Sebastian ir’Brock, III
Male human 1st level swashbuckler (inspired blade) / 1st level investigator (questioner)
CG Medium Type
Init +3; Perception +6/+7 (traps)
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DEFENSE
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AC 16, touch 13, flat-footed 13
HP 23 (10 1st level class+5 2nd level class+4 2 levels of CON+toughness feat)+2nd level favored class bonus
Fort +3, Ref +7, Will +4
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OFFENSE
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Speed 30 ft.
Melee
Melee (rapier): +5 = +1(base) +3(DEX)+1(weapon focus)
Melee Damage (rapier): 1d6+3, 18-20, x2
Ranged
Space 5 ft., Reach 5 ft.
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SPECIAL ABILITIES
Spellcasting (bard spell list and progression but uses INT)
Inspiration (pool: lvl/2+INT mod =1+2=3; adds 1d6 to skill check, free to use on knowledge, linguistics, and stealth, if trained, costs 2 points if used for to hit and saving throw roll)
Trapfinding (+lvl/2 =1 on perception and disable device, can disarm magical traps)
Inspired panache: CHA mod + INT mod = 3, regained by striking critical blow with rapier
Deed Derring-Do: Use 1 point of panache to add 1d6 to Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check
Deed Dodging Panache: Use 1 point of panache to move 5’ away and gain AC bonus equal to CHA mod (1)
Deed Parry and Riposte: spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. If her result is greater than the attacking creature’s result, the creature’s attack automatically misses. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach.
Inspired Finesse: gain weapon focus and weapon finesse feats for rapier
Level 1, 2/day, 2 known, DC=13
Cure light wounds
Cause Fear
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STATISTICS
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Str 11, Dex 16, Con 14, Int 14, Wis 12, Cha 12
Base Atk +1; CMB +1; CMD 14
CMB: +1 = +1 (base) +0(STR)
CMD: 14 = 10 +1(CMB) +3(DEX)
Traits/Drawbacks:
Indomitable faith: believes in his family name despite having them fallen from grace (+1 will save)
Resilient: there were a couple of tough years at the Karrnathi frontline where food was scarce (+1 fortitude save)
Feats:
Weapon Finesse (class): use DEX mod for attack rolls with rapier
Weapon Focus - rapier (class): +1 to attack rolls with rapier
Fencing Grace (1st level): use DEX mod for damage rolls with rapier, +2 to CMB to disarm with rapier if at least 1 panache point remaining
Toughness (human): + 3 hitpoints, +1 hitpoints/level for levels after 3rd
Skills (7/lvl 1st level)+(9/lvl 2nd level)+(2/lvl background for 2 levels): 20 to spend
Acrobatics +8 = 2r +3(dex), class
Appraise +7 = 2r+2(int), class, background
Bluff +5 = 1r+1(cha), class
Diplomacy +5 = 1r+1(cha), class
Disable device +8 = 2r +3(dex), class
Escape artist +7 = 1r +3(dex), class
Intimidate +5 = 1r+1(cha), class
k.arcana +6 = 1r+2(int), class
k.history +7 = 2r+2(int), class, background
k.local +6 = 1r+2(int), class
k.religion +6 = 1r+3(int), class
Linguistics +6 = 1r+2(int), class
Perception +6 = 2r +1(wis), class
Sense motive +5 = 1r +1(wis), class
Stealth +7 = 1r +3(dex), class
Racial Modifiers:
+2 on one ability
+1 feat
+1 skill rank/level
Languages: Common, draconic, goblin, halfling
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GEAR/POSSESSIONS
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Wealth: max 1st level so 300 gp to spend
rapier (20 gp)
dagger (2 gp)
studded leather (25 gp)
buckler (5 gp)
Thieves tools (30 gp)
Alchemist fire x2 (40 gp)
Oil of grease (50 gp)
Potion of cure light woundsx2 (50 gp)
Available: 28 gp
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BRIEF HISTORY/PERSONALITY (will probably add and/or develop them more)
- War veteran
- Front lines against Karrnath and their undead minions
- Is afraid of undead and goes into a frenzy to destroy them
- He distinguished himself as an able interrogator when his
superior saw how he got into people’s minds
- Enjoys low-key torturing (bad Karrnathi) people despite him
probably having Karrnathi blood
- Sarcastic, little patience
- Came from a rich family who’s fallen from grace because of
parent issue (gambling)
- Old enough to remember the rich life and misses it (wants
that back but won’t admit it)
- Makes fun of rich people and their eccentricities
- Magic in his blood, only good thing from his family
- Magic allows him to get in people’s heads (i.e., looking at
the following spells when they are available: daze, ghost
sounds, unwitting ally, :: charm person, illusions, cause
fear, lesser confusion, sleep, unnatural lust, etc.)
BRIEF TIMELINE
968 YK: Sebastian ir’Brock is born
- Born from his father’s affair in Karrnath (war baby, mother
not known but presumed Karrnathi)
- Recognized and raised by his grandfather because his father
and uncle are in the front lines fighting for Breland
980 YK: his grandfather dies (Sebastian is 12 years old)
- His uncle dies in the front line (Karrnathi undead) so his
father comes back to take care of the ir’Brock Manor in Skyway
988 YK: his father squanders the family fortune through gambling
- ir’Brock manor is confiscated
- his father commits suicide
- Sebastian (20 years old) only has his name and his family
magic (runs in their blood) so he enlists
994 YK: war is over and Sebastian (26 years old) returns to Breland
998 YK: Sebastian (30 years old) borrows money and opens up the
“ir’Brock Inquisitive Agency, LLP” with some friends