Cade Goodbarrel's page

523 posts. Alias of Jovich.

Full Name

Cade Goodbarrel




Swashbuckler 3 (Inspired Blade)


Male HP:25/25 AC:21 T:16 FF:16 F:+2 R:+8 W:+2 Perc:+8 Init:+6 Rapier +9,1d4+4 CMB;+2 CMD:+16








Common, Halfling, Goblin



Strength 10
Dexterity 18
Constitution 10
Intelligence 13
Wisdom 10
Charisma 16

About Cade Goodbarrel

Cade Goodbarrel

Panache Points:


Male Halfling
Swashbuckler 3 (Inspired Blade)
Favored Class: Swashbuckler (Hit Points)
Size / Type: Small Humanoid (Halfling)
Alignment: CN (NG)
Deity: None
Age: 22
Speed: 20 Ft.
Initiative: +6 (+4 Dex +2 Swashbucklers Initiative)
Senses: Perception +8
Languages: Common, Goblin, Halfling


STR 10 (+0)
DEX 18 (+4)
CON 10 (+0)
INT 13 (+1)
WIS 10 (+0)
CHA 16 (+3)


BAB: +3
Range: +7
Melee: +3
Rapier Weapons +9 (+3 BAB +4 Dex +1 Size +1 Focus)

Master Work Rapier
Attack: 1d20 +10 (+3 BAB +0 Str +4 Dex +0 Magic +1 Size +1 Focus +1 Master Work)
Damage: 1d4 +4 (+4 Dex) Crit: 18-20x2

Dagger, Thrown
Attack: 1d20 +7 (+3 BAB +0 Str +4 Dex +0 Magic +1 Size +0 Focus +0 Master Work)
Damage: 1d3 +0 (+0 Str) Crit: 18-20x2

HP: 25 (3d10 +0 Con per Level +1 Favored Class)
AC: 21 (10 Base +4 Dex +4 Armor +0 Natural Armor +0 Deflection +0 Magical +1 Dodge +1 Size +1 Shield)

Touch: 16 (10 Base +4 Dex +0 Armor +0 Natural Armor +0 Deflection +0 Magical +1 Dodge +1 Size +0 Shield)

Flat-Footed: 16 (10 Base +0 Dex +4 Armor +0 Natural Armor +0 Deflection +0 Magical +0 Dodge +1 Size +1 Shield)

Masterword Chain Shirt
Masterwork Darkwood Buckler

CMB: +2 (3 BAB +0 Str -1 Size) +2 Disarm
CMD: 16 (10 Base + 3 BAB +0 Str +4 Dex -1 Size) +2 Vs Disarm

Fort: +2 (+1 Base +0 Con +1 Racial)
Refl: +8 (+3 Base +4 Dex +1 Racial)
Will: +2 (+1 Base +0 Wis +1 Racial)
+2 racial bonus on all saving throws against fear


Per Level: 7 (4 Base +1 Int +2 Background)=21
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).

Acrobatics: +11 (+3 Ranks +3 Class Skill +4 Dex +2 Racial -1 Armor Check)
Appraise: +1 (+0 Ranks +0 Class Skill +1 Int)
Bluff: +9 (+3 Ranks +3 Class Skill +3 Cha)
Climb: +1 (+0 Ranks +0 Class Skill +0 Str +2 Racial -1 Armor Check)
Craft:Brewing +5 (+1 Ranks +3 Class Skill +1 Int)
Craft: +1 (+0 Ranks +0 Class Skill +1 Int)
Diplomacy: +3 (+0 Ranks +0 Class Skill +3 Cha)
Disable Device: +3 (+0 Ranks +0 Class Skill +4 Dex -1 Armor Check)
Disguise: +3 (+0 Ranks +0 Class Skill +3 Cha)
Escape Artist: +3 (+0 Ranks +4 Dex -1 Armor Check)
Fly: +3 (+0 Ranks +0 Class Skill +4 Dex -1 Armor Check)
Handle Animal: +4 (+1 Ranks +0 Class Skill +3 Cha)
Heal: +0 (+0 Ranks + Class Skill +0 Wis)
Intimidate: +8 (+2 Ranks +3 Class Skill +3 Cha)
Knowledge (arcana): +1 (+0 Ranks +0 Class Skill +1 Int)
Knowledge (dungeoneering): +1 (+0 Ranks +0 Class Skill +1 Int)
Knowledge (engineering): +1 (+0 Ranks +0 Class Skill +1 Int)
Knowledge (geography): +1 (+0 Ranks +0 Class Skill +1 Int)
Knowledge (history): +1 (+0 Ranks +0 Class Skill +1 Int)
Knowledge (local): +6 (+1 Ranks +3 Class Skill +1 Int +1 Trait)
Knowledge (nature): +1 (+0 Ranks +0 Class Skill +1 Int)
Knowledge (nobility): +1 (+0 Ranks +0 Class Skill +1 Int)
Knowledge (planes): +1 (+0 Ranks +0 Class Skill +1 Int)
Knowledge (religion): +1 (+0 Ranks +0 Class Skill +1 Int)
Linguistics: +2 (+0 Ranks +0 Class Skill +1 Int +1 Trait)
Perception: +8 (+3 Ranks +3 Class Skill +0 Wis +2 Racial)
Perform : +3 (+0 Rank +0 Class Skill +3 Cha)
Profession (Gambler): +6 (+3 Rank +3 Class Skill +0 Wis) BG Skill
Ride: +9 (+1 Ranks +3 Class Skill +3 Cha +2 Military Saddle)
Sense Motive: +0 (+0 Ranks + Class Skill +0 Wis)
Sleight of Hand: +9 (+3 Ranks +3 Class Skill +4 Dex -1 Armor Check) BG Skill
Spell craft: +1 (+0 Ranks +0 Class Skill +1 Int)
Stealth: +7 (+0 Ranks +0 Class Skill +4 Dex +4 Racial -1 Armor Check)
Survival: +0 (+0 Ranks +0 Class Skill +0 Wis)
Swim: -1 (+0 Ranks +0 Class Skill +0 Str -1 Armor Check)
Use Magic Device: +3 (+0 Rank +0 Class Skill +3 Cha)


Campaign Trait:Friends and Enemies (Grandfather: Kordon)
One of your family members, perhaps a parent, cousin, aunt, or uncle, helped Daviren Hosk put down a group of goblins near Sandpoint. Since then, your family member passed away, but not before telling you about that day and the offer Daviren made her should she ever be in need. Once you make it to Sandpoint and meet up with Daviren Hosk at the Goblin Squash Stables, he gives you one of his best steeds and all the necessary accoutrements as gratitude for your family member’s help: a heavy combat trained horse, a military saddle, saddlebags, bit and bridle, a month’s worth of feed, and lifetime stabling at the Goblin Squash Stables.

Combat Trait:Threatening Defender:
When you use Combat Expertise, reduce the number you subtract from your melee attack rolls by 1.

Racial Trait: Tongue of Many Towns
You gain a +1 trait bonus on two of the following skills: Diplomacy, Knowledge (local), and Linguistics.


Fencing Grace
Combat Expertise

Racial Abilities:

+2 Dexterity, +2 Charisma, and –2 Strength.

Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.

Base Speed (Slow Speed):
Halflings have a base speed of 20 feet.
Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin. See the Linguistics skill page for more information about these languages.

Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.

Halflings receive a +2 racial bonus on Acrobatics and Climb checks.

Weapon Familiarity:
Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.

Keen Senses:
Halflings receive a +2 racial bonus on Perception checks.

Class Abilities:

Inspired Panache (Ex): 4 (+3 Cha +1 Int)
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.

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): 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.

Charmed Life (Ex)
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)
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).




Strength: 10
Light: 24.75 lbs. or less
Medium: 25-49.5 lbs. (Max Dex +3, Skill Checks –3, Speed: 15 ft., Run ×4)
Heavy: 49.75-75 lbs. (Max Dex +1, Skill Checks –6, Speed: 15 ft., Run ×3)
Lift: 75
Drag: 375
MstWk Chain Shirt (12.5)
MstWk Rapier (1)
Darkwood Buckler (1.25)
Belt Pouch left side (.25)
Potion Cure Light Wounds (-)
Belt Pouch right side (.25)
Alchemist's Fire (1)
Oil flask w/oil cloth (1)
Signet Ring (-)
Whet Stone (-)
Hewards Handy Haversack (5)
Throwing Dagger x2

Carrying: 22.25

Appearance and Background:

35 lbs
Green Eyes
Blond Hair: Shoulder Length

Cade is very outgoing until he is in a card game, then he tends to be quiet as he is gambling with his own money.

The human staring down at the Halfling just shakes his head in confusion. You traveled all this way for a sword Cade looks up at the man and with a bright smile...It is not a sword master merchant it is a rapier and not just an ordinary one. This one is crafted of fine steel by the Windlass master blade smiths of old with soft yet tough Tasmanian Devil leather wrapping the hilt. The design on the hand guard was etched by a one handed blind monk. The blade strong and true that shows no blemish. It is of value, a great deal of value. The human laughs a great big belly laugh young Halfling are you sure you and I are looking at the same weapon. This weapon is maybe worth three silver crowns tops,...if I am lucky. There are no special qualities about this weapon. The young Halfling takes the weapon from the table with the coins and turns to walk away. All at the card table were watching the exchange of words with curiosity. Over his shoulder he simple states The weapon has been handed down in my family for several generations and that is the description that comes with it. It is a family treasure that has been recovered and returned to its rightful owners. I thank you for the game and I am sorry for the lightening of your purse, I will drink it well.

With the weapon back in his families hands, he might as well find the other pieces that were lost over the generations. Cade had no idea as to where to begin looking for the two gems or the Ioun Stone. The dormant weapon needed those treasures to come to full power. Cade makes his way back to his room to stow his belongings away and to freshen up before he heads down to the main room of the Rusty Dragon. The proprietor of this establishment is woman known as Ameiko Kaijitsu. Now Ameiko Kaijitsut was a pleasant woman and she has treated Cade well over the last couple of days, so when asked about how and why he came to this place….well Cade could not refuse his tale.

Cade’s younger brother Bandobras was attempting to impress a young maid of a Halfling, one he fell for hard. He wanted to give her things and take her places that he could not afford. When his coin purse ran dry he tried to win some money by gambling. Not having any funds he took his fathers prized rapier down from its wall mount and used that as collateral for a game of cards. Of course he did not do well as he is not that bright and does not play cards very well. So that is how the family heirloom came to be in the hands of this merchant. He lost it at cards trying to impress a maid he just met. Stupid youth.

So when Cade found out he figure it was up to him to go and get the weapon back. The problem was the merchant had just left town that morning. Now it was not hard to find out where he was heading but there was a problem. Peregrin, his father who inherited this busy tavern from his father, Kordon a retired adventure of some small fame that saved a merchant by the name of Daviren Hosk. Between Bandobras, Cade, and his older brother Andwise; they would split up the work load between themselves and it was Cade's turn to work the next few months. He made a simple deal with his young brother that he will work for him until Cade returns.

Cade’s journey takes him to three small towns, he seems to always miss the merchant by a few days. He finally caught up to him in the small coast town of Sandpoint. He tracks him down in a local card house. After much back and forth at the table he final is able to set the merchant up for a loss. After his win the human merchant takes the loss very well and not understanding why the Halfling is so adamant about this weapon. But after explaining the reasons why, the merchant leaves him alone. Now Cade is here in Sand Point waiting for another merchant caravan to come in to town, so that he can catch a ride back home.

Cade examines the rapier again as he lies awake in his room one night. The merchant did not take good care of the weapon and will need to be repaired. The leather wrappings were coming unraveled. Looking at the wrappings he notices some writing on the inside. The language is one he does not recognize. He does recognize some of the wordings from other such maps he has found over his life. Cade's heart starts to pump faster as he attempts to get the meaning of the words written on the leather wrappings of the weapon that has been in the possession of his family for several generations now. He can picture what his father's reaction would be to his latest find. yes another treasure map that will give you clues as to where to go for your precious treasure. What do you think you will find when you get to this one...hmm. More questions and more maps. It will never end...at least not till you die. Stop this nonsense and get back to real honest work. Table five needs to be cleared away.

Growing up in a tavern was great for the thrill seeking Halfling, he loved to hear the stories from the adventures that would past through town. He liked it too much as his father would say. Cade spent years listening to the tales and every so often would take off from work to search for his own treasures. More often than not he was would come home empty handed, but there were times when he would come home with a coin or two. Those were the good days and as of late he missed those times. His travel have left him little to no money as he would purchase supplies to travel to some remote place he heard rumors about..only to find dead ends.

Cade shakes his head as he comes back to the present and this weapon that he now possess.
I guess little brother will be putting in overtime
He starts to walk towards the merchant district, ready to make another big purchase on supplies. This is going to be a long trip.