Flying Blade

Seven Sword Sinbad's page

5 posts. Alias of James Gibbons.


Full Name

Sinbad (doesn't know last name)

Race

Chilaxian/Shoanti

Classes/Levels

Professional Duelist

passive stats:
| HP 63/63 | F +3 R +11 W +5 | CMD 25 | Init +5 | Perc +10 | Sinbad AC 26 touch 21 flat footed 15 The Baron AC 25, touch 14, flat-footed 22

Gender

Male

Size

Madium, 6'6", 220 lbs

Age

30

Special Abilities

Can jump his own height, record jump 8 feet 6 inches with no magic

Alignment

NG

Deity

Gorum

Location

Korvasa (old Korvosa)

Languages

Korvosan (common), Shoanti, Varisian

Occupation

Fighting School Owner

Strength 14
Dexterity 20
Constitution 12
Intelligence 14
Wisdom 10
Charisma 14

About Seven Sword Sinbad

Seven-Sword Sinbad / The Baron of Brevoy
Chelaxian (with some Shoanti) Vigilante 7
NG/CG Medium humanoid (human)
Init +5; Perception +10; Lenses of Situational Sight
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Defenses
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Vigilante AC:
AC 25, touch 14, flat-footed 22 (+3 dex, +8 armor, +2 shield, +1 natural, +1 deflection)

Social AC:

AC 23, touch 21, flat-footed 12 (+5 dex, +1 natural, +1 deflection, +5 dodge)
(dodge bonus from combat expertise and fighting defensively)
(Mundane AC 15, touch 15, flat-footed 10 (+5 dex) )

HP, Saves, Special:

HP 63 (7d8+7)
Fort +3, Ref +11, Wis +5
(Fort +3 vs contracting diseases, +2 vs ongoing diseases both only while in settlement)
Special; Boots of the Cat

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Offenses
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Vigilante:

Vigilante - Speed 20 ft.
Melee Korvosan Broadsword +10/+5 (1d8+10 19-20/x2) and +9 Shield Bash (1d4+6 /x2, trip to flat-foot)
Ranged Chakram +13 (1d8+6 x2, 30 ft) or Composite Longbow +10 (1d8+4 x3, 110 ft)
unless stated otherwise using power attack or deadly aim, two-weapon fighting included.

Social:

Social - Speed 30 ft.
Melee Korvosan Broadsword +4 (1d8+2 19-20/x3), Aldori +7 (1d8+6 19-20/x2), Bastard +4 (1d10+3 19-20/x2), Double Chicken Sabre +4 (1d6+3 18-20/x2, disarm), Khopesh +4 (1d8+3 19-20/x2, trip), Flambard +4 (1d10+3 19-20/x2), Katana +4 (1d8+3 18-20/x2)
unless stated otherwise using combat expertise, two handed, fighting defensively
Sinbad fights using his signature weapon and lethal grace vigilante talents. That means that anyone watching Sinbad fight, and has seen the Baron of Brevoy fight can make a perception check against Sinbad's disguize check to notice that they fight with the same style. A spellcrafter may even notice that they have some of the same magical equipment. Of course dexterity belts, protection rings and natural armor amulets are common enough.

Mundane - Speed 20 ft
Melee Double Katana Walkingstick:Staff +9/+4 (1d6+3), or DKW:blade +10/+10/+5 (1d6+5/1d6+4 19-20/x2)
will use the hidden blades when backed into a corner


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Statistics
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Attributes, BAB, CMB, CMD:

Str 14, Dex 18(20), Con 12, Int 14, Wis 10, Cha 14
BAB +7; CMB +13 (+4 trip and disarm, +2 dirty trick, feint, reposition, steal); CMD 25

Feats/Traits:

Feats (Martial Mastery, Weapon Finesse, Agile Maneuvers, Combat Expertise, Power Attack, Point-Blank Shot, Deadly Aim) Exotic Weapon Proficiency (heavy blades), Deft Maneuvers, Greater Disarm, Greater Trip, Break Guard, Weapon Focus (heavy blades), Improved Shield Bash, Two Weapon Fighting, Cornugeon Smash
Traits Bred for War, Unhappy Childhood (tortured)

Skills block:

Skills [armor check penalty -3, acrobatics and climb -0]
Acrobatics +15[+15], Bluff +12, Climb +10[+10], Diplomacy +7[+9 with perfume 10 doses, +10 to gather information (+12 with perfume)], Disable Device +10[+7] (+12[+9] Thieves Tools), Disguise +12[+14 disguise kit 10 uses], Heal +5[+7 in infirmary], Intimidate +13[+19 near community], Knowledge (engineering) +6, Knowledge (history, local, religion) +3, Lore (Korvosa nobility) +6, Lore (Famous Swordsman) +7, Lore (Korvosa fighting schools) +9, Perception +10, Profession (fighting school owner) +10, Sense Motive +10, Sleight of Hand +10[+7], Stealth +15[+12], Swim +6[+3]

Skills breakdown:

Str 14 [+2], Dex 18(20) [+5], Con 12 [+1], Int 14 [+2], Wis 10 [+0], Cha 14 [+2]
Skills 6+1 human+2 int+1 favoured class+background = 10+2b/lvl 70+14b
ranks+class+ability=bonus
-
Acrobatics 7
- 7+3+5= 15
Bluff 7
- 7+3+2= 12
Climb 5
- 5+3+2= 10
Diplomacy 2
- 2+3+2= 7
Disable Device 2
- 2+3+5= 10
Disguise 7
- 7+3+2= 12
*Heal 5
- 5+0+0= 5
Intimidate (+1 trait) 7
- 7+3+2= 12 (+1 trait = 13)
Knowledge (engineering) 1
- 1+3+2= 6
*Knowledge (history, local, religion) 1,1,1
- 1+0+2= 3
(background) Lore Korvosa Nobility 1
- 1+3+2= 6
(background) Lore Famous Swordsman 2
- 2+3+2= 7
(background) Lore Korvosa fighting schools 4
- 4+3+2= 9
Perception 7
- 7+3+0= 10
(background) Profession (Fighting School Owner) 7
- 7+3+0= 10
Sense Motive 7
- 7+3+0= 10
Sleight of Hand 2
- 2+3+5= 10
Stealth 7
- 7+3+5= 15
Swim 1
- 1+3+2= 6

*these are the only skills that are not class skills
7+7+5+2+2+7+5+7+1+3+7+7+2+7+1=70

Acrobatics +15[], Bluff +12, Climb +10[], Diplomacy +7, Disable Device +10[], Disguise +12, Heal +5, Intimidate +13, Knowledge (engineering) +6, Knowledge (history, local, religion) +3, Lore (Korvosa nobility) +6, Lore (Famous Swordsman) +7, Lore (Korvosa fighting schools) +9, Perception +10, Profession (fighting school owner) +10, Sense Motive +10, Sleight of Hand +10[], Stealth +15[], Swim +6[]


Languages, SQ, Combat Gear:

Languages Korvosan (Common), Shoanti, Varisian
SQ Renown, Signature Weapon (heavy blades), Loyal Aid, Shield of Fury, Many Guises, Lethal Grace (Cornugeou), Great Renown, Unshakable (DC 24), Startling Appearance
Combat Gear Leanses of Situational Sight (green lenses 10/10 minutes, Pink Lenses 10/10 minutes, Purple Lenses 10/10 minutes), 4 Acid, 4 Alchemist’s fire, 4 Antitoxin, 4 Holy Water, 1 Potion cure light, 4 Potion endure elements, 4 Smoke Stick, 4 Sunrod, 4 Tanglefoot bag, 4 Thunderstone, weapon blanches (4 cold iron, 4 silver), alchemical glue, alchemical glue accelerant, 3 alchemical solvent, ambrosia, 2 liquid ice, scent cloak, 4 smoke pellet, universal solvent, potions (remove fear, magic weapon, prot from (alignment), 2 more cure light wounds, bless weapon)

Other Gear:

Gear (anything in italics is detailed below)
(1 platinum crowns 2 gold sails 8 silver shields 20 copper pinch)
The Baron’s equipment +1 agile breastplate and attachments, +1 light steel shield, with mwk spike and hooked boss, +1 Korvosan Broadsword with weapon cord, Lenses of Situational Sight,
Weapon Belt: Dagger, 8 Chackram, Shoanti Bolas, Flail, Folded Net,
Other EquipmentAmulet of Natural Armor +1, Ring of Protection +1, Boots of the Cat, Belt of Incredible Dexterity +2, Equipment belt: Belt Pouch of Many Things,
Inside Belt Pouch: Alchemy items and other consumables Exotic Perfume, Disguise kit, Mwk Thieves Tools, Wayfinder, Double Katana Walking Stick, Sword Roll Bag, composite longbow w 20 arrows, Outfits: 6 peasant outfits, Fighting School Uniform, Formal Jacket, Sword Lord Outfit
Property The Swordsman’s Sanctuary

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Special Abilities
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Class Abilities:

Dual Identity The vigilante has 2 identities. It takes 1 minute to change between Identities. Attempts to scry or otherwise locate the vigilante only work if he’s in the identity the creature is attempting to locate.
Seamless Guise If someone suspects that the vigilante is anything other than he seems to be he get’s a +20 on his disguise check to appear as his current identity, and not his other.
Vigilante Specialization Avenger An avenger’s BAB is equal to his HD.
Social Talent Renown In one community of 200 both a vigilante’s identities are well known. In this community people’s attitude towards his social identity are one step better and his Vigilante identity gains +4 on intimidate checks.
Vigilante Talent Signature Weapon (heavy blades) The vigilante gains weapon focus (heavy blades), plus weapon specialization at 8th level.
Unshakable A vigilante adds his level to the DC to intimidate him.
Social Talent Loyal Aid Inside his area of renown a vigilante has loyal allies who help him. The vigilante gains a bonus equal to his level on diplomacy checks to gather information, and one day per week the DC to find him with diplomacy and track him with survival increased by his level. Once per day he can ask his allies to perform a minor task.
Vigilante Talent Shield of Fury The vigilante gains Improved shield bash, and is considered to have two-weapon fighting when using a shield, and has it for prerequisite purposes.
Startling Appearance When the vigilante attacks someone who is unaware of his presence the foes is considered flat-footed and has -4 on attack rolls against the vigilante untill the start of the vigilantes next turn.
Social Talent Many Guises When the vigilante changes his identity he has a third option. In his mundane guise he is neural, and gains +20 to disguise to appear like a normal guy. The mundane identity is different every time. Spells and abilities that are looking for the vigilante fail while he is mundane.
Vigilante Talent Lethal Grace (cornugeon smash) The vigilante gains weapon finesse (or another feat if he has weapon finesse) and adds half his vigilante level on damage when using dex for attack rolls and strength on damage rolls.
Social Talent Great Renown The vigilante can gain renown in a community of 5000 or two communities of 2000. The intimidate bonus increases to +6.

traits:

Bred for War Sinbad’s shoanti blood is made clear by his towering height and hard, corded muscle. +1 intimidate and +1 cmb because of his great size.
Unhappy Childhood (tortured) Sinbad was kidnapped by Gaedren Lamm and forced to work as one of his “Little Lamms”. He wasn’t very good at it so he was often beat and was eventually left for dead after one too many mess ups. These beatings made him skittish and quick to react +1 reflex saves.

Armor Attachments:

The Baron’s magical breastplate, or Armor of the Baron is more advanced than most breastplates. It’s designed to be agile, and is of masterwork craft giving it a armor check penalty of 3 and of 0 for acrobatics and climbing. The suit comes attached with an armored kilt, boosting it’s AC by 1 but increasing it’s weight class to heavy. A series of straps cross under attaching implements to the unit. To start it comes equipped with two gauntlets, The shield side gauntlet is locked and the main hand is spiked. The spiked gauntlet is attached to a spring loaded wrist sheath holding a smoke pellet though other alchemical items are often stored here. The lock gauntlet is tied to a quick draw metal light shield hanging at the hip. The straps quickly release so that the shield can be thrown. Across the chest and over the shoulder is a sash of spikes. A strap down the leg fastens a spring release blade to the soul of the boots. (i.e. Spiked & Locked Gauntlets 13 gp Blade Boot 25 gp, Armor Spikes 50gp, Wrist Sheath 1 gp, Straps with a quickdraw throwing shield 109 gp, Armored Kilt 20 gp, smoke pellet 25 gp)

Outfits:

Sinbad carries around with him eight outfits. In his social persona he wears his sword school uniform which is statistically identical to the soldier’s uniform. Add to this outfit his formal jacket and the outfit becomes identical to the courtesan's outfit. His magic items are more than enough to count as the jewelry. He carries with him 6 other mundane outfits. One is one brown and dirty to blend in with poor people, one is a simple white shirt and slacks, one servant’s garb, trades workers outfit, farmers clothes and finally a standard explorer’s outfit.

The Pouch of Many Things:

This simple pouch looks to be a regular small belt pouch but it detects as magic. Inside the pouch is an interdimensional space equivalent to a bag of holding type 1. The mouth of the pouch stretches to be as large as a bag of holding’s would be when the need arises. The pouch contains all the things on the Handy Haversack Pack list as well as other things specifically mentioned, and all of his Baron of Brevoy equipment while he’s not using it. Sinbad grew up on the streets and spent some time as a mercenary before he became a tournament duelist. He has learned it’s never bad to be prepared, and with magical convenience it’s not even a burden.

Alchemy gear and other consumables:

weapon blanches (4 cold iron, 4 silver), alchemical glue, alchemical glue accelerant, 3 alchemical solvent, ambrosia, 2 liquid ice, scent cloak, 4 smoke pellet, universal solvent, potions (remove fear, magic weapon, prot from (alignment), 2 cure light, bless weapon)

Sword Roll Bag:
Sinbad‘s roll bag contains his personal masterwork duelling blades. They’re not all Dueling Swords, rather they’re the seven swords that he happens to duel with. In the bag he has an Aldori dueling sword, a bastard sword, a double chicken sabre, a khopesh, a flambard, a katana and of course a Korvosan Dueling Sword.
Korvosan Dueling Sword (Broadsword) This basket hilted sword is light with a broader blade than the rapiers prefered by the upper class. When Sinbad started his dueling school poor students would sometimes stop coming without warning. When asked about the other children would reply with just sullen faces. Surviving on the streets takes more brute strength than grace so the finesse required for classical dueling weapons was ineffective for those living in the slums. Sinbad designed this sword to be effective for both elegant dueling and clumsy two handed chopping. In the years since its inception the popularity of the Korvasan Dueling Sword has flourished in Korvosa. In popular slang people call it a broadsword. Someone Proficient with the Korvosan Dueling Sword can treat it as a light weapon. A non proficient user can treat it as a longsword.

The Swordsman’s Sanctuary:

The Swordsman’s Sanctuary is a large building. Most of the building space is taken up by the battle ring where people pay to fight and spectators bet. Around the battle ring the rest of the buildings features reside. The battle ring hosts events ranging from weekly open fight nights to the occasional daytime noble duel. Hanging around the arena walls are 15 heavy blades, many of the kind that the school specializes in teaching; aldori dueling sword, bastard sword, 5 chakram, elven curve blade, estoc, falcata, flambard, klar, long sword, nodachi, 2 sawtooth sabres, scimitar, seven-branched sword, shotel, and two-bladed sword. Because of the dangerous nature of owning a fighting ring Sinbad employs ten mercenaries as a security team. They also do some general labour.
Through the entrance is the Dojo for Sinbad’s sword school. A hall on the side splits in two directions. One direction to the battle ring stands and one direction to the combatant’s armory. At the split is a real sewer lavatory. The armory has it’s own entrance to the lavatory, and is adjacent to the bath, laundry and infirmary. Sinbad personally runs the infirmary. Through the infirmary are the doors to the battle ring. Also through the armor are the stairs up to sinbad’s private quarters. Under the stairs is a metal grate and trap door leading down to the sewers. The apartment is small with a kitchen and a bedroom. From the window of the apartment one can exit into shingles. The window can be locked from the outside. The stairs are separated from the armory by a locked door. Through a secret door in the stairwell is a secret passage between the walls that goes to almost anywhere in the building as well as a secret exit in the back alley.

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Description
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Description:
Sinbad is a brown haired man who looks to be an average chilaxian but his height and lean muscle betray his Shoanti heritage as well. He wears the black flowing uniform his sword fighting school. Slung over his shoulder is a roll bag, seven different hilts showing out the end. He has a confident posture, and several magic items that show his wealth. When he is tutoring nobles children or at a court event his outfit includes a formal jacket in the current court fashion. When on the streets his outfit includes some leather armor for show.

Background:
Seven Sword Sinbad is a famous Korvosan Duelist. He gets his name for being an expert in seven exotic longswords. He owns a sword fightings school and fighting arena called The Swordsman’s Sanctuary. In addition to being known as a duelist, teacher and arena owner he is known for his charity. He spends most of his earnings from The Swordsman’s Sanctuary on providing free meals for the poor on sundays. He also allows orphans to sleep in his dojo during the week, and tends to their wounds for free. Sinbad is a supporter of the Korvosan City Guard and their current leader Cressidia Kroft. He makes occasional donations and is always pushing his school’s graduates to join the guard. He has an active rivalry with Vencarlo Orisini, owner of the Orisini Academy fighting school. Sinbad grew up in korvosa in singles. When he was young he was kidnapped from his parents by Gaedren Lamm and forced to work as one of his “little lamms” for several years. Gaedren tortured Sinbad and left him for dead. Sinbad still has a grudge for Gaedran, and growing up it shaped his desire to help orphans and support the guard. His school is in the Midland near the Korvosan guard headquarters. He has a residence attached to the top of his building with a secret access to both shingles and the sewers.

The Baron of Brevoy:
Sinbad is quick to tell his students that if they see or get into any trouble to go to the guard and never try and handle it on their own. Of course that doesn’t apply to Sinbad! But he can’t be setting a bad example. The Baron of Brevoy is Sinbad’s alter ego whenever he needs to take care of business. The Baron is very close to a cosplay of Baron Aldori who invented the fighting style of the Aldori Swordlords. Sinbad is a huge nerd for famous sword fighters. The Baron is in no way an imposter for Baron Aldori, just an obvious tribute to the swordlords. He wears a dark crimson robes like those that used to be fashionable in Brevoy under a breastplate. His tactics are often to frighten his foes into submission with a flourish of dueling maneuvers. He is not seen without his shield and dueling sword, although he uses the newer Korvosan Dueling Sword rather than an Aldori blade.