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Guard Captain Blacklock

Alistair Wellington's page

240 posts. Alias of Jovich.


Full Name

Alistair Wellington III

Race

Human

Classes/Levels

Swashbuckler 1

Gender

Male HP:11 AC:16 T:14 FF:12 F:+0 R:+6 W:+0 Perc:+4 Init:+10 Rapier +6, 1d6+0 CMB:+1 CMD:+15

Size

Med

Age

25

Alignment

CG(CN)

Location

Brevoy

Languages

Common, Elven, Undercommon

Occupation

Horse Breeder

Strength 10
Dexterity 18
Constitution 10
Intelligence 13
Wisdom 10
Charisma 15

About Alistair Wellington

Alistair Wellington II
Chaotic Good (Chaotic Neutral)
Medium Human
Level 1 Swashbuckler (Inspired Blade)
Favored Class-Swashbuckler
Init +10 Perception +1

Stats:

HP: 11 (1d10 + 0 Con per Level +1 Favored Class)
AC: 16 (10 Base + 4 Dex + 2 Armor) Touch: 14 Flat-Footed: 12
CMB: +1 (1 BAB + 0 Str)
CMD: +15 (10 Base + 1 BAB +0 Str + 4 Dex)

Fort: +0 (+0 Base +0 Con)
Refl: +6 (+2 Base +4 Dex)
Will: +0 (+0 Base +0 Wis)
-----Statistics-----
Str10, Dex18, Con10, Int13, Wis10, Cha15
Base Atk+1, melee+1; ranged+5; Rapier +6

Rapier: +6, 1d6+0, 18-20x2

Class Features:

Swashbuckler
Inspired Panache (Ex) 3
Each day, an inspired blade gains a number of panache points equal to her Charisma modifier (minimum 1) and Intelligence modifier (minimum 1), instead of just her Charisma modifier. Unlike other swashbucklers, an inspired blade gains no panache from a killing blow. She gains panache only from scoring a critical hit with a rapier.

Inspired Finesse (Ex)
At 1st level, an inspired blade gains the benefits of Weapon Finesse with the rapier (this ability counts as having the Weapon Finesse feat for the purpose of meeting feat prerequisites) and gains Weapon Focus (rapier) as a bonus feat.

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

Deeds
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 a number of times equal to her Dexterity modifier (minimum 1).

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.

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.


Feats:

Feats:
Improved Initiative
Two Weapon Fighting
Weapon Focus Rapiers (Bonus)
Weapon Finesse Rapiers (Bonus)

traits:

Traits:
Reactionary:
+2 Init
Lost Love:All Alone
The murder victim was your twin sister. With your sister's death, a part of you died as well, leaving you haunted, grim, and prone to dark musings. You gain a +1 trait bonus on Intimidate checks, and Intimidate is a class skill for you.

Skills:

Weapons/Armor Proficiencies:
All simple and martial weapons, Light armor and bucklers
Class Skills
The swashbuckler's class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge(local) (Int), Knowledge (nobility) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), and Swim(Str).

Per Level: 7 (4 Base + 0 Int +1 Human +2 Back Ground)=7

Acrobatics: +8 (+1 Ranks +3 Class Skill +4 Dex)
Appraise: +0 (+0 Ranks +0 Class Skill +0 Int)
Bluff: +6 (+1 Ranks +3 Class Skill +2 Cha)
Climb: +0 (+0 Ranks +3 Class Skill +0 Str)
Craft: +0 (+0 Ranks +0 Class Skill +0 Int)
Craft: +0 (+0 Ranks +0 Class Skill +0 Int)
Diplomacy: +2 (+0 Ranks +0 Class Skill +2 Cha)
Disable Device: +4 (+0 Ranks +0 Class Skill +4 Dex)
Disguise: +2 (+0 Ranks +0 Class Skill +2 Cha)
Escape Artist: +4 (+0 Ranks +0 Class Skill +4 Dex)
Fly: +4 (+0 Ranks +0 Class Skill +4 Dex)
Handle Animal: +2 (+0 Ranks +0 Class Skill +2 Cha)
Heal: +0 (+0 Ranks + Class Skill +0 Wis)
Intimidate: +7 (+1 Ranks +3 Class Skill +2 Cha +1 Trait)
Knowledge (arcana): +0 (+0 Ranks +0 Class Skill +0 Int)
Knowledge (dungeoneering): +0 (+0 Ranks +0 Class Skill +0 Int)
Knowledge (engineering): +0 (+0 Ranks +0 Class Skill +0 Int)
Knowledge (geography): +0 (+0 Ranks +0 Class Skill +0 Int)
Knowledge (history): +0 (+0 Ranks +0 Class Skill +0 Int)
Knowledge (local): +4 (+1 Ranks +3 Class Skill +0 Int)
Knowledge (nature): +0 (+0 Ranks +0 Class Skill +0 Int)
Knowledge (nobility): +0 (+0 Ranks +0 Class Skill +0 Int)
Knowledge (planes): +0 (+0 Ranks +0 Class Skill +0 Int)
Knowledge (religion): +0 (+0 Ranks +0 Class Skill +0 Int)
Linguistics: +0 (+0 Ranks +0 Class Skill +0 Int)
Perception: +4 (+1 Ranks +3 Class Skill +0 Wis)
Perform : +2 (+0 Rank +0 Class Skill +2 Cha)
Profession: +0 (+0 Rank +0 Class Skill +0 Wis)
Ride: +8 (+1 Ranks +3 Class Skill +4 Dex)
Sense Motive: +4 (+1 Ranks +3 Class Skill +0 Wis)
Sleight of Hand: +4 (+0 Ranks +0 Class Skill +4 Dex)
Spell craft: +0 (+0 Ranks +0 Class Skill +0 Int)
Stealth: +4 (+0 Ranks +0 Class Skill +4 Dex)
Survival: +0 (+0 Ranks +0 Class Skill +0 Wis)
Swim: +0 (+0 Ranks +3 Class Skill +0 Str)
Use Magic Device: +2 (+0 Rank +0 Class Skill +2 Cha)


Languages:

Languages:
Common

Racial Abilities:

Racial Ability:
+2 Dex
Size: Medium
Base Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Common.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.


Equipment:

Leather armor
Rapier
Rapier
Belt Pouch left side
Belt Pouch right side
Oil flask w/oil cloth
Signet Ring
Whet Stone
Nobles Outfit


Back Ground/Appearance:

Physical Description:
6'1
185lbs
Blue Eyes
Black Hair Shoulder Length
Physical Description:
25 years old with long black hair, van d*@@. well groomed and attractive
Personality:
normally a nice guy but since his sister's death he has become very depressed and drunk most of the time.
Background:
Alistair was born to parents that are semi-prosperous merchants. He grew up around horses and knows how to ride them, but that is where it stops. His parents are horse breeders, in that they breed, sell and train horses. Being the forth child of five pretty much meant he was not inheriting anything substantial. His twin sister Alicia was also of the same thinking and the two of them moved on to other adventures other than the family business. Alistair took up fencing and Alicia fell in love with helping the poor and destitute of Korvosa. While aiding such creatures she was killed while taking food to the needy. Alistair was devastated and never really recovered. His parents were hit the hardest. They fell into their work to help with the pain and the loss. Alistair had no such avenues so he turned to drinking and he became quite good at it. Then word came around to him that some of his twin sister's personal items were for sale in a local pawn shop. He was able to get a name from the owner of the shop, Gaedrenn Lamm.
It turns out that he was not the only one that this man has wronged. One night while on a heavy drinking excursion...thoughts of his sister haunted him and the city was full of revelers, so it wasn't hard to join in the celebrations. Although much of the evening is a blur, the noise of the patrons and smell of breakfast woke him from his stupor. He was not sure where he was, but he was at a table in a tavern. His head was pounding and the smell of food made him nauseous and hungry. His hand was still clutching his tankard, now empty except for a Harrow card. The Twin. Turning the card over, there is a message written upon the back, written in common but in a handwriting he did not recognize..."I know what Gaedren has done to you. He has wronged me as well. I know where he dwells, yet cannot strike at him. Come to my home at 3 Lancet Street at sunset. Others like you will be there. Gaedren must face his fate, and justice must be done." Alistair blamed himself and was spiraling downward; drinking and dabbling in too many women to remember, picking fights he could not win. Was this his chance to avenge his sister? He met up with these people and found out that they all were wronged by Gaedren in one way or another. Ophelia Wintrish was a sorcerer who dreamed of being of a station higher than her own. She was one of Gaedren Lamms Lambs at one time and was able to escape from his clutches, She wanted revenge on him for the life he stole from her. Then we have the marine Trisane Imphawke. Ours is not to reason why. Ours is but to do and die was on the lips of this idiot. He was a good man but if you did not do as he said he would give you an ear full. He was a marine and far better than anyone else..or at least he thought so. He was after Gaedren to bring him to justice for a nephew that went missing. The last and least of the group was this Varisian...Nik Fralliniz. He was just plain little Nikki to Alistair who found his disrespect and judgmental ways a bit to much to handle, but finding his sister's killer was of important to Alistair. Putting up with the pompous ars was a necessity. Little Nikki was looking for his brother that he ran out of his tribe for some reason. The four of then tracked Gaedren to his fish shack and decide that they should bring him to "justice", now this justice was in the eye of the beholder as the newly formed group was split on how to they should handle Gaedren. So it came to almost blows when Gaedren Lamm was found and capture by the little group of adventures. Little Nikki in his holier than though attitude decide that Gaedren should be turned over to the authorities. The first group that we came to was the Hell Knights. Little Nikki told them everything that the group had done. Long story short. Alistair's parents bailed him out of jail and all charges were drop agaisnt him for breaking and entering, disorderly conduct, public fighting, and a lot of other charges. Gaedren was set free to roam the streets a free man.
Alistair left Korvosa shortly after this and signed on as a caravan guard. Returning home several months later to find out that Gaedren Lamm had continued his evil ways and thus far has escaped justice.

Consolidated Skills:

Per Level: 6 (2 Base + 1 Int +1 Human +2 Back Ground)=6
Acrobatics: +8 (+1 Ranks +3 Class Skill +4 Dex)
Acrobatics (No Jumping), Escape Artist, Fly, Ride
Athletics: +8 (+1 Ranks +3 Class Skill +0 Str)
Acrobatics (Jumping), Climb, Swim
Finesse: +4 (+0 Ranks +0 Class Skill +4 Dex)
Disable Device, Sleight of Hand
Influence: +6 (+1 Ranks +3 Class Skill +2 Cha)
Bluff, Diplomacy, Intimidate
Nature: +1 (+0 Ranks +0 Class Skill +1 Int)
Handle Animal, Knowledge (Dungeoneering, Geography, Nature)
Perception: +4 (+1 Ranks +3 Class Skill +0 Wis)
Perception, Sense Motive
Performance: +2 (+0 Ranks +0 Class Skill +2 Cha)
Disguise, Perform
Religion: +1 (+0 Ranks +0 Class Skill +1 Int)
Knowledge (Planes, religion)
Society: +2 (+1 Ranks +0 Class Skill +1 Int)
Knowledge (History, Local, Nobility), Linguistics
Spellcraft: +1 (+0 Ranks +0 Class Skill +1 Int)
Knowledge Arcana, Spellcraft, Use Magical Device
Stealth: +5 (+1 Ranks +0 Class Skill +4 Dex)
Stealth
Survival: +0 (+0 Ranks +0 Class Skill +0 Wis)
Heal, Survival


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