Swashbuckler

Garridan Brewmaster's page

413 posts. Alias of Gaming Ranger.


Full Name

Garridan, human, male

Race

Quick Ref:
F6R4W7;Percept +12;Spllcrft +4; Know. Relig. +4; Sense Motive +7; Initative +6;

About Garridan Brewmaster

Stats & Saves:

Warpriest (5)
Base Stats (unenhanced by magic)
Str 18, Dex 14, Con 12, Int 10, Wis 14, Cha 10

Saving Throws
Fortitude = +6 (Base +5, Con +1)
Reflex = +4 (Base +2, Dex +2)
Will = +7 (Base +5, Wis +2)

+2 trait bonus on all saving throws against charm and compulsion effects

Armor Class = 22
Flat-Footed AC = 20 (Armor +7 shield+2, ring (deflection)+1,)
Touch AC = 12 (Dex +2)

BAB = +4
CMB = +8 (Str +4, BAB+4)
CMD = 20(Dex +2, Str +4, BAB +4)

HP = 45 (33 class, 6 con, 6 toughness )

Initiative = +6 (Dex +2, +4 Feat)
Movement = 30'

Drawbacks, Feats, & Traits:

Traits
Looking for Work ([Campaign]+1 Perception and Perception is a class skill)
Birthmark ([Faith]You were born with a strange birthmark that looks very similar to the holy symbol of the god you chose to worship later in life. This birthmark can serve you as a divine focus for casting spells, and as a physical manifestation of your faith, and it increases your devotion to your god. You gain a +2 trait bonus on all saving throws against charm and compulsion effects.)

Feats
Weapon Focus (Rapier)(+1 to attack rolls with selected weapon) [class bonus feat]
Improved Initative: (+4 to Initative)
Toughness: (+3 hit points, +1 every level after 3rd)
Power Attack: Trade accuracy for damage -1 to hit for +2 damage
Weapon Versatility Benefit: When wielding a weapon with which you have Weapon Focus, you can shift your grip as a swift action so that your weapon deals bludgeoning, piercing, or slashing damage instead of the damage type normally dealt by that weapon. You may switch back to the weapon’s normal damage type or another damage type as a swift action. If your base attack bonus is +5 or higher, using this feat is a free action instead.
Step Up Take a 5 ft step as an immediate action whe a foe you threaten moves, you must end up adjacent to the foe that triggered the step. Alos no 5 ft step your next turn and if you move subtract 5 from your movement.
Weapon Specialization (Rapier)
[spoiler=Skills]

Acrobatics = +2*
Appraise = +0
Bluff = +0
Climb = +10*
Diplomacy = +0
Disguise = +0
Fly = +1
Heal = +2
Intimidate = +4
Knowledge Religion = +6 (1 rank, +3 in class)
Perception = +12 (5 rank, +3 in class, +1 trait)
Profession, Brewer = +6 (1 rank, +3 in class)
Profession, Gambler = +8 (3 rank, +3 in class)
Ride = +1*
Sense Motive = +8 (3 rank, +3 in class)
Stealth = +4* (2 rank)
Spellcraft = +4 (1 rank,+3 in class)
Survival = +2
Swim = +4*
*Armor Check Penalty -4

Languages: Common

Spells & Special Abilities:

Spells ([Divine]Caster Level 1, Concentration +3)

Spell Slots
0 level - (4) Light, Purify food and drink, Mending, Detect Magic
1 level - (4) Bless, Divine Favor, Divine Favor , Protection from evil, Divine Favor
2 level - (2) lesser restoration, air step, bulls strength

Spontaneous Casting Can channel stored spell energy into healing spells that he did not prepare ahead of time.

Blessings
5 uses per day
Travel Agile Feet (minor): At 1st level, as a swift action you gain increased mobility. For 1 round, you ignore all difficult terrain (including magical terrain) and take no penalties for moving through it.

Good Holy Strike (minor): At 1st level, you can touch one weapon and bless it with the power of purity and goodness. For 1 minute, this weapon glows green, white, or yellow-gold and deals an additional 1d6 points of damage against evil creatures. During this time, it’s treated as good for the purposes of overcoming damage reduction. This additional damage doesn’t stack with the additional damage from the holy weapon special ability.

Aura (Ex): A warpriest of a chaotic, evil, good, or lawful deity has a particularly powerful aura (as a cleric) corresponding to the deity’s alignment (see detect evil on page 266 of the Core Rulebook for details).

Focus Weapon: At 1st level, a warpriest receives Weapon Focus as a bonus feat (he can choose any weapon, not just his deity’s favored weapon).

Sacred Weapon (Su): At 1st level, weapons wielded by a warpriest are charged with the power of his faith. In addition to the favored weapon of his deity, the warpriest can designate a weapon as a sacred weapon by selecting that weapon with the Weapon Focus feat; if he has multiple Weapon Focus feats, this ability applies to all of them. Whenever the warpriest hits with his sacred weapon, the weapon damage is based on his level and not the weapon type. (If the weapon’s base damage exceeds the sacred weapon damage, its damage is unchanged.) This increase in damage does not affect any other aspect of the weapon, and doesn’t apply to alchemical items, bombs, or other weapons that only deal energy damage.

At 4th level, the warpriest gains the ability to enhance one of his sacred weapons with divine power as a swift action. This power grants the weapon a +1 enhancement bonus. For every 4 levels beyond 4th, this bonus increases by 1 (to a maximum of +5 at 20th level). If the warpriest has more than one sacred weapon, he can enhance another on the following round by using another swift action. The warpriest can use this ability a number of rounds per day equal to his warpriest level, but these rounds need not be consecutive.

These bonuses stack with any existing bonuses the weapon might have, to a maximum of +5. The warpriest can enhance a weapon with any of the following weapon special abilities: brilliant energy, defending, disruption, flaming, frost, keen, and shock. In addition, if the warpriest is chaotic, he can add anarchic and vicious. If he is evil, he can add mighty cleaving and unholy. If he is good, he can add ghost touch and holy. If he is lawful, he can add axiomatic and merciful. If he is neutral (with no other alignment components), he can add spell storing and thundering. Adding any of these special abilities replaces an amount of bonus equal to the special ability's base cost. Duplicate abilities do not stack. The weapon must have at least a +1 enhancement bonus before any other special abilities can be added.

If multiple weapons are enhanced, each one consumes rounds of use individually. The enhancement bonus and special abilities are determined the first time the ability is used each day, and cannot be changed until the next day. These bonuses do not apply if another creature is wielding the weapon, but they continue to be in effect if the weapon otherwise leaves the warpriest's possession (such as if the weapon is thrown). This ability can be ended as a free action at the start of the warpriest's turn (that round does not count against the total duration, unless the ability is resumed during the same round). If the warpriest uses this ability on a double weapon, the effects apply to only one end of the weapon.

Fervor(Su): 4 uses per day
At 2nd level, a warpriest can draw upon the power of his faith to heal wounds or harm foes. He can also use this ability to quickly cast spells that aid in his struggles. This ability can be used a number of times per day equal to 1/2 his warpriest level + his Wisdom modifier.

By expending one use of this ability, a good warpriest (or one who worships a good deity) can touch a creature to heal it of 1d6 points of damage, plus an additional 1d6 points of damage for every 3 warpriest levels he possesses above 2nd (to a maximum of 7d6 at 20th level). Using this ability is a standard action (unless the warpriest targets himself, in which case it’s a swift action). Alternatively, the warpriest can use this ability to harm an undead creature, dealing the same amount of damage he would otherwise heal with a melee touch attack. Using fervor in this way is a standard action that provokes an attack of opportunity. Undead do not receive a saving throw against this damage. This counts as positive energy.

As a swift action, a warpriest can expend one use of this ability to cast any one warpriest spell he has prepared with a casting time of 1 round or shorter. When cast in this way, the spell can target only the warpriest, even if it could normally affect other or multiple targets. Spells cast in this way ignore somatic components and do not provoke attacks of opportunity. The warpriest does not need to have a free hand to cast a spell in this way.

Channel Energy (Su)

Starting at 4th level, a warpriest can release a wave of energy by channeling the power of his faith through his holy (or unholy) symbol. This energy can be used to deal or heal damage, depending on the type of energy channeled and the creatures targeted. Using this ability is a standard action that expends two uses of his fervor ability and doesn't provoke an attack of opportunity. The warpriest must present a holy (or unholy) symbol to use this ability. A good warpriest (or one who worships a good deity) channels positive energy and can choose to heal living creatures or to deal damage to undead creatures. An evil cleric (or one who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or heal undead creatures. A neutral cleric who worships a neutral deity (or one who is not devoted to a particular deity) channels positive energy if he chose to spontaneously cast cure spells or negative energy if he chose to spontaneously cast inflict spells.

Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the warpriest. The amount of damage dealt or healed is equal to the amount listed in the fervor ability. Creatures that take damage from channeled energy must succeed at a Will saving throw to halve the damage. The save DC is 10 + 1/2 the warpriest's level + the warpriest's Wisdom modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. A warpriest can choose whether or not to include himself in this effect.

Equipment & Wealth:

Weapons
Rapier (20gp) (2#)
Dagger (2gp) (1#)
Brass Knuckles (1gp) (1#)
Sling
Bullets, sling (1sp) (5#)

Armor
Chain Mail (Mithral)+1 (20#)
Shield, heavy wooden (7gp) (10#)

Carried
Pouch, Belt (1gp) (.5#)
- Dice (1sp)
- chalk, 2 pieces
- wand, cure light wounds (19 charges)
Worn
- Holy Symbol (wooden), Flask (11gp)
Pouch, Belt (1gp) (.5#)
- Coins
Backpack (2gp) (2#)
- Bedroll (1sp) (5#)
- Blanket (5sp) (3#)
- Rations(X2) (1gp) (2#)

Weight: 83# (medium load >51#, heavy load > 101#)
Total Gear: ~187gp, 8sp
Total Cash: 1686gp, 2sp, 5cp
Tokens: 5

Appearance:

Garridan dunked his head into the horse trough in front of the Drunken Lurch Tavern. As he removed his head from the cool water he gazed at his reflection as he wiped his face dry. He smiled at his likeness, it was a smile that would make a mother hide her daughters, a banker clutch his coin purse a little tighter, or cause a widow to blush. Garridan mused that while he was not yet 30 years old the reflection looking back at him seemed, not only older, but more competent or experienced then his years. He stood a little under 6 feet tall and was well muscled like a greyhound, broad in the shoulders and narrow at the waist, and he carried himself with an air of confidence and the swagger of a veteran.

Garridan continued looking at his reflection he noticed his eyes, they are same color of the sky right before a storm, but it is more than their color that draws his attention, his gaze appears knowing and penetrating. His eyes are set in a well-proportioned and lightly tanned face which is framed by slicked dark flowing hair, the color of a raven’s wing, with a mustache, a small goatee, and long sideburns that extend to his chin. Garridan proudly considered his mustache, it was thick and well-groomed and once a dwarf had complemented him on it.

He nods approvingly as he gives himself one last look over. Yes, yes, it all went well together and brought out the blue highlights in his eyes. All perfectly coordinated from the light brown boots and pants with a thick dark brown belt around his waist to the loose dark blue shirt and a grey cloak that reached to his knees, which bore the mark of Cayden Cailean on its back. With one last smile Garridan concludes that the chain shirt underneath it all is hard to make out. He adjusts his sword belt, from which hangs a rapier with worn handle and heads toward the tavern.

He thought, enough admiring yourself, you are acting like a maiden going to her first ball. Garridan stands up and whispers to his reflection in a rich full baritone All in a day’s work.

Portraits: Garridan

Personality:

The first thing Garridan does when he enters the Drunken Lurch tavern (or any tavern for that matter) is take a deep breath, relishing in the distinct smells that taverns have. This particular tavern smelled of stale beer, fish, and unwashed bodies. Next he likes to look around and take in the clientele and judge the mood of the crowd. As a priest of Cayden Cailean he can size up a tavern pretty quick. As it is midday there are only a few people in the place. Garridan enters and approaches the Bartlebe the Tavern owner who is standing behind bar. Bartlebe is engaged in conversation with a swarthy man of average build with a receding hairline, which Garridan did not recognize.

Garridan, blessings of the lucky drunk be on ya, the familiar Innkeeper bellows, I heard you got yeself really sozzled the other night.

Garridan approaches and takes a seat at the bar next to the stranger and answers with a smile, Don’t believe everything you hear.

I heard the pup mucked up big time, the swarthy figure at the bar chimes in.

Pay him no mind Garridan, the innkeeper interjects and motions toward the man sitting at the bar, this is Yohn a tanner over in the River District.

Good day, and may the Lucky Drunk watch over you. Garridan nods as he smiles in the tanner’s direction and extends his hand to shake.

The tanner turns his head and spits into a brass spittoon, ignoring the offered hand, as he continues to nurse his drink. I’ll not be shaking your hand, retorts the tanner. 'I’ve heard all about you Garridan Brewmaster. Incorrigible gambler, philanderer, and drunkard, it looks like your arrogance finally did you in the other night. He spits again.

You forgot slothful and I have a tendency to talk with my mouthful. Also, technically, I’ am more of a womanizer than a philanderer, he grins at the man.

And smartass, the the tanner retorts.

True, True, Garridan chuckles. Then continues, Now friend, I’ll be the first to admit that there is a fine line between arrogance and self-confidence and that sometimes I cross that line. The same line exists between hot and cold, or drunk and sober, or up and down. What I’m trying to say is that sometimes the line ain’t so clear to me. So occasionally I make what other might label a bad decision. But I say what’s wrong with enjoying a good laugh, a clever joke, a strong drink, a willing wench, a game of chance, or a relaxing smoke? Some would label these as bad vices or excesses, but to me they add savor to our lives and The Lucky Drunk seems to agree with me.

And full of crap, adds the man, I heard what happened to Nad. You got him so drunk, he started a fight and done got himself arrested.

Well, that was unfortunate business. Unlucky for him, but a lucky turn for me. And let’s be honest friend, Nad will handle the rigors of a few nights in jail much better than I would. I’m afraid I'd be a bit too popular with the inmates, so to speak. Moreover, the guards would probably lose their meager paychecks gambling with me and start beating their wives. So as you can see the way it worked out is better for everyone. Garridan concludes and begins to hum a slow melancholy tune.

The proprietor faces Yohn, the tanner and interrupts, Now most people would conclude that Garridan is a cad and they may very well be right. However, if they paid attention they would find that there is more to him lurking below the surface. The Garridan most of us know is a faithful servant of Cayden Cailean, The Accidental God. Furthermore, he is gregarious, perhaps a bit slow to trust, but good natured and sees everyone as a potential friend. Understandably, he might be the first person you would think of if you wanted to go out carousing. Nevertheless, he would be the first person to buy you a drink the next morning to help you get over the hangover. He has a story for every occasion and he believes everyone has a story waiting to be told. He is a fierce defender of his friends and cares little about what others think. Oh, and most importantly for you, he has a tendency to hum when he is angry.

Background:

As Garridan sits at a table in the common room of the Drunken Lurch Tavern enjoying the company of his new acquaintances he can’t help but think about a time when he had it all. He sits and reminisces about the fire and how it changed everything for Garridan. Was it only a few short years ago? At times like today, when he is content, it feels like it was just yesterday.

Garridan’s earlies memories are of his parents, Than and Belka, and the Lucky Catch an Inn they ran here in Riddleport. They were a hard working family, his father was the brewer, bartender and when necessary bouncer. While his mother ran the kitchen and ordered the supplies. They made a good team and their hard work made the inn a success.

The inn was a sturdily constructed three-story wooden building, with sleeping accommodations and meeting rooms on the upper floors. A balcony with plush leather armchairs overlooked the common room, which was dominated by a huge stone fireplace. The common room of the inn was decorated in a sea motif with stuffed fish, various anchors, harpoons, and driftwood hanging from the walls and there was always the smell of stew cooking. Garridan knew every inch of the place, but his favorite thing to do was watch the action in the common room from the safety of the balcony. It is hear at his inn that he learned the art of brewing and too love the magic occurs in a common room after a few drinks.

Garridan took like a fish to water with the brewer’s art. His parents, attributed Garridan’s success to the small birthmark on his hand that looked vaguely like a mug. His father asserted that his son was blessed by Cayden Cailean and had the touch when it came to brewing. Garridan never felt blessed and attributed his success at brewing to his father’s tutelage and long hours spent perfecting his art.

This all ended with his father’s death, the large Inn became too much for his mother and him to run on their own, and they were forced to sell it. His mother used the money from the sale to pay off the families debts and used the remainder to buy a smaller tavern. This tavern was located a few short blocks away from his parent’s old place in the river district. It was called the The Loaded Dice and was two stories tall with a basement. The tavern was located on the main level, with living quarters situated above the tavern, while the basement had a storage area and room for a small brewery. The tavern was a lively place with a long oak bar running the length of the building, a small stage, and long tables filling in the rest of the space. The tavern enjoyed a steady trade as it had a fine reputation as a place for music, food, and Garridan's homemade mead. Garridan was the co-proprietor of the tavern and chief brewer of the mead and couldn’t imagine being happier.

As fate would have it Garridan was wrong and his joy increased when he married Dary a few years after his father’s death. Together they built a future, with Dary taking over more of his mother’s tasks as time went on. Dary became the cornerstone of his contentment with his life. He can still recall the combined ceremony of his marriage and the blessing of his tavern in the ritual spilling of a cup of ale by the priest of Cayden Cailean. Some might find it taxing running the tavern and living above it, in the cramped quarters, with his wife and mother, but he was content. This continued over the next several years and with the continued success of the tavern he was optimistic for his family’s future. He hoped in a few more years to have saved enough to build a bigger place in a few years.

Garridan had accomplished all of this by the age of twenty-five so it is understandable that he was hopeful for what the future would hold. However, the seeds of his destruction were planted on an otherwise forgetful afternoon. It began when Garridan caught a half-orc with a strange laugh in his tavern trying to peddle a new drug to his patrons. He still recalls his pride as threw out the half-orc out and his arrogant dismissal of the creature’s words that Tragnar Rixx would pay him back for this. Little did Garridan know what the repercussions for throwing the chortling half-orc out would be and the price he would be asked to pay.

Two days later Garridan awoke well before dawn and headed for the markets, as he had heard a rumor that a shipment of wine from Ravenmoor had come. With anticipation he was hoping to get a cask of it as many of his patrons enjoyed it. Unfortunately, luck was against him that morning and no Ravenmoor wine could be had.

Garridan was returning home empty handed and was several blocks away when he could smell the smoke. Smoke like this meant trouble and could only be caused by a building catching fire. As he drew closer to his home the air became thicker with the pungent smoke and he instinctively picked up his pace. The sickening feeling in his stomach continued to grow as he drew closer to his home. Words cannot describe the horror and despair he felt as he realized all that was left of his family, his tavern, his life and his dreams were ashes.

Garridan still cannot remember most of what transpired over the first week after the fire. What he does remember is at some point he came to the conclusion that Thragnar Rixx was responsible for the fire. He became a man obsessed, he spent every waking moment looking for a trace of Thragnar. Weeks went by and still he was unable to track him down, the closest he had gotten were rumors and whispers of rumors. As his frustration at his own impotence grew Garridan found solace in the bottle. Soon he couldn’t or wouldn’t think about anything but where his next drink was coming from. Under these circumstances Garrridan tried to drink away the memory of the life he lost.

Garridan was unrelenting in his downward spiral and continued his debauchery over the following months. Things finally reached a turning point when he awoke in an alley, laying in a pool of his own vomit and blood, with a rather large figure looming over him. As Garridan looked up at the figure towering over him, waiting for the beating he was sure was coming, he was surprise by the man’s words, “You bare the mark of The Accidental God.” Before Garridan passes out again he remembers whispering, “Unless he marks people with blood, piss, and vomit you’ve got the wrong man.”

Later Garridan awoke in the back room of another tavern, The Rusty Dagger which was run by the man who found him in that alley way. His name was Hyrum Holdfast a priest of Cayden Cailean. This good man nursed Garridan back to health, working with him every day as he gained his strength and conquered his demons. Under Hyrum’s care he regained his strength while he was constantly bombarded with the tenants of The Lucky Drunks faith. They spent long days discussing the art of brewing, practicing sword play, and drinking. It is with a rueful smile Garridan recalls the blessing Hyrum pronounce upon him during the celebration of the First Brewing, last autumn. Telling Garridan that he was now a priest of Cayden Cailean. How is that so, he wonders, as all I’ve been givin is pain, loss and misery? This is the same day he found out that Saul Vankaskerkin had his men carryout the execution of Rixx for some perceived slight.

Over the past several months Garridan has made a living wandering the streets of Riddleport earning his coin working as a brewer, bartender, or gambler.; and a reluctant preacher of Cayden Cailean. Recently he won a rather lage amount of gold gambling and tonight he hopes to earn some more at the Gold Goblin.


Status:

AC: 22 (f20/t12)
HP: 31/31
Weapon Equipped = Rapier
Conditions =
Rapier Attack Mods: BAB +3, Str +4, Weapon Focus +1,
Rapier Damage Mods: Str+4
Spells (caster level 4, concentration +4)
Level 0 (DC 12) Create Water (1/1)
Level 1 (DC 13) Bless, Divine Favor, Divine Favor, Bane
Fervor: 4/4
Blessings:5/5