Me
Eadric is a handsome swashbuckler in his early 30's. He draws the attention of the lasses and the envy of the lads. He carries a rapier in his right hand and a dagger in his left, yet his tounge is as quick as his blade.

https://13thage.org/index.php/classes/607-swashbuckler



































I am the only one to escape from New Port Imperial Prison
Background 1: +3 Raised as the one true Lord of Durhambrock, I can fit in with nobles across the Empire. Background 2: +3 Imprisoned for resisting the Emperor, I escaped and now stay one step ahead of the law. Background 3: +3 On the run, I became a sellsword who fought for the common people and asked for nothing in return.
Positive: Prince of Shadows.  ”Don’t bother thanking me, I already thanked myself to your gold and your lover’s heart.” 
1 Die -- 1 Icon Boon

Negative: Emperor
2 Die -- 1 Icon Complicated Boon

Negative: Crusader
1 Die -- No Boon


Quick to Fight (pg63) At the start of each battle, roll initiative twice and choose the result you want. 

Bonus Feat: At 1st level, human PCs start with two feats instead of one.
Momentum (pg127): Many of the rogue’s powers function only when the rogue has Momentum. You gain momentum by hitting an enemy with an attack. You lose momentum when you are hit by an attack. 

Duelist: (replaces Sneak Attack) Once per round, when you make a rogue / swashbuckler melee weapon attack against an enemy engaged with NONE of your allies, you can deal extra damage if your attack hits. (Duelist Extra Damage LVL 4 = 2d8) 

Panache: Swashbucklers have a natural charm to them that helps them dodge the traps that can catch you off-guard, whether in polite society or in the shady back alleys. If a skill check involving social interaction is a natural even failure, you can reroll the skill check once. The reroll will always be based on Charisma, regardless of which ability the first skill check was based on, as the you use your wit to cover your initial faux pas.

---Expert Dodge: Calculate your armor class based on the middle modifier of Dexterity, Intelligence and Charisma instead. 

---Master Duelist: When you are engaged with more than one enemy at once, you gain a +1 bonus to AC. In addition, when you deal Duelist extra damage with an attack, also deal the extra damage to a different enemy engaged with you. (Duelist Extra Damage LVL 4 = 2d8) 

---Swashbuckle: Once per battle as a quick action, you can spend your momentum to pull off a daring stunt the likes of which others could scarcely conceive. Yes, it’s improv night at the rogue show, and you’re the
star baby, the star.  
---Improved Initiative: +4 

---Master Duelist: Adventurer feat: You can deal the extra damage to a third engaged opponent.

---Roll With It: Adventurer Feat:  The power also triggers on an attack against PD

---Improved Sneak Attack:
Your Sneak Attack damage is better than other rogues. Use the
following Sneak Attack bonus damage progression instead.
    4th level rogue +2d8 damage.
    6th level rogue +3d8 damage.

pg.129 
---Evasive Strike Melee attack -> At-Will -> VS AC
Target: One enemy 
Hit: WEAPON + Dexterity damage, and you can pop free from the target. Miss: Damage equal to your level. 
--Roll With It Momentum power -> At-Will (once per round) Interrupt action; requires momentum 
Trigger: A melee attack that targets AC hits you.
Effect: You take half damage from that attack. 
---Sure Cut Melee attack -> At-Will -> VS AC
Special: You must have momentum and be able to deal your Sneak Attack (Duelist) damage to the target if you hit. 
Target: One enemy 
Miss: Deal your Sneak Attack (Duelist) damage + damage equal to your level. 
---Tumbling Strike Melee attack -> At-Will -> VS AC
Always: You gain a +5 bonus to all disengage checks you attempt this turn. You can also move to engage an enemy, make this attack against it, and then use a quick action to attempt to disengage from it (the quick action disengage lets you move again if you succeed). 
Hit: WEAPON + Dexterity damage. Miss: Damage equal to your level.
---Flying Blade ->At-Will -> VS AC
Special: You must use a small bladed weapon for this attack.
Hit: WEAPON + Dexterity damage, and if your natural attack roll is even and one of your allies is engaged with the target, you can use your Sneak Attack damage for the round
---Bleeding Strike ->At-Will -> VS AC
Target: One enemy who is not taking ongoing damage.
Hit: WEAPON + Dexterity damage, and if your natural attack roll was even, the target takes ongoing damage equal to 1d4 times your level.
---Deflection ->At-Will
Trigger: A melee attack misses you. Interrupt action
Effect: The attack hits a different enemy you are engaged with
instead, but deals only half damage.
---Swift Dodge->At-Will Interrupt action; requires momentum
Trigger: You are hit by an attack against AC.
Effect: The attacker must reroll the attack.
Light Armor AC14 
Rapier 1d8 
Dagger 1d8 
Light Crossbow 1d6 
Fancy Clothes and Frilly shirts 
A music box that didn’t belong to me yesterday 
Playing Cards or Dice

Wyvern Poison: 10 ongoing poison damage, end on a difficult save 16+

Ring of Honeyed Words: This signet ring bears the symbol of the Diabolist and is just large enough to be noticed from across a room. While wearing it, you get a +6 bonus to skill tests to convince someone to aid you in some fashion. Your target is magically compelled to look favorably on your case and think of you as eloquent, interesting and more than a little sexy. However, it has the opposite effect on every other witness to the conversation, including the other PCs - they believe that you're deceitful, manipulative and crass, no matter what you say or do. Oh well, it's not like they can cause any problems later on.

You could try getting around the ring's restriction by insisting on a private conference. That won't make anyone suspicious or paranoid in the slightest. Quirk: Incapable of speaking without prevaricating.

Throwing and Catching Dagger (+2 throwing dagger - recharge 16+): When you throw the dagger, you teleport and catch it before it hits the ground. You may throw the dagger anywhere within throwing range, allowing you to teleport to any point you can hit with the dagger. Precarious locations (like, say, throwing the dagger up a cliff, or between narrow bars) may require an attack roll or a skill check, or even both. You can combine throwing the dagger with a melee attack - you throw the dagger at a foe, teleport over, snatch the dagger out of the air and use it to stab your enemy. Treat this as the High Elf racial power, only you can also shave with it. Quirk: Jumpy and quick to change the topic of conversation.

Cloak of Anonymity: While wearing this cloak, you blend in with crowds. People ignore you and overlook anything else that's strange about you. You could be a ten-foot-tall fanged demon who constantly weeps poison, and no-one would look twice when you walked past them in the marketplace. The cloak's magic can't hide you if you do something out of the ordinary. If someone is specifically looking for you, you get a +4 bonus to checks to hide in the crowds. Quirk: Wants to do whatever common people do.