Fighter

Gareth Kincaid's page

1 post. Alias of Jovich.


Full Name

Gareth Kincaid

Race

Human (Kovosian)

Classes/Levels

Cavalier 10 (Daring Champion) Fighter 5

Gender

Male

Size

Medium

Age

24

Alignment

CG

Homepage URL

Erastus 30th: Birthdate

Strength 11
Dexterity 20
Constitution 11
Intelligence 13
Wisdom 14
Charisma 20

About Gareth Kincaid

Gareth Kincaid
Gareth Kincaid
Chaotic Good Medium Human
Level Cavalier 10 (Daring Champion) Fighter 5
Favored Class: Cavalier
Init +7 Perception +18
Attributes
STR 11 (+0)
DEX 20 (+5) +2 Race +2 Belt +2 Card
CON 11 (+0)
INT 13 (+1)
WIS 12 (+2) +2 Headband
CHA 20 (+5) +1 4th, 8th, +2 Headband, 12th +2 Card

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
Attack: 1d20 +25 (+15 BAB +0 Str +5 Dex +1 Magic +1 Focus +0 Mstwk +3 Weapon Training)
Damage: 1d10 +21 (+5 Dex +0 Str +1 Magic +10 Precise Strike +2 Specialization +3 Weapon Training) +1d6 Acid
Crit: 17-20x2 +1d10 Acid
Warrior Spirit Points:4/Day

Banudor +3 flaming burst Warhammer (Anizora: Leader of hunters for an ancient warlord)
Attack: 1d20 +18 (+15 BAB +0 Str +0 Dex +3 Magic +0 Focus +0 Mstwk +0 Weapon Training)
Damage: 1d8 +3 (+0 Dex +0 Str +3 Magic +0 Precise Strike +0 Specialization +0 Weapon Training) +1d6 Fire
Crit: 20 x3 +1d10 Fire

Serinthal +4 Holy Bastard Sword Cold Iron and Silver
Attack: 1d20 +28 (+15 BAB +0 Str +5 Dex +4 Magic +1 Focus +0 Mstwk +3 Weapon Training)
Damage: 1d10 +24 (+5 Dex +0 Str +4 Magic +10 Precise Strike +2 Specialization +3 Weapon Training) +2d6 vs Evil Alignment
Crit: 17-20x2
Warrior Spirit Points:4/Day
LG, Ego: Will:
Crafted by Iomedae
Ignites as a light spell (Move Action)
Vs. Kazavon(Blue Dragon) and his followers
Empathy and limited telepathy 60'
Attack: 1d20 +30 (+15 BAB +0 Str +5 Dex +6 Magic +1 Focus +0 Mstwk +3 Weapon Training)
Damage: 1d10 +26 (+5 Dex +0 Str +6 Magic +10 Precise Strike +2 Specialization +3 Weapon Training) +2d6 vs Evil Alignment +2d6 Damage
Crit: 17-20x2
Warrior Spirit Points:4/Day

Cast Cure moderate wounds 3/Day, Zone Truth 3/day
Death Ward and Freedom of movement Constant Affect vs Kazavon and Followers

Defense
HP: 140 (10d10 +0 Con +1 Favored Class)10,9,9,6,6,9,7,9,10,7,7 (5d10 +0 Con +0 Favored Class)9,5,8,7,9 (Bonus Per DM)+2

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)
Touch vs. Incorporeal: 29
Flat-Footed: 25 (10 Base +0 Dex +7 Armor +0 Natural Armor +0 Deflection +6 Magical +0 Dodge +1 Shield +1 Insight)

Agile Field Plate of Blur and Ghost Touch +3
(+7 Armor, +5 Max Dex, +3 Magical, 0 Armor Check, 20% Spell Fail, 30 move, 25 lbs. Armor Training +2 Max Dex, reduce the penalty to armor checks by 2) After the first hit 20% miss chance till the end of my round.
Buckler of Rallying +3 (+1 Shield, +5 Max Dex, +3 Magical, 0 Armor Check, 0% Spell Fail, 30 move, 5 lbs.) +6 Morale vs. Fear 30 foot radius

Ring of Protection +2
CMB: +21 (+15 BAB +0 Str +5 Dex +1 Insight, Ioun stone) +1 with Bastard Sword
CMD: 31 (10 Base +15 BAB +0 Str +5 Dex +1 Insight, Ioun Stone) +1 with Bastard Sword +4 vs, Disarm, Sunder and Grease like effects. Do not drop weapon when panic or stunned

Saves
Fort: +13 (+11 Base +0 Con +2 Resistance)
Refl: +11 (+4 Base +5 Dex +2 Resistance)
Will: +10 (+4 Base +2 Wis +2 Resistance)
+2 vs fear, +2 Feat


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
Once per day, a cavalier can challenge a foe to combat. As a swift action, the cavalier chooses one target within sight to challenge. The cavalier's melee attacks deal extra damage whenever the attacks are made against the target of his challenge. This extra damage is equal to the cavalier's level. The cavalier can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level. Challenging a foe requires much of the cavalier's concentration. The cavalier takes a –2 penalty to his Armor Class, except against attacks made by the target of his challenge. The challenge remains in effect until the target is dead or unconscious or until the combat ends. Each cavalier's challenge also includes another effect which is listed in the section describing the cavalier's order.

Champion’s Finesse (Ex)
At 1st level, a daring champion gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and he can use Charisma in place of Intelligence for the purpose of combat feats prerequisites. A daring champion also counts as having the Weapon Finesse feat for the purpose of meeting feat requirements.
This ability replaces mount.

Order of the Dragon:
Edicts:
The cavalier must remain loyal to his allies and must always work to further the aims of the group. He must protect his allies from harm and defend their honor when called into doubt.
Challenge: +3 attack for allies
Whenever an order of the dragon cavalier issues a challenge, his allies receive a +1 circumstance bonus on melee attack rolls against the target of his challenge whenever he is threatening the target. This bonus increases by +1 for every four levels the cavalier possesses.
Skills:
An order of the dragon cavalier adds Perception (Wis) and Survival (Wis) to his list of class skills. In addition, whenever an order of the dragon cavalier uses Survival to provide food and water for his allies or to protect his allies from harsh weather, he receives a bonus on the check equal to 1/2 his cavalier level (minimum +1).
Aid Allies:+4
At 2nd level, whenever an order of the dragon cavalier uses the aid another action to assist one of his allies, the ally receives a +3 bonus to his armor class, attack roll, saving throw, or skill check. At 8th level, and every six levels thereafter, this bonus increases by an additional +1.
Strategy (Ex):
At 8th level, the cavalier can spend a standard action to grant one of a number of bonuses to all allies within 30 feet (including himself ). The allies must be able to see or hear the cavalier to receive this bonus. The cavalier can grant a +2 dodge bonus to AC for 1 round, a +2 morale bonus on all attack rolls for 1 round, or the ability to move up to their speed as an immediate action once. The cavalier can grant a different bonus to each ally within range, but allies can only benefit from this ability once per combat.
Act as One (Ex):
At 15th level, the cavalier can spend a standard action to move up to his speed and make a melee attack. All allies within 30 feet can also move up to their speed and make a melee attack as an immediate action. This movement and attack can be made as a charge if the movement qualifies. All attacks are made at a +2 bonus (this stacks with the bonus from a charge) and all participants receive a +2 dodge bonus to their AC for 1 round. A cavalier can use this ability once per combat.

Tactician: (Precise Strike 3/Day for 8 rounds)
At 1st level, a cavalier receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. As a standard action, the cavalier can grant this feat to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two levels the cavalier possesses. Allies do not need to meet the prerequisites of these bonus feats. The cavalier can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every 5 levels thereafter.
Benefit: Whenever you and an ally who also has this feat are flanking the same the creature, you deal an additional 1d6 points of precision damage with each successful melee attack. This bonus damage stacks with other sources of precision damage, such as sneak attack. This bonus damage is not multiplied on a critical hit.

Nimble: +2
At 3rd level, a daring champion gains a +1 dodge bonus to AC when wearing light or no armor and carrying no more than a light load. Anything that causes the daring champion to lose his Dexterity bonus to AC also causes him to lose this dodge bonus. This bonus increases by 1 for every 4 levels beyond 3rd (to a maximum of +5 at 19th level).

Panache and Deeds: Panache Points:5
At 4th level, a daring champion gains the swashbuckler’s panache class feature, along with the following swashbuckler deeds: dodging panache, precise strike, and swashbuckler initiative.
---Dodging Panache (Ex): +5
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.
---Precise Strike (Ex): +10 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):+2
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.

Advanced Deeds:
At 11th level, a daring champion gains the following swashbuckler deeds: superior feint, targeted strike, subtle blade, and dizzying defense.
Champion’s Weapon Mastery:

Banner: +3/+2 with +4 from shield.
At 5th level, a cavalier’s banner becomes a symbol of inspiration to his allies and companions. As long as the cavalier’s banner is clearly visible, all allies within 60 feet receive a +2 morale bonus on saving throws against fear and a +1 morale bonus on attack rolls made as part of a charge. At 10th level, and every five levels thereafter, these bonuses increase by +1. The banner must be at least Small or larger and must be carried or displayed by the cavalier or his mount to function.

{b]Greater Tactician:[/b]Phalanx Fighter
At 9th level, the cavalier receives an additional teamwork feat as a bonus feat. He must meet the prerequisites for this feat. The cavalier can grant this feat to his allies using the tactician ability. Using the tactician ability is a swift action.

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).
Fighter
Bonus Feat: Slashing Grace
Bonus Feat: Combat Expertise
Bonus Feat: Weapon Specialization
Bravery (Ex)
Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.
Armor Training: Considered 4 level high due to the Sash.
Starting at 3rd level, a fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed.

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
Starting at 5th level, a fighter can select one group of weapons, as noted below. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls.

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)
Appraise: +1 (+0 Ranks +0 Class Skill +1 Int)
Bluff: +14 (+5 Ranks +3 Class Skill +5 Cha +1 Trait)
Climb: +0 (+0 Ranks +0 Class Skill +0 Str)
Craft: Armor Smith +27 (+6 Ranks +3 Class Skill +1 Int +1 Trait +4 Prodigy +3 Skill Focus) BG:1 Ranks = BAB:15
Craft: Weapon Smith +24 (+15 Ranks +3 Class Skill +1 Int +1 Trait +4 Prodigy)
Diplomacy: +5 (+0 Ranks +0 Class Skill +5 Cha)
Disable Device: +5 (+0 Ranks +0 Class Skill +5 Dex)
Disguise: +5 (+0 Ranks +0 Class Skill +5 Cha)
Escape Artist: +5 (+0 Ranks +0 Class Skill +5 Dex)
Fly: +5 (+0 Ranks +0 Class Skill +5 Dex)
Handle Animal: +5 (+0 Ranks +0 Class Skill +5 Cha)
Heal: +2 (+0 Ranks +0 Class Skill +2 Wis)
Intimidate: +23 (+15 Ranks +3 Class Skill +5 Cha)
Knowledge (arcana): +1 (+0 Ranks +0 Class Skill +1 Int)
Knowledge (dungeoneering): +1 (+0 Ranks +0 Class Skill +1 Int)
Knowledge (engineering): +6 (+1 Ranks +3 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): +16 (+15 Ranks +0 Class Skill +1 Int)
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 (+1 Ranks +0 Class Skill +1 Int)
Perception: +20 (+15 Ranks +3 Class Skill +2 Wis)
Perform: +5 (+0 Rank +0 Class Skill +5 Cha)
Profession: Black Smith +20 (+15 Rank +3 Class Skill +2 Wis) BG:1
Ride: +5 (+0 Ranks +0 Class Skill +5 Dex)
Sense Motive: +10 (+5 Ranks +3 Class Skill +2 Wis)
Sleight of Hand: +5 (+0 Ranks + 0 Class Skill +5 Dex)
Spell craft: +1 (+0 Ranks +0 Class Skill +1 Int)
Stealth: +5 (+0 Ranks +0 Class Skill +5 Dex)
Survival: +20 (+15 Ranks +3 Class Skill +2 Wis) +2 to avoid getting lost
Swim: +0 (+0 Ranks +0 Class Skill +0 Str)
Use Magic Device: +5 (+0 Rank +0 Class Skill +5 Cha)


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
Cost 121gp

MONEY
PP:0
GP:1,796
SP:15
CP:2


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
Potion of heroism x2 cl9
Potion of false life cl9
All tool vest
3250 gp value of material components

Harrow Points: 2:

Forge Card

Juggler Card: +2 Dex +2 Cha
Desert Card: Teleport
Cricket Card: +10 feet Movement
Queen Mother Card: Formian Myrmarch


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.
Returning home to find his sister waiting at the shop to greet him brought a smile to his face. One that had not been there in a long time. Gwendolyn was as beautiful as ever and their warm reunion was short lived as she explained what was happening in the city when their parents passed away. Not only are his parents gone but that his father had been the subject of an investigation. It would appear that his father was accused of murder. This was not true and Gareth knew it for certain. His father would never do such a thing. What happened while he was away and why did his family not say anything at all. Gwendolyn said that a supposed eyewitness account from a local fisherman seemed to be enough to seal the case, but their father had enough alibis that sentencing wasn't immediate. The stress was enough to cause his health to deteriorate. Finally it was too much for his heart and it gave in.
Gwendolyn said that Colby Davis, a local fisherman was the eye witness. Gareth did not waste anytime and took off to the docks looking for the man. It did not take long to find him as most did not like what he did but everyone was afraid to get involved. The confrontation did not last long and Colby divulge his reasoning for his actions and what really was going on with his family's business. Gareth discovered that the fisherman was intimidated into providing false witness and forced into planting the murder weapon by the actual murderer—a local crime lord named Gaedren Lamm. Gareth informed Colby that he will go to the authorities and tell them the truth. Gareth was satisfied that this would be the end of the story and left to rebuild his home and his family's reputation.
The shop was in shambles and it was as it had appeared those many years ago when he was but thirteen years old. Going about cleaning up the place took some time but with in a few weeks he had the shop up and running. It was not doing much business but it was enough to keep a roof over his head. Gwendolyn always wanted to own here own shop but never thought it would come this way.
News spreads fast and it was not easy hearing it. Colby Davis was found dead along the streets by an apparent over dose. This happened he could recant his testimony. Although this removed the key witness and resulted in the accused being clear of all charges, the stigma was enough to badly damage the family's reputation. Now some two years later he has his chance to redeem his family's name.