Keys

Lutke Geshburger's page

71 posts. Alias of pinvendor.


Full Name

Lutke Geshburger

Classes/Levels

The Trapmaster

Age

21

Occupation

Locksmith & Trap Designer

About Lutke Geshburger

Lutke Geshburger

Backstory:
Lutke Geshburger was first exposed to locks and mechanical design when his father purchased a small Dwarven lockbox from a sly trader. The trader sold it for what he claimed was a pittance of the value of the object inside. The problem was....no one could get it open. The key had been lost long ago.

Lutke spent hours trying to pick the lock and wasted much time he should have been working on his family farm. So far, he has not yet succeeded in opening the lockbox. He practiced on many "lesser" locks and tinkered with anything that had moving parts he could get into his hands. Knowing he would never be content to be a farmer, his father apprenticed Lutke to locksmith/clockmaker Jeager Fitzberg in town. Lutke studied as much ancient mechanical designs as he could find with plans to attend a school of engineering one day.

For now, he's decided to earn money for school and acquire hands on experience with locks and traps of all kinds...all with dreams of becoming a premier designer of mundane and magical dungeons and leave his mark on history.

Male human unchained rogue (trapsmith)
CG Medium humanoid (human)
Init +4; Senses Perception +4
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Defense
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AC 15, touch 14, flat-footed 11 (+1 armor, +4 Dex)
hp 8 (1d8)
Fort +0, Ref +6, Will -1
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Offense
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Speed 30 ft.
Melee dagger +4 (1d4+1/19-20) or
. . rapier +4 (1d6+1/18-20) or
. . unarmed strike +4 (1d3+1 nonlethal)
Ranged light crossbow +4 (1d8/19-20)
Special Attacks sneak attack (unchained) +1d6
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Statistics
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Str 12, Dex 18, Con 10, Int 14, Wis 8, Cha 14
Base Atk +0.75; CMB +4; CMD 15
Feats Agile Maneuvers, Deft Hands, Master Delver
Traits dirty fighter, seeker
Skills Acrobatics +8, Craft (traps) +6, Disable Device +11, Escape Artist +8, Knowledge (arcana) +3, Knowledge (dungeoneering) +8, Knowledge (engineering) +3, Knowledge (local) +6, Perception +4, Profession (engineer) +3, Sense Motive +3, Sleight of Hand +10, Stealth +8, Use Magic Device +6
Languages Common, Dwarven, Elven
SQ finesse weapon attack attribute, trapfinding +1
Combat Gear caltrops; Other Gear padded armor, dagger, light crossbow, rapier, backpack, bedroll, belt pouch, belt pouch, belt pouch, chalk (10), flint and steel, grappling hook, hemp rope (50 ft.), mess kit[UE], mirror, piton (10), pot, soap, thieves' tools, torch (9), torch, trail rations (5), trapmaking tools, waterskin, 21 gp
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Special Abilities
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Agile Maneuvers Use DEX instead of STR for CMB
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Master Delver You get a +2 bonus on all Knowledge (dungeoneering) checks and Perception checks made to notice traps. Knowledge (dungeoneering) is always a class skill for you.
Sneak Attack (Unchained) +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.

Previous iteration:
Height: 6' 2"
Weight: 125 lbs
Hair: Brown
Eyes: Pale Grey
Age: 21 years
Birthplace: A pig/cattle farm in Nordland
Siblings: 2
Starsign: Vobist the Faint

Description:

Lutke Geshburger was first exposed to locks and mechanical design when his father purchased a small Dwarven lockbox from a sly trader. The trader sold it for what he claimed was a pittance of the value of the object inside. The problem was....no one could get it open. The key had been lost long ago.

Lutke spent hours trying to pick the lock and wasted much time he should have been working on his family farm. So far he has not yet succeeded in opening the lockbox. He practiced on many "lesser" locks and tinkered with anything that had moving parts he could get into his hands. Knowing he would never be content to be a farmer, his father apprenticed Lutke to locksmith/clockmaker Jeager Fitzberg in the region's market town Wasswald under whom Lutke learned to read. Lutke studied as much Imperial, Tilean, and Dwarven mechanical designs with dreams of attending the Imperial School of Engineering one day.

When the war came, Lutke joined up using his skills to assist with smithing the guns, ballista and other mechanical items in use by the Imperial Army. Lutke's ultimate goal is to one day be a renowned builder of locks and traps, and create perfect defenses.

WS 29 (+10) 29
BS 28 (+15) 28
S 29 (+5) 34
T 34 (+5) 39
Ag 30 (+10) 40
Int 32 (+20) 37
WP 33 (+10) 43
Fel 30 (+0) 30

A 1 (+0) 1
W 10 (+4) 12
SB 2
TB 3
M 4
Mag 0
IP 1
FP 3

Save: 51

Weapons:

Melee:
Name Enc. Damage To Hit Qualities
Hand Weapon 50 SB -
(Large Steel Bolt Wrench)
Dagger Normal 10 SB-3 -

Ranged:
Name Enc. Damage To Hit Range Reload Qualities
Crossbow 120 4 - 30 /60 Full

Armor:H(0), A(0), B(1), L(0)
Leather Jerkin

Equipment:
Common Clothing, Cloak, Backpack, Blanket, Wooden Tankard, Wooden Cutlery, Tradesman's Satchel, Workbelt, Trade Tools, Lockpick Kit, Gin Trap x 2, Bear Trap, Writing Kit, Lock (average) x 3, Small Dwarven Lockbox

Purse: 12 GC, 18 S, 20 C

Skills:
Common Knowledge - The Empire (Int), Drive (S), Evaluate (Int), Gossip (Fel) (×2), Haggle (Fel), Perception (Int), Pick Lock (Ag), Read/Write (Int), Set Trap (Ag), Speak Language - Reikspiel (Int), Trade [Gunsmith] (Ag), Locksmith (Ag), Corrupted Heal (Ag), AK [Engineering] (Int)

Talents:
Marksman, Savvy, Very Strong

Available Skills to learn: AK [Science] (Int), CK [Dwarves or Tilea] (Int), Drive or Ride, Perception (Int), Read/Write (Int), SL [Khazalid or Tilean] (Int), Trade [Gunsmith], Witch Sight

Available Talents to acquire: Master Gunner, SWG (Engineer or Gunpowder