Lem

Gavin Quick's page

6 posts. Alias of GM_Solspiral (RPG Superstar Season 9 Top 32).


Full Name

Gavin Quick

Race

Halfling

Classes/Levels

4th level Rogue/Calalier Gestalted | HP: 52 | AC:23 / T:15 / FF:15 Fort: +8, Ref: +10, Will: +5 | M. Atk: +10 or14, R. Atk: +8, M. | CMB: +3, CMD: +17 | Init: +6, Perception: +11

Gender

Male

Size

Small

Age

21

Alignment

CG

Strength 8
Dexterity 19
Constitution 14
Intelligence 10
Wisdom 14
Charisma 16

About Gavin Quick

BAB +4 CMB +3 CMD +17 HP 52
Fort 8 Ref 10 Will 5
AC 23 touch 15 flat footed 15 (Dex +4, Armor +5, Shield+3, Size +1)(another +2 when using combat Expertise)
Speed 20 ft, 50ft when riding wolf
Senses Darkvision 60 ft Perception +11 Init +6
Feats: Rogue finesse (Rapier), Combat Expertise, Pack Flanking, Outflank, Piranha Strike Traits: Fate’s Favored, Outlander (Exile), Helpful Drawback: Mark of Slavery
SQs Sneak Attack 2d6, Trap Spotter, Combat Trick
Skills: Acrobatics +10, Appraise +4, Bluff +10, Climb +5, Craft (Forgeries)+, Diplomacy +7, Disable Device +8, Disguise +7, Escape Artist +7, Handle Animal +7, Intimidate +7, Knowledge (Dungeoneering) +4, Knowledge (Local) +4, Knowledge (Nature) +4, Linguistics +4 (halfling, Chellaxian, Infernal, Varissian, Draconic), Perception +11, Profession (Soldier) +5, Ride +11, Sense Motive +5, Sleight of Hand +8, Stealth +15, Survival +5, Swim +3, Use Magic Device +8
Melee +9 MW Cold Iron Rapier 1d4+2d6+9 (This assumes mounted and using pirhana strike if tactician outflank is active will also fight defensively for a net +1 to hit +2 to AC if also capable of challenging add another +4 to damage)
Ranged +8 Light Crossbow 1d6 damage

Racial Abilities:

Skulker: Oppressed halflings train from a young age to take advantage of times when their oppressors ignore them. Such halflings gain a +1 racial bonus on attacks against foes who are denied their Dexterity bonus to AC. This racial trait replaces fearless and weapon familiarity
Keen Senses: Halflings receive a +2 racial bonus on Perception checks.
Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.
Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb checks.
Size: 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.

Class Features:

Trap Finding: A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
Evasion: At 2nd level, a rogue can avoid even magical and unusual attacks with great agility. If she succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Danger Sense: At 3rd level, a rogue gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. In addition, she gains a +1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 rogue levels thereafter (to a maximum of +6 at 18th level). This ability counts as trap sense for the purpose of any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (from another class).

Debilitating Injury: At 4th level, whenever a rogue deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special ability). The rogue can choose to apply any one of the following penalties when the damage is dealt.
Bewildered: The target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –2 penalty to AC against all attacks made by the rogue. At 10th level and 16th level, the penalty to AC against attacks made by the rogue increases by –2 (to a total maximum of –8).
Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8).
Hampered: All of the target's speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.
These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty.

Uncanny Dodge: At 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.

Challenge (2/day): 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.
Whenever an order of the paw cavalier issues a challenge, his mount gains a +1 dodge bonus to AC as long it is threatening the target of the cavalier’s challenge and the cavalier is riding the mount. This bonus increases by +1 for every four levels the cavalier possesses.
Danger Ward: At 2nd level, the cavalier can ready his allies for impending danger. As a standard action, he can ready all allies within 30 feet of the danger ahead, granting a bonus on a single type of saving throw (Fortitude, Reflex or Will) that he chooses when he grants this boon. At any point in the next minute,Acrobatics when these allies fail a saving throw of that type, they can choose to reroll the saving throw with a +4 competence bonus as an immediate action, but must take the results of the reroll even if it is worse. He can use this ability up to three times per day, once for each type of saving throw.
Tactician: 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 4th level and for every 4 levels thereafter.
Drill Instructor: At 4th level, a strategist learns to train his fellow adventurers in the nuances of squad combat. By spending 10 minutes and expending 1 use of his challenge ability, the strategist can grant the use of a teamwork feat that he knows to up to four of his allies, similar to the tactician ability. As with tactician, allies need not meet the prerequisites of the granted feat, but they retain the use of this feat for 10 minutes plus 1 minute for every two levels the cavalier possesses, as long as the cavalier is visible and can be heard by his allies. If the cavalier falls unconscious or cannot be both seen and heard, his allies lose the benefit of the granted feat until the condition is remedied.
Mounted Charge: At 3rd level, a cavalier learns to make more accurate charge attacks while mounted. The cavalier receives a +4 bonus on melee attack rolls on a charge while mounted (instead of the normal +2). In addition, the cavalier does not suffer any penalty to his AC after making a charge attack while mounted.

Equipment:
: Starting at 6,000GP
+1 chainshirt 1,250GP
MW Cold Iron rapier 340GP
Light crossbow 30gp 2 Quivers 20Gp, 40 bolts 2gp
+1 Heavy Steel Shield 1,170
Muleback cords 1k
Sleeves of many garments 200gp
Travler’s any Tool 250
2 skeleton keys (85gp each)
+1 chainshirt barding for Wolf 1,480
Cavalier's kit (includes saddle)(23gp)
65GP left

Belladonna Wolf Animal companion:

Size Medium; Speed 50 ft.; AC 21 (+4 Armor, +3 Dexterity, +4 natural armor); Melee bite +5 (1d6+2 plus trip) or +4 to attack with a +2 to damage when Power attacking since Teamwork feat is in effect this is typically a +2 to a +4 to hit depending on if outflank is being Tactician-ed out ; Ability Scores Str 14, Dex 16, Con 15, Int 3, Wis 12, Cha 6; Special Qualities low-light vision, scent.
40 HP BAB +3 Fort+5 Reflex+6 Will +3 4 skills (stealth +7, survival +5, perception +5, swim +6)
Feats for Wolf Power Attack, Pack Flanking

Physical description:

Gavin is on the tall lanky side for a halfling standing at 3'4'' and quite thin. His muscle definition is primarly around his quads which is in part why he's so nimble on his feet but shirtless his ribs still poke out and he has whipping scars across his back to mark his time as a slave. As does a brand that does a variant on the asmodeon pentagram.

Those who read expressions well have trouble beyond that Gavin is almost always calculating. He was always looking for when the next blow would come and frequently uses perception and sense motive even when it's not really called for as it is a defense mechanism to avoid abuse. Gavin also tends to minimize information habitually, and lie about small details. He hides food and small tools when he stays in one place for a time, sits facing the door, and always notes the exits.

His hair is auburn, his eyes brown. If he wasn't always somewhat tan he'd likely have visible freckles but as such he's been out in the sun for long hours. Were it not for his cords he'd not be strong enough to wear his armor without penalty and he's always wearing his armor where possible.

He sits on a saddled wolf that's got wiry black hair and doesn't like people much. The she-wold behaves well but there's a wild spark in her still. Her service to Gavin is out of love and gratitude. He treats her with respect, and feeds her better than he does himself.

Background:

The trick to taking a kick on the ground is to roll with it a bit. You want to use whatever limb is available to absorb the blow and of course if your kicker is part of a pack of cruel teenage boys acting terrified goes a long way towards mollifying them.

If that doesn't work pull a blade and cut the bastard, preferably somewhere around the hamstring so he has trouble walking nonetheless kicking people.

I speak from experience but I'm getting ahead of myself; my name's Gavin Quick and I used to be a spy for the Bellflower network.

Like most halflings in Chellax, I was born a slave. My Master Warren Burr was a knight captain to a squadron of Hellknights that enforced the Infernal laws of the land which included slavery.

I once saw my Master trample a pregnant halfling slave trying to escape with her husband. I've seen Warren remove limbs, commit acts of torture, set fires, and executions without much legal pretense or trial, he had authority and he wielded it like a bludgeon.

The drubbing I was taking from Warren's teenage boys the day they kicked me on the ground was hardly the first but it ended up being the last. My ribs were bruised and I could barely walk the next day, but the beating provided cover as my master while cruel didn't expect much from me that day. That was by design, I'd been stashing healing supplies for some time and I had bloody work the night.

Warren’s eldest boy, Thaddeus, started bullying me at a young age. He was maybe 11 or 12 and I was sixteen, and we were about the same size at the time. However, he was master and I slave so fighting back was not on the table. I was a bold youth though. I had been stealing food from the kitchens and small sums of money for years. I'd stash the non perishables in various slicks throughout the house and grounds day dreaming of the day I'd claim it all and my freedom. In other words I was used to getting away with things because I was beneath notice and sneaky.

One day I noticed Thaddeus trying to catch me unawares. I always saw him coming because even when he was small the boy was a born clod hopped and would have woke the dead with his noise but he didn't know I always knew. Usually I'd use this to surreptitiously brace for a hit or roll with whatever punch he was going to throw. He was to weak as a child to do much damage anyway and it was seldom worth denying him his cruel satisfactions but that day I wasn't in the mood. I "accidentally" headbutted the little prick right in his stupid nose breaking it and making him cry. I hadn't noticed his father behind him.

I knew my master’s face, when Warren noticed something that annoyed or angered him there was a twitch with his eyes, he saw me. I could tell he understood what I did, I was terrified. I expected to be beaten, murdered, or sold to a hard labor camp. He saw me injure his son with intention and he saw me play it off as an accident, I expected anything and everything but laughter.

The bastard trained me to fight. He taught me to care for his dogs and horses, how to clean and care for weapons and armor, rules of etiquette that were above my station, heraldry, who was who among nobles, and the glorious history of Chellax. He made me a squire at about age 17 while his sons were all 12 or younger. His training was harsh but it was training and for a fleeting few months I took pride in my lessons. I still snuck out most nights, stole food, and dreamed of freedom but now the fantasy was that I'd be elevated to knight and freed by my Master. In a way it was Warren at his cruelest.

It would take the better part of a year for me to work out Warren’s true purpose in training me. It was so I could be a competent sparring partner to his growing sons. I was a rival they could band together against, one that was older with more training but they would outgrow. I was to be their opposition, destined to always lose. He'd parade me in front of his peers, a testament to his novel approach and cleverness.

This was why the network made contact. By day I learned more and more about the knighthood's approach to combat, at night a new type of training began. I learned Infernal so I could understand what my master said to his confidants that he didn't want me to understand. I learned to scale walls, forge documents, and fight dirtier. I learned to charm, lie, disguise, bluff, intimidate, hide, steal, and above all to use my senses to be vigilant to what I was hearing and seeing.

My master commanded men and had patrol schedules. He taught his children the infernal tongue and conducted business in it unaware I had learned it myself. I was able to alert the network to changes in patrol schedules, warn them of crackdowns, and raids. I learned of compromising information on local magistrates, I learned to forge my master's hand on documents occasionally sending men astray into ambush or away from a key escape route.

For almost 3 years the Bellflower network become much more effective in my part of the city for my presence but it was becoming clear Warren had begun to suspect something. His papers started getting stored in a locked desk drawer. I of course had long made a copy of the key, but still he was starting to notice.

Earlier that week his men caught a live shewolf that I was asked to feed until the Summer Solstice when Warren would bring his youngest son, Bartholomew, on his first hunt. The wolf would eat with gusto and glare at me defiantly through the bars. Her heart was wild in defiance to her captivity, I could relate.

I called Thaddeus a Larva that day and took the aforementioned beating. I needed to look bad enough to be beyond suspicion that night, little did they know I had a cache of healing potions from my thievery. One of the guards was my accomplice and he'd beat me again after my bloody work, my injuries would be my alibi.

I wish I could tell you this was a glorious confrontation, that I said something clever to the evil scumbag before I slit his throat. Maybe you want me to be some sort of hero? My kitchen contact had added a drought that would make Warren's drink more potent then normal, he was asleep at his desk when I cut his throat. I used a dagger I had stolen from his son Thaddeus during the beating.

A forged will that gave Thaddeus everything instead of splitting the wealth among his brothers supplied the motive. A few journal entries in Infernal where my former Master expressed concerns over his sons ambitions and an account of discussing changing the will back supplied the rest. The second son was not old enough so a moronic regent from Warren's command took over the household and things deteriorated from there.

They forgot about the wolf, who I freed and trained. I call her Belladonna because a year later when I made my escape it's the poison I used to get the other two sons, they never learned about indulging too often in sweets.

Eventually I made my way to Varisia and more specifically Sandpoint. I have heard tales of adventurers and I think I may join them. In Chellax I believe I am hunted, I don't much care anymore for I am free. The network regretted losing me but understood my need to be free.