14 (+2)
DEX 14 (+2 Racial) = 16 (+3)
INT 14 (+2)
WIS 10
CHA 16 (+3)

Traits:
Fencer (Combat) - You trained with blades for long hours as a youth, either taking lessons in the genteel art of fencing from tutors paid for by your parents or being taken under the wing of a disenfranchised fencer who may have turned to a life of crime. You gain a +1 trait bonus on attack of opportunity attack rolls made with daggers, swords, and similar bladed weapons.

Natural-Born Leader - You’ve always found yourself in positions where others look up to you as a leader, and you can distinctly remember an event from your early childhood where you led several other children to accomplish a goal that each of you individually could not. All cohorts, followers, or summoned creatures under your leadership gain a +1 morale bonus on Will saves to avoid mind-affecting effects. If you ever take the Leadership feat, you gain a +1 trait bonus to your Leadership score.

Feats:
Noble Scion of Lore - You gain a +2 bonus on all Knowledge (nobility) checks, and that chosen Knowledge skill is always considered a class skill for you. You gain a +1 bonus on all Knowledge skills in which you have at least 1 rank.

Graceful Athlete - Add your Dexterity modifier instead of your Strength bonus to Climb and Swim checks. If you have a Strength penalty, you must apply both your Strength penalty and your Dexterity modifier.

Weapon Finesse

Skills:
7/level
Acrobatics (+3 Class Skill) (+3 Dex) = +7
Bluff (+3 Class Skill) (+3 Cha) = +7
Climb (+3 Class Skill) (+3 Dex) = +7
Diplomacy (+3 Class Skill) (+3 Cha) = +7
Intimidate (+3 Class Skill) (+3 Cha) = +7
Sense Motive (+3 Class Skill) = +4
Swim (+3 Class Skill) (+3 Dex) = +7

Equipment:
300 max gp
Rapier - 20gp, 1d6 damage, 18-20/x2 crit, 2lbs.
Chain Shirt - 100gp, +4 AC, +4 maxdex, -2 armor check, 25lbs.
Grooming Kit - 1gp, 2lbs.
Courtier's Outfit (w/jewelry) - 80gp, 6lbs.
Signet Ring - 5gp

FeatProg:
1st (N/B/B) Noble Scion/Graceful Athlete/Weapon Finesse
3rd Disarming Threat Deed
4th (Combat) Quick Draw
5th Weapon Focus (Rapier)
7th Lightning Draw
Noble Scion at 8th
9th (N/B) Fencing Grace/Leadership
11th Pommel Strike Deed
12th (Bonus) Persuasive
13th Cutting Humiliation
14th (Bonus) Antagonize
15th Enrage Opponent
16th (Bonus) Improved Initiative
17th Steadfast Personality
Resume Noble Fencer at 18th
18th (Combat) Combat Reflexes
19th Extra Panache

Dilettante Studies:
12th (Ex) Dilettante Warrior/(Ex) Dilettante Scoundrel
16th (Ex) Dilettante Warrior/(Ex) Dilettante Scoundrel

Noble Fencer Archetype
Deeds: A noble fencer gains the following deeds.

Social Panache (Ex): At 1st level, a noble fencer can spend 1 panache point when he attempts a Bluff, Diplomacy, Intimidate, or Sense Motive check to roll 1d6 and add the result to the check. He can do this after he rolls the check but before the result is revealed. If the result of the d6 roll is a natural 6, he rolls another 1d6 and adds it to the check. He can continue to do this as long as he rolls natural 6s, up to a number of times equal to his Charisma modifier (minimum 1).

Just before a verbal duel, a noble fencer can spend up to 4 panache points. For each point he spends, he selects a tactic for which he has chosen Bluff, Diplomacy, Intimidate, or Sense Motive as an associated skill and gains an edge he can only use with that tactic.

This deed replaces the dodging panache deed.

Incredible Aspirations (Ex): At 7th level, a noble fencer strives for truly amazing results when he uses his derringdo and social panache deeds. As long as he has 1 panache point, the first time he rolls a natural 5 on the 1d6 for those deeds, he can roll another 1d6, subject to the other limitations of the respective deeds. He can still reroll as many rolls of 6 as normal.

This deed replaces the superior feint deed.

Unshakable Presence (Ex) At 11th level, a noble fencer cloaks himself in the combined bravado of a swashbuckler and a noble, girding himself against anything that attempts to shake his impossible confidence. While he has at least 1 panache point, he cannot be demoralized by the Intimidate skill.

This ability replaces the subtle blade deed.

Aristocratic Discipline (Ex): At 2nd level, a noble fencer relies on his extremely honed training and discipline to protect his mind, rather than luck. The noble fencer gains a +1 bonus on Will saves against mind-affecting effects. This bonus increases by 1 at 6th level and every 4 swashbuckler levels thereafter.

This ability replaces charmed life.

Noble Scion Prestige
Feats: Noble Scion (The Inner Sea World Guide 288) or Skill Focus (any skill that’s a class skill for this prestige class).
Skills: Bluff 2 ranks, Diplomacy 2 ranks, Knowledge (nobility) 5 ranks, Sense Motive 2 ranks.
Special: Must have been granted noble rights, be part of the aristocracy, or have been born, married, or adopted into a noble family.

Weapon and Armor Proficiency: A noble scion is proficient with all simple and martial weapons, as well as all forms of armor and shields (not including tower shields).

Affluent (Ex): At each level, a noble scion gains a stipend worth a number of gold pieces equal to 750 multiplied by his class level. (He gains 750 gp at 1st level, an additional 1,500 gp at 2nd level, and so on.)

Greater Leadership (Ex): At 2nd level, a noble scion gains the Leadership feat as a bonus feat. He can recruit a cohort up to one level lower than himself. At 10th level, he can recruit a cohort of the same level as himself.

Aristocratic Erudition (Ex): At 3rd level, a noble scion gains a bonus equal to 1/2 his class level on Diplomacy, Knowledge (local), and Knowledge (nobility) checks. This ability also reduces the DCs of Diplomacy and Knowledge (local) checks others make to gather publicly known information about the noble scion by the same amount.

Prestigious Influence (Ex): At 4th level, a noble scion can use his inf luence to receive special treatment, favors, and other services. He effectively has a pool of virtual gold pieces equal to 150 gp plus 10 gp per class level to spend on services and non-material goods. This pool replenishes at the beginning of every week.

Services and nonmaterial goods available to a noble scion include:
Pay for lodgings, stabling, taxes, and tolls.
Improve his lifestyle quality (Core Rulebook 405).
Hire entertainers, messengers, mounts, servants, transport, workers, and so on.
Obtain invitations to exclusive events, or entry into privileged locations.
Spread rumors or start a whispering campaign.
Purchase spellcasting services.
Employ an expert hireling to make a skill check with a check bonus of +10 plus his class level (50 gp).
A noble scion cannot permanently gain goods or wealth from this ability; boons attainable from this ability are generally only available in settlements of 5,000 people or more. The exact benefits available in a location are subject to GM discretion.

Regional Expertise (Ex): At 4th level, and again at 6th and 8th level, a noble scion gains a bonus feat from one of the lists below, depending on where he is from. These feats must be taken from the same list at each level (except for feats under the “general” category, which can be taken by nobles from any region). A noble scion need not meet the prerequisites for these feats. At their discretion, GMs may add other feats to these regions or create lists for other regions.
General: Acrobatic, Additional TraitsAPG, Alertness, AntagonizeUM, Athletic, CosmopolitanAPG, Deceitful, Deft Hands, Fleet, Improved Initiative, Persuasive, ProdigyUM, Rhetorical FlourishUC, Run, ScholarISWG.

Dilettante Studies: At 5th level, a noble scion chooses two different dilettante studies from the list below. At 9th level, he again chooses two different dilettante studies to add to his repertoire. If either of these are duplicates of those chosen at 5th level, the bonuses stack.

Dilettante Performer (Su): A noble scion treats his effective bard level as two higher for the purpose of the bardic performance class ability. He must have the bardic performance class ability to choose this dilettante study.

Dilettante Scholar (Su): A noble scion gains new spells per day as if he had also gained a level in a spellcasting class he belonged to before he added the prestige class (see page 3).

Dilettante Scoundrel (Ex): A noble scion gains a +1d6 sneak attack bonus as per the rogue class ability. If a noble scion gets a sneak attack bonus from another source, the bonuses on damage stack.

Dilettante Warrior (Ex): A noble scion gains a +1 bonus on attack and damage rolls.

Servitor (Ex): At 7th level, a noble scion gains a faithful NPC servitor of the same level as his cohort granted by the Leadership feat. This servitor can only have levels in NPC classes (Core Rulebook 446) and comes equipped with gear appropriate for a character 1 level lower than the servitor’s actual level. The servitor does not follow the noble scion as would a cohort or follower, but instead can run various errands for his master while the noble scion is adventuring, such as delivering messages or maintaining the scion’s manor in his stead.

Peerless Patrician (Ex): At 10th level, once per round a noble scion can roll twice on any Bluff, Diplomacy, Intimidate, Knowledge (nobility), or Sense Motive check and take the better roll. Once per day, instead of rolling one of these skill checks, he can assume the roll resulted in a natural 20.

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