Superstitious Mercenary

The Cobalt Sword's page

12 posts. Alias of Derz.


Race

Human

Classes/Levels

Vigilante 7

Gender

Male

Size

Medium

Age

29

Alignment

Chaotic Good

Strength 16
Dexterity 14
Constitution 14
Intelligence 14
Wisdom 12
Charisma 14

About The Cobalt Sword

Character Sheet:
Robert Babcock
Human (Chelaxian) vigilante 7 (Pathfinder RPG Ultimate Intrigue 9)
NG Medium humanoid (human)
Init +6; Senses Perception +11
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Defense
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AC 18, touch 11, flat-footed 17 (+7 armor, +1 Dex)
hp 84 (7d8+28)
Fort +4, Ref +7, Will +6
Defensive Abilities unshakable (+7)
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee +1 merciful greatsword +11/+6 (2d6+5 nonlethal/19-20 plus 1d6 non-lethal) or
mwk cold iron longsword +11/+6 (1d8+3/19-20)
Special Attacks startling appearance
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Statistics
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Str 16, Dex 14, Con 14, Int 14, Wis 12, Cha 14
Base Atk +7; CMB +10; CMD 22
Feats Careful Sneak[UI], Cosmopolitan[APG], Enforcer[APG], Improved Initiative, Power Attack, Toughness, Vital Strike
Traits bastard, missing sibling
Skills Acrobatics +6 (+2 to jump),
Bluff +12,
Diplomacy +11,
Disable Device +3,
Disguise +12 (+32 to appear as part of polite society while in your social identity),
Intimidate +12,
Knowledge (local) +12,
Knowledge (nobility) +12, (background)
Perception +11,
Profession (barrister) +11 (+15 when in your social identity), (background)
Sense Motive +12 (+16 when in your social identity),
Stealth +6 (+10 (ignore ACP) when moving half your speed or less)
Languages Celestial, Common, Draconic, Elven, Infernal
SQ dual identity, social grace, social talents (double time[UI], many guises[UI], quick change[UI], social grace[UI]), vigilante specialization (avenger[UI]), vigilante talents (perfect fall[UI], shield of blades[UI], vital punishment[UI])
Combat Gear caltrops; Other Gear +1 bolstering chainmail, +1 merciful greatsword, mwk cold iron longsword, ring of maniacal devices[APG], ring of sustenance, backpack, bedroll, belt pouch, chalk (10), flint and steel, grappling hook, hemp rope (50 ft.), mess kit[UE], mirror, piton (10), pot, soap, thieves' tools, torch (10), trail rations (5), waterskin, 4,469 gp
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Special Abilities
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Careful Sneak Use Stealth slowly without penalty from most armor
Double Time (Ex) 6 hr shifts at day job, 4 if it involves social grace skill.
Dual Identity (Ex) Each identity maintains own alignment, can switch over 1 min. Magical means treat an ID as non existant while not adopted.
Enforcer If you deal nonlethal damage with a melee weapon, make a free Intimidate check to demoralize.
Many Guises (Ex) +20 circ bon to Disguise to appear as an ordinary member of your race.
Perfect Fall (Ex) No dam from fall if in reach of a wall, half dam otherwise. Always land standing.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Quick Change (Ex) Change ID as a full-round action, but easier to detect unless take 1 rd more.
Shield of Blades (Ex) When power attacking, gain penalty to attack as shield bonus to AC. Gain Power Attack Cleave as a bonus feat.
Social Grace (Profession [barrister]) +4 circumstance bonus to selected skill while in your social identity.
Social Grace (Sense Motive) +4 circumstance bonus to selected skill while in your social identity.
Startling Appearance (Ex) Attacking unaware foe makes them flat-footed and they -4 to attack you for 1 rd.
Unshakable +7 (Ex) Add the listed bonus to the DC of foes attempting Intimidate checks against you.
Vital Punishment (1/round) (Ex) Can apply Vital strike to one AoO each round.
Vital Strike Standard action: x2 weapon damage dice.

Appearance and Backstory:
"A common mistake. I'm not an anarchist; I believe in laws and social order as long as those things are used in a way that furthers their true purpose: justice for and protection of those who need them. When the courts cease to be a shield and become a sword, the need arises to find that shield outside of the courts."
The Cobalt Sword is a minor nuisance in the minds of the gangs, merchant companies, and enforcers of the Magistrate of Commerce’s office alike, as he is an emerging leader in organizing attempts at forming new guilds for many workers. He isn’t against violence and crime to achieve these goals, recognizing that unionizing is something punishable by an extensive imprisonment in Korvosa, but he is always against killing, something he himself practices with his massive magical sword that he insists will never be used to kill anyone. He says that “the most important battleground in any attempt to change society is in the minds of the moderates. Deaths in the name of a cause makes it looks less like a moral revolution and more like a power grab. We can’t alienate the people who are not personally invested in our struggles.” The Sword organizes rallies and spreads educational material as well as stealing documents showing the great abuses heaped upon the middle and lower classes by the elites of the city.

His current focus is on food suppliers and dockworkers, as he believes that were the laborers in those two camps to cease work for as little as two weeks the economy of the city would grind to a halt and the city authorities would have to allow the laborers to unionize, which would raise the standard of living for many many people.

The Sword stands tall and proud, with his massive greatsword from which he derives his name strapped across his back. A silver fox fur lines his shoulders and a black cape hangs beneath it. His hands are hidden underneath leather gloves and a grey iron helmet hides his face. Nobody ever knows exactly when he will show up to a meeting but he usually does by leaping from the nearest available building and landing several stories below unharmed, leading many to wonder if he is a student of the Acadamae. On the occasion a union-buster squad has forced him to fight, he weaves about swinging his namesake with surprising grace for a man so large wielding enough steel to make a small portcullis out of. The sword's blue glow trails behind it making his swings seem a constant stream of water flowing from foe to foe. His adversaries usually end up laid unconscious but unharmed near the nearest guard station and their gear delivered to a separate station.