Guard Captain Blacklock

Alistair Wellington's page

476 posts. Alias of Jovich.

Full Name

Alistair Wellington III




Swashbuckler 9 (Inspired Blade)


Male HP:17 AC:16 T:14 FF:12 F:+1 R:+8 W:+0 Perc:+4 Init:+6 Rapier +6, 1d6+4 CMB:+1 CMD:+15










Common, Elven


Horse Breeder/Trainer

Strength 10
Dexterity 22
Constitution 12
Intelligence 14
Wisdom 10
Charisma 15

About Alistair Wellington

Alistair Wellington III .
Chaotic Good (Chaotic Neutral)
Medium Human
Level 9 Swashbuckler(Inspired Blade)
Favored Class-Swashbuckler
Init +10 Perception +5


STR 10 (+0)
DEX 22 (+6)
CON 12 (+1)
INT 14 (+2)
WIS 10 (+0)
CHA 15 (+2)

BAB: +9/+4
Range: +15
Melee: +9
Rapier: +15, 1d6+4, 18-20x2

Swashbuckler's Rapier
Attack: 1d20 +17/+12 (+9 BAB +0 Str +6 Dex +1 Magic +1 Focus +2 Rapier Training)
Damage: 1d6 +10 (+6 Dex +1 Magic +3 Rapier Training) Crit: 15-20x2

HP: 17 (1d10 +1 Con per Level +1 Favored Class)(1d8 +1 Con)
AC: 16 (10 Base +4 Dex +2 Armor +0 Natural Armor +0 Deflection +0 Magical +0 Dodge)
Touch AC: 14 (10 Base +4 Dex +0 Armor +0 Natural Armor +0 Deflection +0 Magical +0 Dodge)
Flat Footed AC: 12 (10 Base +0 Dex +2 Armor +0 Natural Armor +0 Deflection +0 Magical +0 Dodge)

CMB: +1 (+1 BAB +0 Str)
CMD: 15 (10 Base + 1 BAB +0 Str +4 Dex)

Fort: +4 (+3 Base +1 Con)
Refl: +12 (+6 Base +6 Dex)
Will: +3 (+3 Base +0 Wis) +3 Vs. Mind Effecting

Class Features:

Class Abilities
Inspired Panache (Ex) 6 (3 Cha + 1 Int +2 Feat)
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.

Charmed Life (Ex) 4/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 (Ex) +2 AC (Dodge)
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).

Bonus Feats 2 Feats:
At 4th level and every 4 levels thereafter, a swashbuckler gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat feats. Swashbuckler levels are considered fighter levels for the purpose of meeting combat feat prerequisites.

In addition, upon reaching 4th level and every 4 levels thereafter, a swashbuckler can choose to learn a new bonus feat in place of a bonus feat she has already learned. In effect, the swashbuckler loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A swashbuckler can only change one feat at any given level, and must choose whether or not to swap the feat at the time she gains a new bonus feat for the level.

Rapier Training (Ex)
At 5th level, an inspired blade gains a +1 bonus on attack rolls and a +2 bonus on damage rolls with rapiers. While wielding a rapier, she gains the benefit of the Improved Critical feat. These attack and damage bonuses increase by 1 for every 4 levels beyond 5th (to a maximum of +4 on attack rolls and +5 on damage rolls at 17th level).

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.

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.

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.

Precise Strike (Ex): +9 Damage
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).

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.

Swashbuckler’s Grace (Ex):
At 7th level, while the swashbuckler has at least 1 panache point, she takes no penalty for moving at full speed when she uses Acrobatics to attempt to move through a threatened area or an enemy’s space.

Superior Feint (Ex):
At 7th level, a swashbuckler with at least 1 panache point can, as a standard action, purposefully miss a creature she could make a melee attack against with a wielded light or one-handed piercing weapon. When she does, the creature is denied its Dexterity bonus to AC until the start of the swashbuckler’s next turn.

Targeted Strike (Ex):
At 7th level, as a full-round action the swashbuckler can spend 1 panache point to make an attack with a single light or one-handed piercing melee weapon that cripples part of a foe’s body. The swashbuckler chooses a part of the body to target. If the attack succeeds, in addition to the attack’s normal damage, the target suffers one of the following effects based on the part of the body targeted. If a creature doesn’t have one of the listed body locations, that body part cannot be targeted. Creatures that are immune to sneak attacks are also immune to targeted strikes. Items or abilities that protect a creature from critical hits also protect a creature from targeted strikes.

Arms: The target takes no damage from the attack, but it drops one carried item of the swashbuckler’s choice, even if the item is wielded with two hands. Items held in a locked gauntlet cannot be chosen.
Head: The target is confused for 1 round. This is a mind-affecting effect.
Legs: The target is knocked prone. Creatures with four or more legs or that are immune to trip attacks are immune to this effect.
Torso or Wings: The target is staggered for 1 round.


Fencer Grace
Steadfast Personality
Weapon Focus Rapiers (Bonus)
Weapon Finesse Rapiers (Bonus)
Piranha Strike
Extra Panache
Combat Reflexes
Combat Expertise
bonus feats
Bonus Feat


+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.


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).

The rogue’s class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).

Per Level: Swashbuckler 7 (4 Base + 2 Int +1 Human)
Per Level: Rogue 11 (8 Base + 2 Int +1 Human)
Acrobatics: +9 (+2 Ranks +3 Class Skill +4 Dex)
Appraise: +6 (+1 Ranks +3 Class Skill +2 Int)
Bluff: +7 (+2 Ranks +3 Class Skill +2 Cha)
Climb: +0 (+0 Ranks +0 Class Skill +0 Str)
Craft: +2 (+0 Ranks +0 Class Skill +2 Int)
Craft: +2 (+0 Ranks +0 Class Skill +2 Int)
Diplomacy: +2 (+0 Ranks +0 Class Skill +2 Cha)
Disable Device: +9 (+2 Ranks +3 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: +8 (+2 Ranks +3 Class Skill +2 Cha +1 Trait)
Knowledge (arcana): +2 (+0 Ranks +0 Class Skill +2 Int)
Knowledge (dungeoneering): +2 (+0 Ranks +0 Class Skill +2 Int)
Knowledge (engineering): +2 (+0 Ranks +0 Class Skill +2 Int)
Knowledge (geography): +2 (+0 Ranks +0 Class Skill +2 Int)
Knowledge (history): +2 (+0 Ranks +0 Class Skill +2 Int)
Knowledge (local): +7 (+2 Ranks +3 Class Skill +2 Int)
Knowledge (nature): +2 (+0 Ranks +0 Class Skill +2 Int)
Knowledge (nobility): +2 (+0 Ranks +0 Class Skill +2 Int)
Knowledge (planes): +2 (+0 Ranks +0 Class Skill +2 Int)
Knowledge (religion): +2 (+0 Ranks +0 Class Skill +2 Int)
Linguistics: +2 (+0 Ranks +0 Class Skill +2 Int)
Perception: +5 (+2 Ranks +3 Class Skill +0 Wis) +1 vs Traps
Perform : +2 (+0 Rank +0 Class Skill +2 Cha)
Profession: Horse Breeder +4 (+1 Rank +3 Class Skill +0 Wis)
Ride: +8 (+1 Ranks +3 Class Skill +4 Dex)
Sense Motive: +5 (+2 Ranks +3 Class Skill +0 Wis)
Sleight of Hand: +4 (+0 Ranks +0 Class Skill +4 Dex)
Spell craft: +2 (+0 Ranks +0 Class Skill +2 Int)
Stealth: +8 (+1 Ranks +3 Class Skill +4 Dex)
Survival: +0 (+0 Ranks +0 Class Skill +0 Wis)
Swim: +0 (+0 Ranks +0 Class Skill +0 Str)
Use Magic Device: +2 (+0 Rank +0 Class Skill +2 Cha)



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.


Strength: 10
LOAD: 21 lbs.
Light: 33.00 lbs. or less
Medium: 34-66 lbs. (Max Dex +3, Skill Checks –3, Speed: 15 ft., Run ×4)
Heavy: 67-100 lbs. (Max Dex +1, Skill Checks –6, Speed: 15 ft., Run ×3)
Lift: 100
Drag: 500
Leather armor (15)
Rapier (2)
Rapier (2)
Belt Pouch left side (.5)
Belt Pouch right side (.5)
Oil flask w/oil cloth (1)
Signet Ring (-)
Whet Stone (-)
Nobles Outfit (10) Not Worn

Gloves of Dueling 15,000
Plume of Panache 1,000 Each
Boots, Daredevil softpaw
Cape of the Swashbuckler 6500
cap of the free thinker12,000
Cape of daring deeds 9000
dueling dagger
swashbucklers rapier

Back Ground/Appearance:

Physical Description:
Blue Eyes
Black Hair Shoulder Length
Physical Description:
25 years old with long black hair, van d*@@. well groomed and attractive. Attire is clean and well maintained.
normally a nice guy but since his sister's death he has become very depressed and drunk most of the time.
Alistair was born to parents that are semi-prosperous merchants of noble birth. He grew up around horses and knows how to ride them, train 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 the down trodden, 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 most of her personal effects but her signet ring was still not found. That items was unique in that only two have ever been made. They were personalized signet rings of House Wellington and belong to Alicia and Alistair. The pawn shop owner was able to pass along a name of the person who sold the items, 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 was a blur, the noise of the patrons and smell of breakfast awoke 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 Juggler. Turning the card over, there was a message written upon the back 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 for his sisters death 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. Most of the party wanted to deal with Lamm right there and then. Be done with him and feed him to the fish. Little Nikki in his holier than though attitude decide that Gaedren should be turned over to the authorities and decided to turn him over to the first guards he came to, regardless what the rest of the group said. The first group that they 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 that Gaedren Lamm had continued his evil ways and thus far has escaped justice. Over the next couple of weeks , Alistair got reacquainted with the people of Korvoasa. He quickly became a well known around town, his drinking habits had cooled to a tolerance. He also became known for who to talk to and where to go for the best of the best, food, drink or where to shop, Alistair started to know who was who. He had spent a lot of his families money in most of the taverns across the city and passed out in most of those as well. He even became known to the guards. His family was known to the city especially the Sable company. Providing horse meat for their mounts had its benefits . It was always nice to have a way of keeping yourself out of trouble. Providing food for the marines,horses for the caravans, and even work horses for the local farmers. The family was known for breeding war horses as well but most of these were shipped off to Kaer Maga.
They were well liked and well received through out the city.

One night Alistair awoke up to the sounds of bells ringing across the city. Even in his half asleep half drunken state, he realized that this was not a good thing. Knowing that he would not be able to get back to sleep. He decided to get himself cleaned up and get a head start on his chores. A knock at the estate door brought him to a moderately sober state, enough so that he was able to open the door armed. who the hell comes calling at this hour...ok besides when I lock myself out.
Answering the door to see Korvosian Guard standing there in armor was not what he was expecting. Lord Wellington, I apologize for the lateness of this call. I am here on official business and wish to speak with your father. This is of the upmost urgency and we need to speak with him right away. The man remained rigid in the doorway with a scroll in his hand and several guards in the background waiting. I am sorry but my family is not in the city at his time, they have taken some time to visit our estate in the country. Is there something I can do for you. Alistair is a little nervous, why would the guards come calling for his father at this ungodly hour. Please come in out of the cold and tell me what is going on. The Guard steps in as the other guards remain outside. Lord Wellington, we need your family's aid. Korvosa is in great need and we must move quickly to minimize the damage...Lord...We need your horses to help quell the unrest that will spread through the city when word reaches the masses...You have horses that are bread for war and are trained to deal with this sort of thing. Alistair watches as this man talks about things that he does not understand. What are you talking about...unrest. What has happened. What is going on. The guard hesitates for a moment but then continues. The dead and when that news reaches the populace, it will create chaos. We need all your trained horse to help quell the riots that will take over the city. It amazed Alistair that he was still standing after the news. Dead...the King....No, that can not be true. My father just talked to him the other day about us expanding our breeding techniques with The Sable Company hippogriffs. The guard lets a look of exhaustion wash across his face. It is true and this is from Lady Kroft. He starts to hand him the scroll that he was holding when a young guard stepped forward and interrupted. Sir, pardon the intrusion but my I speak to Lord Wellington. He looked at Alistair for a few moments. Alistair knew this man as Trisane Imphawke, the marine who he fought beside to get at Lamm. A slight smile comes to his face Hello marine. I never thought I would see you again. Trisane flinches slightly at his words.I am no longer a marine. When word of our little extracurricular activities got to my superiors...well I was asked to leave. The Korvosian Guard were willing to give me a second chance at serving the city. He steps forward to address him.Alistair, The city is in need of aid and your horses can help in that matter. Your father is not here, which makes it your call. This will go a long way in the eyes of the the eyes of Alicia. Your sister wou.... Trisane never got to finish his words as he was on the ground holding his jaw. Alistair made sure to connect with the basket hilt of his weapon. Do not ever speak her name again. You have no right at all to bring her into this. You interfered when that little s$%# Nikki took Lamm to those lawful stupid f**~s. Now get out of my house...NOW! The guards that were standing outside came rushing in but were told to stand down as Trisane stood up. It is OK, No problems here. I just made a mistake in thinking the Lord Wellington would be willing to help someone else besides himself. This is an official request form the Korvoasian Guards. Think about it. Alistair walks over to the door and opens it for the guards to leave.
After they had left Alistair let the news sink in. King Arabasti II is dead and that means that Queen Ileosa was now the ruler of Korvosa. He went to the study and sat down in the dark. He reach over to the table that was next to the chair. There still from his day of drinking was a bottle of mead. Taking a big draft from the bottle and feeling the warmth wash over his tongue, Alistair wonders what he should do. Alicia how could you see the best in the worst of people. You were able to inspire anyone. The homeless, the criminals, the rich and noble always were able to see what no one else could. What should I do? His thoughts were interrupted by a servant coming to check on the noise. See the young lord with a bottle was nothing new. The servant asked a simple question that went unanswered for a long time. My Lord, are you alright, do you require anything?Perhaps I can wake cook and have her prepare some breakfast for you.....My Lord?...Alistair returned the bottle to the table and stood.Wake the stable masters, get all the servants awake and have them meet me at the stables immediately. The servant was a bit confused My lord the servants...woken and to the stables? Alistair moved to the door that would take him to the stables. Without looking over his shoulder...Yes all of them, we got work to do.
Walking down the hall way as life crept into the estate at this ungodly hour, Alistair let his mind wonder.What the f!*% am I doing. Alicia What the f$+& am I doing. Talk to me. This is not my....Damn it Alicia why must you always help others. Why would you not you just leave them alone. You would be here and this decision would be yours. You always knew what to do to help people. I....Ahh damn it...even when you are gone you are getting me in trouble.
It only took about an hour to muster the horse. Alistair left his home at the head of two dozen war horses and only a handful of house guards. He made sure that the stables were protected from the riots that may come to the city with the majority of House guards. As he approached the Korvosian Guard barracks, Trisane came out along with many others to see what the commotion was about. See Alistair in the lead gave him pause and he did not know what to say. Alistair gave a simple nod.I know...inspiring isn't it?