Sir Malcolm of Riddleport
CG Rogue 1/Swashbuckler 2
Init +3 Senses Perception +7 (6r)
Defense AC 17 touch 14 flat-footed 14
(10+3 Dex+3 Armor+1 TWFD)
Temporary AC 18 touch 14 flat-footed 14
(10+3 Dex+4 Mage Armor+1 TWDF)
Hp 19 (1d6+2d10) Current 19/19
Fort +2 Ref +8 Will +1
Defense Options Dodge
Offense Spd 30ft
Melee Masterwork Rapier +4 (1d6+1 18-20/x2)
Masterwork Shortsword +4 (1d6+1 19-20/x2)
Masterwork Cold Iron Dagger +4 (1d4+1 19-20/x2)
Dagger +5 (1d4+1 19-20/x2)
Ranged Light Crossbow +3 (1d8 19-20/x2, 80ft)
Dagger +3 (1d4+1 19-20/x2 10ft)
Masterwork Cold Iron Dagger +4 (1d4+1 19-20/x2 10ft)
Special Attacks Sneak Attack +1d6, Improved Feint
Statistics Str 12 Dex 16 Con 10 Int 14 Wis 12 Cha 14
Base Atk +2 Grapp +3
Skills: Appraise +3 (1r), Balance +4 (1r), Bluff +10
(6r), Climb +2 (1r), Diplomacy +6 (5r), Disable Device +5
(3r), Disguise +4 (2r), Escape Artist +4 (1r), Forgery +3
(1r), Gather Information +3 (1r), Intimidate +6 (4r), Open
Lock +5 (2r) Profession (Sailor) +3 (2r), Search +4 (2r),
Sleight of Hand +5 (3r), Stealth +9, (5r), (2r), Swim +5
(4r), Tumble +9 (6r), Use Rope +5 (2r)
Feats: City Born (Riddleport), Two-Weapon Fighting, Combat
Reflexes, Improved Feint, Two-Weapon Defense, Weapon
Finesse, Dodge
Flaws Shaky, Glory Hound
SQ Trapfinding, Grace +1
Combat GearAcid (1), Alchemist's Fire (1)
Other Gear Masterwork Studded Leather Armor, Dragonscale Hide
Shirt, (stats not added) Backpack, Map Case with
maps of the coast, Flask, Flint and Steel, Grappling
Hook, Belt Pouch (2), Silk Rope (50ft), Hempen Rope
(150ft), Sack, Signal Whistle, Bullseye Lantern, Oil
(5pts), Waterskin, Thieves Tools, Tindertwig (5),
Darkweave Noble's Outfit, Varisian Heartstonem,
Fishing nets (3), 164gp
XP: 5430/6000
Background and Description
Spoiler:
A tall, dark-haired man of clear Chelaxian descent, Malcolm has bright blue eyes, pale skin and a ready, chaming smile.
As an orphan growing up on the streets of Riddleport, its no surprise that Malcolm ended up pursuing a life of crime. As a youth he signed onto a pirate ship, taking to the life of a sailor and brigand with ease. His loyalty and skill earned him respect in the eyesof the captain, who also appreciated having a lieutenant not interested in casual bloodshed. Soon the second in command, Malcolm was a natural choice for the next captain when their captain died in a skirmish with the Korvosan navy.
However, a large portion of the crew disliked Malcolm's approach and decided that now was the time to put one of their own in command. They mutineed and by morning, abandoning Malcolm on the high seas in a small rowboat with few supplies. He rowed for days through, following the stars ad his own instincts before finally being picked up a small fishing boat and taken to the small coastal town of Sandpoint.
Miscellaneous
Spoiler:
Ask around Sandpoint about a Korovsan naval ship from about 50 years back.
Heartstone
Spoiler:
Varisian Heartstone
Aura: moderate Necromancy
Caster Level: 3
Requirements: False Life
Activation: Immediate
Activation Limit: 1/day
Market Price: 2160 gp (ad hoc reduced by 50%)
Item Level: 6
A Varisian heartstone typically consists of an egg-sized oblate crystal on a chain that can be worn around the user's neck so that it rests close to the heart. The crystal is naturally clear, but the magic of the enchantment fills it with a mixture of red and black fluids that swirl around like water and oil. Once attuned to a wearer, a process that takes 5 minutes, the heartstone pulses (a sensation only felt by the wearer) in rhythm with the wearer's heartbeat.
Activation: The heartstone can be activated as an immediate action in response to taking damage, but before the amount of damage is determined. Its duration is instantaneous.
Effect: When activated, the heartstone grants its user 1d10+3 temporary hit points, which are applied to damage just taken by the user. If the number of temporary hp exceeds the damage dealt, then the wearer takes no damage and the remaining temporary hp are immediately lost. If the damage dealt exceeds the temporary hit points granted, the heartstone shatters. In this case, the wearer takes 1d6 points of damage from the heartstone and none from the triggering attack.
Special: A heartstone automatically activates if the wearer would be reduced below 0 hp. This is an exception to the rule that activation must be declared before damage determination.