Othlo Janke

Kintal Kwikblade Tormsil's page

86 posts. Alias of Tirion Jörðhár.


Full Name

Kintal Kwikblade Tormsil

Race

Halfling (Emerald Shire)

Classes/Levels

Swashbuckler/1 (HP: 8/12; AC21; FF16; T16; F+3, R+7, W+3; Perc: +8, Init +4)

Gender

Male

Size

S - 2'9", 42lbs

Age

28

Alignment

Neutral Good

Strength 12
Dexterity 19
Constitution 14
Intelligence 17
Wisdom 15
Charisma 19

About Kintal Kwikblade Tormsil

___________________________________________________________
Offense:
___________________________________________________________
+4 Initiative (+4 Dex)
+1 BAB (+1 Swashbuckler)

+1 CMB (+1 BAB, +1 Str, -1 Size)
+15 CMD (+1 BAB, +1 Str, +4 Dex, -1 Size +10)

+7 Rapier (+1 BAB, +4 Dex, +1 Size, +1 Weapon Focus) Damage: (1d4+1) (18-20x2 Crit)

____________________________________________________________
Defense:
____________________________________________________________
Current hp: 8
Max hp: 12 (+10; +0 FC; +2 Con)

AC 21 [+4 Dex, +4 Armor, +1 Dodge, +1 Shield, +1 Size, +10]
Flatfoot AC 16 [+4 Armor, +1 Shield, +1 Size, +10]
Touch AC 16 [+4 Dex, +1 Dodge, +1 Size, +10]

+3 Fort (+0 base, +2 Con, +1 Race) (+0 Swashbuckler)
+7 Ref (+2 base, +4 Dex, +1 Race) (+2 Swashbuckler)
+3 Will (+0 base, +2 Wis, +1 Race) (+0 Swashbuckler)

Special Abilities

Swashbuckler Abilities:

Feats

Skills:

Class Skills - Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (local) (Int), Knowledge (nobility) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), and Swim (Str).

+8 Acrobatics (+4 Dex, Ranks 1, Class Skill +3)
+3 Appraise (+3 Int, Ranks 0)
+4 Bluff (+4 Cha, Ranks 0, Class Skill +3)
+1 Climb (+1 Str, Ranks 0, Class Skill +3)
+* Craft(Weapons) (+3 Int, Ranks 0, Class Skill +3)
+8 Diplomacy (+4 Cha, Ranks 1, Class Skill +3)
+* Disable Device (+4 Dex, Ranks 0)
+4 Disguise (+4 Cha, Ranks 0)
+8 Escape Artist (+4 Dex, Ranks 1, Class Skill +3)
+* Fly (+4 Dex, Ranks 0)
+4 Handle Animal (+4 Cha, Ranks 0)
+2 Heal (+2 Wis, Ranks 0)
+4 Intimidate (+4 Cha, Ranks 0, Class Skill +3)
+* Knowledge, Arcana (+3 Int, Ranks 0)
+* Knowledge, Dungeoneering (+3 Int, Ranks 0)
+* Knowledge, Engineering (+3 Int, Ranks 0)
+* Knowledge, Geography (+3 Int, Ranks 0)
+* Knowledge, History (+3 Int, Ranks 0)
+7 Knowledge, Local (+3 Int, Ranks 1, Class Skill +3)
+* Knowledge, Nature (+3 Int, Ranks 0)
+* Knowledge, Nobility (+3 Int, Ranks 0, Class Skill +3)
+* Knowledge, Planes (+3 Int, Ranks 0)
+* Knowledge, Religion (+3 Int, Ranks 0)
+* Linguistics (+3 Int, Ranks 0)
+8 Perception (+2 Wis, Ranks 1, Class Skill +3, +2 Race)
+8 Perform(Dance) (+4 Cha, Ranks 1, Class Skill +3)
+6 Profession(Chef/Cook) (+2 Wis, Ranks 1, Class Skill +3)
+4 Ride (+4 Dex, Ranks 0, Class Skill +3)
+6 Sense Motive (+2 Wis, Ranks 1, Class Skill +3)
+8 Slight of Hand (+4 Dex, Ranks 1, Class Skill +3)
+* Spellcraft (+3 Int, Ranks 0)
+8 Stealth (+4 Dex, Ranks 0, +4 Race)
+2 Survival (+2 Wis, Ranks 0, Class Skill +3)
+1 Swim (+1 Str, Ranks 0, Class Skill +3)
+* Use Magic Device (+4 Cha, Ranks 0)

[ooc] Each level skill points gained:
Swashbuckler - 7+FC (4 Class + 3 (Int))

Traits:

• Spirit Sense: You gain a +2 trait bonus on Perception checks to avoid being surprised and to detect invisible or incorporeal creatures.
• Resurrected: You gain a +2 trait bonus on saving throws against death effects. In addition, you do not die until your hit points drop to a negative amount equal to or lower than your Constitution score + 4.

Feats:


  • Dodge (Level 1)
  • Weapon Focus(Rapier) (Inspired Blade bonus)
  • Swashbuckler Finesse (effectively Weapon Finesse with a rapier)

  • Simple Weapon Proficiency
  • Armor Proficiency, Light


Racial:

Halfling
Stats: +2 Dexterity, +2 Charisma, and –2 Strength.
Type: Humanoid(halfling)
Size: Small - +1 AC, a +1 attack, –1 CMB and CMD, +4 Stealth
Base Speed: 30' - See Alt Traits
Low-Light Vision

Languages: Common and Halfling -- High Int --> Dwarven, Elven, Gnome, and Goblin.

Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.

Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.

Sure-Footed: Replaced - See Alt Traits

Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.

Keen Senses: Halflings receive a +2 racial bonus on Perception checks.

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Fleet of Foot: Some halflings are quicker than their kin but less cautious. Halflings with this racial trait move at normal speed and have a base speed of 30 feet. This racial trait replaces slow speed and sure-footed.

Favored Class & Notes:

Favored Class: Cleric
Lvl 1 (Swashbuckler/1 - skill)
Lvl 2 ()
Lvl 3 ()
Lvl 4 ()
Lvl 5 ()
Lvl 6 ()
____
Stats:
Str: 12 -- 14-2
Dex: 19 -- 17+2
Con: 14
Int: 17
Wis: 15
Cha: 19 -- 17+2

Swashbuckler(Inspired Blade):

Class Skills - Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (local) (Int), Knowledge (nobility) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), and Swim (Str).
Skill Ranks per Level: 4 + Int modifier.

Class Features

Weapon and Armor Proficiency:
Simple and martial weapons.
Light armors and bucklers.

Panache (Ex):
More than just a lightly armored warrior, a swashbuckler is a daring combatant. She fights with panache: a fluctuating measure of a swashbuckler’s ability to perform amazing actions in combat. At the start of each day, a swashbuckler gains a number of panache points equal to her Charisma modifier (minimum 1). Her panache goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1), though feats and magic items can affect this maximum. A swashbuckler spends panache to 5 accomplish deeds (see below), and regains panache in the following ways.

Critical Hit with a Light or One-Handed Piercing Weapon:
Each time the swashbuckler confirms a critical hit with a light or one-handed piercing weapon while in combat, she regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the swashbuckler’s character level doesn’t restore panache.

Killing Blow with a Light or One-Handed Piercing Weapon:
When the swashbuckler reduces a creature to 0 or fewer hit points with a light or one-handed piercing weapon attack while in combat, she regains 1 panache point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the swashbuckler’s character level to 0 or fewer hit points doesn’t restore any panache.

Inspired Panache (Ex)
Each day, an inspired blade gains a number of panache points equal to her Charisma modifier (minimum 1) and Intelligence modifier (minimum 1), instead of just her Charisma modifier.
Unlike other swashbucklers, an inspired blade gains no panache from a killing blow. She gains panache only from scoring a critical hit with a rapier.
This ability alters the panache class feature.

Deeds:
Swashbucklers spend panache points to accomplish deeds. Most deeds grant the swashbuckler a monetary bonus or effect, but some provide longer- lasting effects. Some deeds remain in effect as long as the swashbuckler has at least 1 panache point. A swashbuckler can any deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the swashbuckler has or spends the required number of panache points to perform the deed.

Derring-do (Ex): At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, Swim check to roll d6 and add the result to the check. She must choose to do this before she rolls. If the d6 roll is a natural “6,” she rolls another d6 and add it to the check. She can continue to do this as long as she rolls natural “6s” up to a number of times equal to her Dexterity modifier (minimum 1).

Dodging Panache (Ex): At 1st level, when an opponent attempts a melee attack against the swashbuckler, she can spend 1 panache point to move 5 feet as an immediate action; doing so grants the swashbuckler a bonus to AC equal to her Charisma bonus against the triggering attack. This movement doesn’t negate the attack, which is still resolved as if the swashbuckler was in 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 more than a light load.

Opportune Parry and Riposte (Ex): At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and can expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity. If her attack roll is greater than the roll of the attacking creature, the attack automatically misses. For each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on her attack roll. The swashbuckler must declare the use of this ability after the creature’s attack is announced, but before that attack roll is made. Immediately after a swashbuckler performs a successful parry, as long as she has 1 panache point she can make an attack as an immediate action against the creature whose attack she blocked, provided that creature is within her reach.

Kip-Up (Ex): At 3rd level, as long as the swashbuckler has at least 1 panache point, she can kip-up from prone as a move action without provoking an attack of opportunity. If she spends 1 panache point when she kips up, she can do this as a swift action instead.

Menacing Swordplay (Ex): At 3rd level, while she at least 1 panache, when a swashbuckler hits an opponent with a light or one-handed piercing melee weapon, she can choose to use Intimidate to demoralize that opponent (Pathfinder RPG Core Rulebook 99) as a swift action instead of a standard action.

Precise Strike (Ex): At 3rd level, as long as 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 her damage roll. 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 melee light or one-handed piercing thrown melee weapons, as long as the target is within 30 feet of her. Any creature that is immune to sneak attacks is immune to a precise strike, and any item or ability that protects a creature from critical hits also protects a creature from a precise strike. The extra damage of precise strike is precision damage, and isn’t multiplied with 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 must be used before the end of her turn, or it is lost. This deed’s cost cannot be reduced any ability or effect that reduces the amount of panache points a deed costs (such as the Signature Deed feat).

Swashbuckler Initiative (Ex): 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 her weapon isn’t hidden, she can draw a single light or one-handed piercing weapon as part of the initiative check.

Swashbuckler’s Grace (Ex): At 7th level, as long as the swashbuckler has at least 1 panache point, she takes no penalty for moving at full speed when using Acrobatics to attempt to move through a threatened area or an enemy’s space.

Superior Feint (Ex): At 7th level, a swashbuckler with at least 1 panache point can spend a standard action to purposely miss a creature that she could normally hit with a light or one-handed weapon melee attack. When she does, that creature is denied its Dexterity bonus to AC until the start of her next turn.

Targeted Strike (Ex): At 7th level, as a full-round action the swashbuckler can spend 1 panache point to make a single light or one-handed piercing weapon melee attack that cripple’s part of a foe’s body. The swashbuckler chooses a part of the body to target. If the attack succeeds, the target takes the following effects, depending on the part of the body targeted. If a creature doesn’t have one of the listed body locations, that part cannot be targeted. Creatures that are immune to sneak attacks are immune to these effects. Items or abilities that protect a creature from a critical hit also protect a creature from a targeted strike.
• Arms: On a hit, the target takes no damage from the attack but drops one carried item of the swashbuckler’s choice, even if the item is wielded with two hands. Items held in a locked gauntlet aren’t dropped on a hit.
• Head: On a hit, the target is damaged normally and is confused for 1 round. This is a mind-affecting effect.
• Legs: On a hit, the target is damaged normally and knocked prone. Creatures with four or more legs or that are immune to trip attacks are immune to this effect.
• Torso or Wings: On a hit, the target is damaged normally and is staggered for 1 round.

Inspired Strike (Ex): At 11th level, an inspired blade can spend 1 panache point when making an attack with a rapier to gain an insight bonus on that attack roll equal to her Intelligence modifier (minimum +1). When an inspired blade hits with an attack augmented by inspired strike, she can spend 1 additional panache point to make the hit a critical threat, though if she does so, she does not regain panache if she confirms that critical threat. The cost of this deed cannot be reduced by abilities such as Signature Deed. This ability replaces bleeding wound.

Evasive (Ex): At 11th level, while a swashbuckler has at least 1 panache point, she gains the benefit of the evasion, uncanny dodge, and improved uncanny dodge rogue class features. She uses her swashbuckler level as her rogue level for improved uncanny dodge.

Subtle Blade (Ex): At 11th level, while a swashbuckler has at least 1 panache point, she is immune to disarm, steal, and sunder combat maneuvers made against a light or one-handed piercing melee weapon she is wielding.

Dizzying Defense (Ex): At 15th level, while wielding a light or one-handed piercing melee weapon in one hand, the swashbuckler can spend 1 panache point to take the fighting defensively action as a swift action instead of a standard action. When fighting defensively in this manner, the dodge bonus to AC gained from that action increases to +4, and the penalty to attack rolls is instead –2.

Perfect Thrust (Ex): At 15th level, while the swashbuckler has at least 1 panache, she can as a full-round action make a perfect thrust, pooling all of her attack potential into a single attack made with a light or one-handed piercing weapon. When she does, she makes the attack against the target’s touch AC, and ignores all damage reduction.

Swashbuckler’s Edge (Ex): At 15th level, while the swashbuckler has at least 1 panache, she can take 10 on any Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check, even if she’s in immediate danger or distracted. She can use this ability in conjunction with the derring- do deed.

Cheat Death (Ex): At 19th level, whenever the swashbuckler is reduces to 0 or fewer hit points, she can spend all of her remaining panache (minimum 1) to instead be reduced to 1 hit point. Effects that kill the swashbuckler outright without dealing hit point damage are unaffected by this ability.

Deadly Stab (Ex): At 19th level, when the swashbuckler confirms a critical hit with a light or one-handed piercing melee weapon, in addition to the normal damage, she can spend 1 panache point to inf lict a deadly stab. The target must succeed at a Fortitude saving throw (DC = 10 + 1/2 the swashbuckler’s level + the swashbuckler’s Dexterity modifier) or die. This is a death attack. Performing this deed does not count for regaining panache.

Stunning Stab (Ex): At 19th level, when a swashbuckler hits a creature with a light or one-handed piercing melee weapon, she can spend 2 panache points to stun the creature for 1 round. The creature must succeed at a Fortitude saving throw (DC = 10 + 1/2 the swashbuckler’s level + the swashbuckler’s Dexterity modifier) or be stunned for 1 round. Creatures immune to critical hits are also immune to this effect.

Inspired Finesse (Ex)
At 1st level, an inspired blade gains the benefits of Weapon Finesse with the rapier (this ability counts as having the Weapon Finesse feat for the purpose of meeting feat prerequisites) and gains Weapon Focus (rapier) as a bonus feat.
This ability replaces swashbuckler finesse.

Charmed Life (Ex):
At 2nd level, the swashbuckler gains a knack for getting out of trouble. Three times per day, as an immediate action before attempting a saving throw, she can add her Charisma bonus to the result of the save. She must choose to do this before the roll is made, and may only apply one use of charmed life on a given save. At 6th level and every four levels thereafter, the number of times she can do this per day increases by one (to a maximum of 7 at 18th level).

Nimble (Ex):
At 3rd level, a swashbuckler gains a +1 dodge bonus to AC while wearing light or no armor. Anything that causes the swashbuckler to lose her Dexterity bonus to AC also causes the Swashbuckler to lose this dodge bonus. This bonus increases by 1 for every four levels beyond 2nd level (to a maximum of +5 at 20th level).

Bonus Feats:
At 4th level and at every four levels thereafter, a swashbuckler gains a bonus feat in addition to those gained from normal advancement (meaning that the swashbuckler gains a feat at every level). These bonus feats must be selected from those listed as combat feats.
Upon reaching 4th level and every four levels thereafter, a swashbuckler can choose to learn a new bonus feat in place of a bonus feat she has already learned. In effect, the swashbuckler loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A swashbuckler can only change one feat at any given level and must choose whether or not to swap the feat at the time she gains a new bonus feat for the level. Swashbuckler levels are considered fighter levels for the purpose of meeting combat feat prerequisites.

Rapier Training (Ex)
At 5th level, an inspired blade gains a +1 bonus on attack rolls and a +2 bonus on damage rolls with rapiers. While wielding a rapier, she gains the benefit of the Improved Critical feat. These attack and damage bonuses increase by 1 for every 4 levels beyond 5th (to a maximum of +4 on attack rolls and +5 on damage rolls at 17th level).
This ability replaces swashbuckler weapon training.

Rapier Weapon Mastery (Ex)
At 20th level, when an inspired blade threatens a critical hit with a rapier, that critical hit is automatically confirmed. Furthermore, the critical threat range increases by 1 (this increase to the critical threat range stacks with the increases from the keen weapon special ability and similar effects), and the critical modifier of the weapon increases by 1 (×2 becomes ×3, for example).
This ability replaces swashbuckler weapon mastery.

Equipment:

Arms, Armor, and Clothing
Explorer's Outfit, 0 lbs.
(100) Chain Shirt, 12.5 lbs
(15) Rapier, 1 lbs
(2) Buckler, 2.5 lbs
(35) Light Crossbow, 2 lbs.
(4) 40 Bolts - 2 lbs. (.5lb/10)
___________
(156)

Potion of CLW (CL1)

20 lbs

In Backpack

(2) Backpack, 1 lbs
(0) Bedroll, 2.5 lbs
(5) Spell Components Pouch, 1 lbs.
(1) Oil, Flask, 1 lbs.
(1) Flint and Steel
(2) Trail Rations x4, 2 lbs.
(2) Waterskin x2, (2 lbs each) 4 lbs.
Whetstone, 0 lbs

(23 gold)
11.5 lbs

Scrolls:

________
Total Scrolls =
_________

Belt Pouch

Chalk, 3 pieces
0 p.p.
11 g.p.
8 s.p.
9 c.p.

Carrying Capacity

Current Weight: 5 lbs

Light Load: x < 32 lbs.
Medium Load: 33 < x < 64 lbs.
Heavy Load: 65 < x < 96 lbs

Appearance:

Short and portly - NEED TO FINISH

Background:

Kintal Kwikblade Tormsil stood on the road about a mile from the city and took his colorful handkerchief from his pocket and dabbed his forehead before carefully folding the piece of cloth and carefully placing it back into his pocket.
What would this city, Shabbati, hold the promise he hoped? Many were supposedly coming to adventure into the ruins of the dead half of the city. But of course, this would mean more people with coin looking for food. And this would mean not only hungry adventurers, but hungry adventurers with coins in their pocket. And, what better way to eat, than from the master chef himself, Kintal Kwikblade, rapier chef extraordinare.

After pausing once more, the tiny man once more began trudging toward the gates, hoping against hope that somewhere in the place would be a good inn where he could wash up before seeking an establishment needing the skills of an Emerald Shire master chef.
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How did this tiny man come to be here, well, that is a bit of a tale. Kintal grew up in the beautiful rolling hills of the Emerald Shire. The Emerald Shire halflings, or Emeraldites as they are known, are connoisseurs of fine food, and Kintal is no different. Whether it is breakfast, second breakfast, mid-morning meal, lunch, afternoon meal, dinner, supper, or the evening meal, Kintal learned all the best ways to prepare foods, and eat them. And, preparing food was something that Kintal truly excelled at.

From an early age, even for Emeraldites, Kintal was one who sought out the best for his stomach. The freshest vegetables, perfect eggs, the finest cuts of meat. And, when he found these, he would work to turn them into pieces of art on a plate. Food that looked as good as it tasted, and usually it tasted pretty good.

Although he might have spent his life in the Emerald Shire perfecting his culinary skills, at the age of about eighteen, wanderlust struck him. So, the young halfling and aspiring chef decided to head out and see what the world held for him.

As the Shire is rather locked in, being surrounded by the ever reclusive, and tax enjoying, elves to the southwest, the usually dour dwarves of the Ruby Mountains to the northwest, and the mysteriously tall women of the Amazonite Tribes to the north, Kintal chose to make for a port and head east across the great sea to the lands of the Emaraldites’ cousins, the halflings of the Turquoise Shire.

The passage across the sea to the Diamond City was uneventful. But, once in the Diamond City, a whole new world opened up for Kintal. Here were people from all corners of the world in one place. Each had their own tastes in food, most of which were pretty undeveloped in Kintal’s opinion. However, by listening to those who cooked food from these lands, Kintal’s tastes were expanded and he realized that he would have to travel to all these lands to see what local delicacies he could create.

So, Kintal took another ship and headed north to the Turquoise Shire. There, his cousin halflings, who were tall enough to be mistaken for small humans and usually smelled of dog, grew simple foods. Sad that there was little to be found to further refine his palate, Kintal headed south to the Zirconian Commonwealth.

As with the Diamond City, the Zirconian Commonwealth consisted of a diverse population with little in the way of locally refined foods. Instead, most of the local dishes had a bit of some exotic taste, but usually the flavors were muddled and nothing that would make one want to ask for seconds.

Becoming depressed by his lack of discovering new and interesting foods, Kintal travelled farther south to the fabled lands of the exotic Jade Kingdom. There, he found farmers growing a new grain called rice, while the cuisine used many new and interesting spices to flavor their dishes. This reinvoked Kintal’s hope to truly cultivate his culinary skills. He spent several months traveling throughout the Jade Kingdom with its strange customs and rulers. The noble warriors with their ling curved swords they called katana scared him, but once out of their armor, these men and women enjoyed a good meal as much as any other person. Over time, Kintal began to gain something of a reputation as a traveling chef, much as a bard might gain a reputation as a skilled singer or story teller.

Finally, Kintal ended up in the far south of the Jade Kingdom and at a port found a merchant ship traveling across the world to the Pearl Islands. Not wanting to miss the opportunity to visit to these islands and experience their reputation for island fruits and spices, Kintal signed on the ship as a cook, and spent the next month in misery having to attempt to create even semi-edible dishes with the weevil ridden goods that the sailors called supplies.

Eventually the rather sea sick halfling arrived at the Pearl Islands where he was in for an experience he would never forget. Not only was there fresh foods that he previously had only been able to dream of, such as coconuts, limes and mangos, but he also discovered a wonderful serving tool, which others considered a weapon. The rapier.

Ah, the rapier. Is there a more perfect device in the world? With this he could throw vegetables and meat into the air and then either slice or skewer them, while still in the air. Although perhaps not the most efficient means of preparing foods, this method added a new spectacle to cooking that he had never imagined before. It turned cooking from an art, into a show.

Kintal spent nearly two years in the Pearl Islands cooking their wonderful foods while perfecting his ability to handle the tiny rapier he used. Every day, he would scour the markets for the freshest fish, the finest plantains, and the tastiest dates. Then, in the evening, he would set up his small stall and put on a cooking show for all on the street corner.

Sadly, eventually, even the most beautiful of tropical islands begin to lose their novelty. So was it with the Pearl Islands. So, Kintal once more signed on with a merchant ship. Remembering the misery with the long voyage from the Jade Kingdom to the Pearl Islands. This time, he chose a closer local, Iolite.

Well, Iolite is not the best of places for a master chef and artiste. The people in Iolite were hard working, but preferred the simplest of foods. Unseasoned meats and vegetables, hard bread, and thick porridges.

Quickly losing interest in the simple tastes of the Iolite people, Kintal travelled north, thankfully in a wagon and not a boat, arriving at the peninsular land of the Tourmaline Alliance. In Tourmaline, Kintal found a people who enjoyed a good time and big parties. This, was the best for the halfling artist chef, for he quickly found plenty of employment entertaining guests while cooking and putting on shows at parties throughout the land. The only drawback was that Tourmaline had little in the way of specialized local foods, other than the plentiful fish from the surrounding oceans. Kintal did discover how to quickly freeze foods using some of the magical ice from the ice springs, but knew that this technique was unlikely to be able to be replicated in other places without the assistance of magic. Thus, after well over a year of entertaining people, the halfling continued north to the capital of the empire, the Kingdom of Amethyst.

In Kintal’s opinion, the people of Amethyst and the people of Tourmaline are not very different. The biggest difference being that those in Amethyst liked to attend his cooking demonstrations more to study the tiny chef, while those in Tourmaline came hoping that a party would break out.

Soon, Kintal grew tired of being studied and once more took to the water for the short trip across to the Thulite Steppes. While the Thulite Steppes are a great place for fresh venison, lamb and other animals, it is not the best place for an aspiring chef artist. Communities are few and far between with most of the population being nomadic. So, Kintal quickly found a merchant caravan and made his way back south to the Kingdom of Alexandrite.

Ah, Alexandrite. Now, this was a land that Kintal could love. Admittedly, their taste in cuisine needed to be adjusted as they liked some rather strange tasting foods. I mean, who puts radishes, chicken and grilled turnips together? So, Kintal once more set up shop in the capital city of Lumière where he would put on cooking shows during the many festivals. He was pretty sure that the people of Alexandrite liked his Emerald Shire/Jade Kingdom/Pearl Island delicacies, although few admitted it. Kintal was sure that he usually saw smiles from his customers although most tried to hide it.

For two years Kintal made a good living cooking and further refining his knife/rapier skills. Finally, he decided it was time to once more head out to discover what else the world held in the way of undiscovered culinary discoveries.

Again, he headed south, arriving a week later in the Scapolite Theocracy. Well, lets just say that refined tastes are not what the people of the Scapolite Theocracy are known for. For those growing up in the Scapolite Theocracy, there is only one goal in life, worship of the Totem and following its tenants almost to the exclusion of anything else. The first time that Kintal pulled out his rapier and began flipping food through the air, he was almost arrested for disturbing the peace. Fortunately, Kintal has always been a friendly sort, and managed to talk his way out of any problem with the law. Nonetheless, he was asked to never cook in the theocracy again.

Thus, within days, Kintal was once more headed south, this time to the Onyx Cryptocracy. Well, Onxy is not the best of places for a master chef and artiste. The people in Onyx enjoyed his foods, but seemed much more interested in the killing of their food, than in how it actually looks on a plate or tastes. Most would rather see him slice the fish than eat his food. In fact, the largest crowd he saw in the strange nation was when he was preparing a quail and nearly twenty people stopped to watch the butchering. Although those of the Onxy Cryptocracy seemed to enjoy his food, their strange love of the macabre made Kintal uneasy and uncomfortable.

So, Kintal took another short boat ride across the bay to the Citrine Wastes. Kintal has now been in the land for only a short time, and already he is unsure of how receptive those in this land will be of his cooking skills. However, at least this land has its own foods and different tastes. So, the tiny chef was confident that he will find clients to once more fill his pockets, and thank him for his culinary artistry.