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About Gareth KincaidGareth Kincaid
Stats:
Offense BAB: +15/+10/+5 Range: +19/+14/+9 Melee: +15/+10/+5 Finesse Weapons +10/+15/+10(+15 BAB +5 Dex) Bastard Sword +1 Corrosive Burst, Ghost Touch
Banudor +3 flaming burst Warhammer (Anizora: Leader of hunters for an ancient warlord)
Serinthal +4 Holy Bastard Sword Cold Iron and Silver
Cast Cure moderate wounds 3/Day, Zone Truth 3/day
Defense
AC: 35 (10 Base +5 Dex +7 Armor +0 Natural Armor +3 Deflection +6 Magical +2 Dodge +1 Shield +1 Insight) Touch: 21 (10 Base +5 Dex +0 Armor +0 Natural Armor +3 Deflection +0 Magical +2 Dodge +0 Shield +1 Insight)
Agile Field Plate of Blur and Ghost Touch +3
Ring of Protection +2
Saves
Feats:
Feats: Human: Weapon Focus: Heavy Blades (Bastard Sword) Archtype Bonus: Weapon Finesse Character 1: Exotic Weapon Proficiency: Bastard Sword Fighter 1:Slashing Grace Character 3:Prodigy Character 5:Skill Focus: Craft Armor Fighter 2: Combat Expertise Advanced Armor Training: Master Armorer Master Armorer (Ex): The fighter can use his base attack bonus in place of his ranks in the Craft (armor) skill. The fighter need not be wearing armor or using a shield to use this option. The fighter substitutes his total base attack bonus (including his base attack bonus gained through levels in other classes) for his ranks in this skill, but adds the skill’s usual ability score modifier and any other bonuses or penalties that would modify that skill. Additionally the fighter is treated as having the Craft Magic Arms and Armor and Master Craftsman feats, but only for the purpose of making magic armor. The fighter does not need to meet these feats’ prerequisites. Fighter 3:Weapon Specialization: Bastard Sword Character 7: Iron Will Character 9: Improved Critical: Bastard Sword Character 11: Chain Challenge 6 (1+5) Cavalier 6: Weapon Mastery: Difficult Swing Character 13: Advance Weapon training Ability: Warrior Spirit (Su) The fighter can forge a spiritual bond with a weapon that belongs to the associated weapon group, allowing him to unlock the weapon’s potential. Each day, he designates one such weapon and gains a number of points of spiritual energy equal to 1 + his weapon training bonus. While wielding this weapon, he can spend 1 point of spiritual energy to grant the weapon an enhancement bonus equal to his weapon training bonus. Enhancement bonuses gained by this advanced weapon training option stack with those of the weapon, to a maximum of +5. The fighter can also imbue the weapon with any one weapon special ability with an equivalent enhancement bonus less than or equal to his maximum bonus by reducing the granted enhancement bonus by the amount of the equivalent enhancement bonus. The item must have an enhancement bonus of at least +1 (from the item itself or from warrior spirit) to gain a weapon special ability. In either case, these bonuses last for 1 minute. Class Abilities:
Cavalier Weapon and Armor Proficiency: Daring champions are proficient with all simple and martial weapons, light and medium armor, and bucklers. Challenge: 4/day +9 damage +2 from Vambraces
Champion’s Finesse (Ex)
Order of the Dragon:
Tactician: (Precise Strike 3/Day for 8 rounds)
Nimble: +2
Panache and Deeds: Panache Points:5
Advanced Deeds:
Banner: +3/+2 with +4 from shield.
{b]Greater Tactician:[/b]Phalanx Fighter
At 20th level, when a daring champion threatens a critical hit with a light or one-handed piercing melee weapon, that critical is automatically confirmed. Furthermore, the critical modifier of those weapons increases by 1 (×2 becomes ×3, for example).
In addition, a fighter can also move at his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while wearing heavy armor. Weapon Training: Heavy Blades
Every four levels thereafter (9th*, 13th, and 17th), a fighter becomes further trained in another group of weapons. He gains a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +1 each. For example, when a fighter reaches 9th level, he receives a +1 bonus on attack and damage rolls with one weapon group and a +2 bonus on attack and damage rolls with the weapon group selected at 5th level. Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or more groups. A fighter also adds this bonus to any combat maneuver checks made with weapons from his group. This bonus also applies to the fighter’s Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.
Skills:
Skills: 8 Cavalier:4 +1 Int +1 Human +2 Background:80 Skills: 6 Fighter:2 +1 Int +1 Human +2 Background:30 The cavalier’s class skills are Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Survival (Wis), and Swim (Str). Acrobatics: +5 (+0 Ranks +0 Class Skill +5 Dex)
Languages:
Languages: Common, Elven, Dwarven Racial Abilities:
Racial: Human characters gain a +2 racial bonus to one ability score (CHA) of their choice at creation to represent their varied nature. Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size. Base Speed: Humans have a base speed of 30 feet. Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages. 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. Proficiency:
Weapons/Armor Proficiency all simple weapons and martial weapons. handaxe, short sword, and weapons from the close fighter weapon group. All types of armor (heavy, light, and medium) and with shields (except tower shields). Traits:
Traits: Framed: Family Honor: Campaign Trait The person framed was a family member, perhaps a father or brother. You managed to trick the fisherman into revealing the truth with your skilled tongue, and thus gain a +1 bonus on Bluff checks. Spark of Creation: Magic Trait You gain a +1 trait bonus on Craft checks, and the cost of creating magic items is reduced by 5%. Equipment:
Equipment: Strength: 11+1 for Masterwork Backpack Light: 43 lbs. or less Medium: 44-86 lbs. (Max Dex +3, Skill Checks –3, Speed: 15 ft., Run ×4) Heavy: 87-130 lbs. (Max Dex +1, Skill Checks –6, Speed: 15 ft., Run ×3) Lift: 130 Drag: 650 Agile Field Plate of Blur (30) Corrosive burst Bastard Sword+1 (6) 35g Masterwork Back Pack (4) 50g Traveling Spellbook for Smithing notes (1) 10gp Gear Maintenance Kit (2) 5g Bless Weapon potion Riding Horse Bedroll (5) 1s Blanket (3) 5s Carrying: 43
MONEY
Magic Items:
Magical Items: Belt: Belt of Dexterity +2 Body: Agile Field Plate of blur Chest: Sash of the War champion Eyes: Feet: Winged Boots Hands: Gloves of Dueling Head: Maw of the Wyrm: Blue Dragon Headband:Headband of Mental Prowess Wis and Cha +2 Neck: Scarab of Protection 12 charges. SR:20 Ring: Ring of Protection +2 Ring: Ring of Foe Focus Shoulder: Cloak of Resistance +2 Wrists: Vambrace of the Tactician 2 Vial of Silver Sheen Wayfinder with Dusty Rose Ioun Stone. 2 Cure Light Wounds potions
Harrow Points: 2:
Forge Card Juggler Card: +2 Dex +2 Cha
Appearance and Background:
Physical Description: Height: 5'5" Weight: 158 Eye color: Light Blue Hair color: Black Skin: Tanned, Heavily Haircut: Short Build: Thin and Wiry Back Ground: Gareth was the only son of a tanner in Korvosa. He grew up never wanting for anything but he knew that this was not for him. His older sister wanted to continue on in this life but not Gareth. He wanted more for himself. Even at a young age he was fascinated with the armor and weapons that the guards used. He would constantly ask questions about this or that technique when it came to smithing. A Dwarven smithy and trader by the name of Kamahl the Sturdy would make yearly visits to Korvosa from Janderhoff. The dwarf took a likening to this young man and enjoyed his enthusiasm dearly. When Young Gareth came to the age of apprenticeship, he asked Kamahl to take him in but the Dwarf refused stating that Janderhoof was not an easy place for a human to live or work. The years passed by but this did not stop Gareth from asking the dwarf each and every time he saw him. Gareth helped his family out with the tanning and learned the very basics of leather working. This would prove to be a valuable skill that would help him in his future profession. Just as Gareth was bout to give up his dream Kamahl took him in as an apprentice. The next spring was the first time Gareth had ever left his home. The sky citadel of Janderhoof was beyond his wildest expectations. The work was hard but rewarding. The years passed by with monthly letters sent back and forth between him and his family. A visit her and there was a treat for the young man. It had been five years since he left home to work with the dwarf and those years had been nice for him. During that time he had visited several of the other holdings within Korvosa and met several people that were in the trade. He even had an opportunity to travel to Kaer Maga. It was here that he met an Elvish smithy by the name of Nissa. She was kind to him and took pity on him for having to work with a sour dwarf. She invited him to work for her but Gareth decided not to as he owed a lot to the dwarf. To his credit Kamahl pushed Gareth to take a few summers off and learn from the elf. The phrase still stuck in his head It will teach you what not to do in the future... So Gareth spent three summers working for Nissa in Kaer Maga. He took in all he could from the smithy and enjoyed his time with her. He learned the very basic of Elven weapon and armor smithing. His teachers both said that he would need several decades to learn the true and proper way of creating items. This gave Gareth and idea. he could take his skills and what he has learned to create his own style of crafting. This would take time but he was determine to do so. He purchased a small book that he filled with his work ideas. This would be filled in no time as the ideas came to him quickly. Time went by and he had to get a second book. This time he went and purchased a traveling spell book and rewrote his notes down in this new book. Gareth thought about destroying the other book by decided that he would leave it in safe keeping with Kamahl. At the age of twenty one he was thinking of his future. Two more years of apprentice ship and he was free to do as he pleased. He had no money but he felt he could make his way as a smithy in just about any town. Gareth was about to voice his thoughts to Kamahl when the dwarf appeared in his room with an unopened letter. The looks of sadness was there for all to see and with a trembling hand he handed the letter to his apprentice. Kamahl had learned what happened from the messenger as the letter was delivered. Garaeth had lost his father. His mother was so sad with loss that she fell ill shortly afterwards and passed away in her sleep. Gareth had lost both his parents in less than a month. Kamahl released his young apprentice so that he could return home to take care of his personal business. As a parting gift he gave his young ex apprentice a small nugget of a silvery metal called Mithril.
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