Taergan Flinn

Gerbault Swiftblade's page

29 posts. Alias of thunderbeard.


Full Name

"Jerbo Bat-Ears"

Race

"Halfling" (Goblin)

Classes/Levels

Investigator 5 (Empiricist, Steel Hound) / Swashbuckler 1 (Inspired Blade)

Gender

M

Size

S

Age

22

Alignment

N

Deity

Atheish

Languages

Goblin, Common, Halfling, Varisian, Orc

Occupation

Traveling Duelist and Elixir Salesman

Strength 13
Dexterity 22
Constitution 12
Intelligence 15
Wisdom 9
Charisma 10

About Gerbault Swiftblade

Role:
• Brutal trap-murderer. +19+1d6 to Disable Device, take no prisoners.
• Agile melee striker, using TWF with studied combat for good damage and armor
• Back-up healer, decent party support buffs through infusions (can hand out potions of true strike, invisibility, etc)
• much stealth, much skill, much perception
• Has a pointy-eared secret

Backstory:

Let me TELL you a STORY, Tall-Fellow:
The one called Jerbo Bat-Ear was born to a small goblin tribe, in the mountains of cold and boring. With a natural talent for alchemy, he excelled in part due to intellectual patience, gnawing on the puzzles he found long past when others gave up. But with his at archery and listening, he was also an excellent scout, brought on goblin raids from a young age.

In one fight, Jerbo saw an enemy pink-skin use proper magic. What a surprise! What had the goblins been doing all day, busy biting and stealing from each other when they could be learning real knowledge? On his next raid, Jerbo snuck off from the rest of his troop, uninterested in killing or eating enemies when there was a town wizard to rob. And, wondering in the marvels of magic items, Jerbo soon discovered one with the power to disguise his green skin and pointy teeth. Most goblins in his tribe were not very close, and it was not difficult for him to simply leave, and not come back.

What wonders the little goblin had missed, in the petty, filthy caves of his ancestors and their petty, filthy savagery. The world outside goblin lands had such wonderful things! Books! Furniture! Clean water! Soon, with his skill as a quick study, Jerbo graduated from stealing food and clothing from the towns he passed through to disguising himself as an acceptable traveler. Wearing many layers of scarves and hats, and putting a foreign-sounding pronunciation on his name, “Gerbault” gradually traveled toward the coast, learning languages as he went and peddling his trade as “Alchymical Secrets of the Most Mystickal East."

And then the little one found Ustalav, land of big cities full of big universities full of big books. Big lectures, too. It was easy for small fellow to pick locks on windows and sneak into the back of a classroom, learn secrets of alchemy and mathematics. Much more still to learn, of course.

There were pointy-ears here, too, though with small heads and pink skins, and Gerbault learned to speak their language and pass as one of them. In human-centred Ustalav, few looked too closely. And SO MUCH to EAT! The cities of the North are full of abandoned dogs, living in streets, cold and slow and forgotten, so easy to catch, and so tasty.

But Gerbault, with his fanciful “foreign” airs and his lack of understanding of many of the more suspicious local customs, often found himself in fights and brawls. He began to make a name for himself among the sort of university students who fought illicit after-dark duels, disarming rash youngsters and earning a name for himself as a champion swordsman. Now, the eccentric “halfling" duelist, quick to anger and impossible to defeat with a blade, is a bit of a student legend among the right universities. With trouble brewing close to home, he’s decided to chase down what monstrosities he can find and end them with flourish and fire—and he's happy to accept pay from any local authorities for his expertise.

* * *

Offense:

Initiative +6
CMB +4
BAB +4

Melee Attack (with all commonly-used modifiers):
Rapier/Rapier +11/+11 (1d4+12, 1d3+7)

Weapons:
Mwk Rapier, +12 (1d4+6)
Second Mwk Rapier, +12 (1d3+3)
Mwk Pistol, +12 (1d6)

Combat Modifiers:
Studied Combat: +2/+2
(+1/+0) if no adjacent allies
TWF: (-2/-2)
PA: (-2 || +4/+2)

Defense:

HP: 44/58 (12 + 10 + 5d8 + 6 + 5 (FCB))
AC 22, T 17, FF 16 (6 Dex + 4 Armor + 1 Kilt + 1 Size)
CMD: 20
Fort +3, Ref +13, Will +4 (+6 vs illusions/fear)

Extracts and Infusions:

*With infusion discovery, anyone can carry and drink these

Extracts:
Level 1: 5/day (Shield, CLW x2, Enlarge Person, True Strike)
Level 2: 3/day (Invisibility, CMW, Vomit Swarm)

Formulae:
Level 1: Cure Light Wounds, Long Arm, Enlarge Person, True Strike, Shield, Identify, Crafter’s Fortune, Negate Aroma, Endure Elements
Level 2: Cure Moderate Wounds, Alter Self, Invisibility, Vomit Swarm Wishlist: Spider climb

Equipment:

Weapons:
Masterwork Rapier
Masterwork Dagger
Throwing Daggers x5
Silvered Dagger
Cold Iron Dagger
Masterwork Pepperbox Pistol
Alchemist's Fire x5

Armor:
Mithral Chain Shirt
Mithral Armor Kilt

Other:
Belt of Str/Dex +2
Spring-loaded wrist sheaths
Hat of human guise
Masterwork thieves’ tools
Disguise kit
Quick runner’s shirt
Cloak of resistance +1

Wishlist:
Duelist's Vambraces

Feats, Traits, Discoveries:

Feats:
Weapon Finesse (Swashbuckler Bonus)
Weapon Focus: Rapier (Swashbuckler Bonus)
Amateur Gunslinger (Quick Clear) (Investigator Bonus)
Gunsmithing (Investigator Bonus)
Fencing Grace(1)
Power Attack (3)
Cleave (5)

Wishlist:
Double Slice (7)
Improved Two-Weapon Fighting (9)
Cleaving Finish?
Improved Cleaving Finish (11)

Traits:
Making Good on Promises
Goblin Foolhardiness
Accelerated Drinker

Discoveries:
Infusions, Quick Study

Skills and Misc. Bonuses:

*Indicates class skill
44 skill points (Fighter 2, Investigator 30, Int 12)
Uses Int for Perception, Sense Motive, UMD

*Acrobatics +19 (6 ranks, +4 racial)
*Appraise +7 (1 rank)
*Bluff +4 (1 rank)
*Climb +13 (1 rank, +8 racial)
*Craft (alchemy) +7 (1 rank)
*Diplomacy
*Disable Device +19 (6 ranks, +2 tools, +2 trapfinding)
*Disguise +21 (6 ranks, +2 tools, +10 hat)
*Escape Artist +10 (1 rank)
*Heal
*Handle Animal
*Intimidate
*Knowledge (local) +7+1d6 (1 rank)
*Knowledge (engineering) +7+1d6 (1 rank)
*Knowledge (arcana) +7+1d6 (1 rank)
*Knowledge (geography) +7+1d6 (1 rank)
*Knowledge (other) +3 (can use untrained)
*Linguistics +1+1d6 (1 rank)
*Perception +16/+18 vs traps (6 ranks, +4 racial, +2 trapfinding)
*Perform
*Profession
*Sense Motive +7 (1 rank)
*Sleight of Hand +10 (1 rank)
*Spellcraft +7+1d6 (1 rank)
*Stealth +19 (6 ranks, +4 size)
*Survival
*Swim +5 (1 rank)
*Use Magic Device

Inspiration pool: 5 (+1d6)

Racial Features:
Darkvision
Cave Crawler (Climb speed 10)
Small size (but normal speed)
Over-Sized Ears (+4 to Perception)