Count Lucinean Galdana

Alistair Fox's page

493 posts. Alias of Ironperenti.


Full Name

Alistair Fox

Race

Human Swashbuckler 3 Bard Arcane Duelist 1 | HP 35/35 | AC21 T15 FF14 | F+3 R+9 W+4 | CMD18 | Init+5/7 Percep+9 | Panache 1/3 | Current effects:

Classes/Levels

Skills:
Acrobatics +11, Diplomacy +10, Escape Artist +9, Intimidate +11, K Local +7, Perform +9, Sense Motive +6, Swim +5, K Nobility +7, Sleight of Hand +11

Gender

M

Size

test

Strength 13
Dexterity 18
Constitution 14
Intelligence 12
Wisdom 12
Charisma 16

About Alistair Fox

Alistair Fox, Human Male
NG Swashbuckler (Inspired Blade) 3 Bard (Arcane Duelist) 1

Background:

Appearance: Like his mentor, Alistair is not as flashy as many other swashbucklers. When on the job he wears a baldric in the watchmen's colors over his armor and belted with his sword belt. He favors a wide brimmed hat, folded down riding boots, and soft leather gloves; all black with hints of silver. He carries a rapier and a dagger at his belt. When the situation warrants it, he carries a crossbow typically slung across his back on a cord if not in use.

History: Alistair was born and raised in Magnimar. His father, Giles Fox, was a portrait artist and highly sought after by various nobles. Early on, Alistair began to get himself into trouble. He sought excitement and found it on the streets. However, his father did not want his son to be notorious for fear it would ruin his appeal with the nobility. Then, something fortuitous happened for the both of them. At a local festival, Alistair, an athletic but not powerful young man, saw a fellow win the sword list with a rapier and panache. Alistair wanted to learn that. In fact he told his father what he wanted and promised to become a model citizen if his father could acquire him training. Giles looked into this rapier wielding wonder and found the man was available as a retainer. Soon thereafter, Alistair was introduced to his new tutor, Inigo Montoya.

Inigo taught Alistair about the sword, discipline, how to train, and a respect for those who protect others. For four years Alistair learned everything he could from Inigo. Then came the scandal. A noble personage with a rather unseemly wart on her face hired Giles to paint her portrait. Like the magnificent artist he was, he captured her in every detail. To his credit he even used lighting to minimize the wart in the painting but this was not good enough for Lady De'buche. It was unspoken knowledge in her household that the wart did not exist. Giles affront to her Ladyship could not be assuaged. She used her money and her influence to destroy his reputation seemingly overnight. With no livelihood and fearing she may take physical action against his family, Giles moved them all to Sandpoint.

Giles has fallen back on a secondary talent of his, cooking, and works at the White Deer tavern in Sandpoint. After he did a couple of pictures for the common room for the White Deer he has managed to garner some commissions from around town. However, Lady De'buche's reach has included the nobles of Sandpoint so Giles has never gotten any lucrative portrait deals with any of the nobles. Alistair was but sixteen when they moved to Sandpoint. Inigo did not follow so Alistair has been continuing his workouts and swordplay on his own and with some of the other young men in town. On his nineteenth birthday Alistair applied to join the town watch.

Defense:

Initiative +5/+7 (Dex +4, 1 trait, Class +2)
AC 21, touch 15, Flat Footed 14 (+4 Dex, +4 Armor, +2 shield, +1 Dodge)
HP 35 (10+ 6*2 + 5*1 + 8 Con)
Fort +3 Ref +9 Will +4

Offense:

Speed 30ft
Melee
MW Rapier +9 (1d6+4+3/18x2)
Dagger +7 (1d4+1+3/19x2)

Ranged
Dagger +7 (1d4+1+3/19-20x2, range 10')

Statistics:

Str 13 Dex 18 Con 14 Int 12 Wis 12 Cha 16
BAB +3, CMB +4, CMD 18
FCB: +3/4 panache point

Stat Building
Init Str 13 Dex 16 Con 14 Int 12 Wis 12 Cha 13
Cost Str 3 Dex 10 Con 5 Int 2 Wis 2 Cha 3
Race Dex +2 Cha +2
Level Cha +1
Total Str 13 Dex 18 Con 14 Int 12 Wis 12 Cha 16

Feats:

1C. Weapon Focus: Rapier
1. Fencing Grace
1H. Combat Reflexes
3. Power Attack
4-1C. Arcane Strike

Future
Wpn Spec: Rapier
5. Cleave
7. Great Cleave
8B. Greater weapon focus
9. Improved Critical
11. Stand still
12B. Pin down

Skills:

Skill Points = 24 (18 class + 4 Int + 4 race)

Acrobatics* 11 (4 rank, 3 class, 4 dex)
Bluff*
Climb* 1 (0 rank, 3 class, 1 Str)
Diplomacy* 10 (4 rank, 3 class, 3 Cha)
Escape Artist* 9 (2 rank, 3 class, 4 Dex)
Intimidate* 11 (4 rank, 3 class, 3 Cha, 1 trait)
Know (Local)* 7 (3 rank, 3 class, 1 Int)
Perception* 9 (4 rank, 3 class, 1 Wis, 1 trait)
Ride*
Sense Motive* 6 (2 rank, 3 class, 1 Wis)
Swim* 5 (1 rank, 3 class, 1 Str)

Perform* 9 (3 rank, 3 class, 3 Cha) 1 background skill used

Background 8
Craft*
Know (Nobility)* 7 (3 rank, 3 class, 1 Int)
Profession*
Sleight of Hand* 11 (4 rank, 3 class, 4 Dex) early street days

Languages:

Common, Varisian

Class Abilities:

Panache: 4 points (Cha + Int + FCB), regain a point on critical hits

Deeds
1) Derring-do: spend 1 panache to gain +1d6 to Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check. If the roll is a natural 6 then roll +1d6 more.
2) Dodging Panache: spend 1 panache as immediate action when attacked to move 5' and gain a bonus to AC equal to Cha bonus.
3) Opportune Parry and Riposte: Spend a point of panache to use an AoO to attempt to parry an incoming attack treating the attack roll as the AC. If successful and still possessing at least one point of panache, may attack the attacker as an immediate action.
4) 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.
5) 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.
6) 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 her swashbuckler level to the 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 double her precise strike’s damage bonus on the next attack. 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).
7) Swashbuckler Initiative (Ex): At 3rd level, while the swashbuckler has at least 1 panache point, she gains a +2 bonus on initiative checks. In addition, if she has the Quick Draw feat, her hands are free and unrestrained, and she has any single light or one-handed piercing melee weapon that isn’t hidden, she can draw that weapon as part of the initiative check.

Charmed Life 3/day: At 2nd level, the swashbuckler gains a knack for getting out of trouble. Three times per day as an immediate action before attempting a saving throw, she can add her Charisma modifier to the result of the save. She must choose to do this before the roll is made. At 6th level and every 4 levels thereafter, the number of times she can do this per day increases by one (to a maximum of 7 times per day at 18th level).

Nimble: At 3rd level, a swashbuckler gains a +1 dodge bonus to AC while wearing light or no armor. Anything that causes the swashbuckler to lose her Dexterity bonus to AC also causes her to lose this dodge bonus. This bonus increases by 1 for every 4 levels beyond 3rd (to a maximum of +5 at 19th level).

1st Level Arcane Duelist: Arcane Strike

Bardic Performance: 7 rounds; rallying cry, inspire courage, distraction, fascinate

Rallying Cry (Su): At 1st level, an arcane duelist can use performance to rally dispirited allies. Each round he makes an Intimidate check. Any ally (including the bard) within 30 feet may use this check in place of his own saving throw against fear and despair effects. Those already under a fear or despair effect can attempt a new save each round using the bard’s Intimidate check. Rallying cry does not work on effects that don’t allow saves. This is a mind-affecting ability that uses audible components.

Human Racial Traits:

Ability Score Bonus: Dex +2, Int +2

Medium

Skilled: +1 skill point per level

Bonus feat

Traits:

Goblin watcher: spent the last three years in Sandpoint watching the goblins pick through the detritus washed up from the sea. +1 Perception and appraise. +5 to Appraise to identify the most valuable item in a hoard.

Bloody minded: +1 Initiative, +1 Intimidate

Gear:

Belt Pouch (loose change: gold and silver) .5#

Backpack (Caltrops, chalk x10, whetstone, silk rope 100', flint and steel, candles x5, rations x3, pitons x3, 5 fish hooks, string 50', sewing kit, water skin, platinum) 10#

Dagger x4 2# (6)
MW Rapier 3# (320)
MW Chainshirt 25# (250)
Darkwood Buckler +1 2.5# (203)

Light Load 50, Medium Load 100, Heavy Load 150
Total Gear Weight: 47 pounds, Light Load

PP 98 GP 210 SP 5

Recently sold: MW leather studded (105), Rapier (12), Crossbow (18)