Shieldmarshal

Thom Smyth's page

52 posts. Alias of Gaming Ranger.


Classes/Levels

Investigator (Steel Hound)/ Swashbuckler (Inspired Blade)| HP: 7/12 | AC: 21 / T: 14 / FF: 13 | Fort: +1, Ref: +6, Will: +2 | M. Atk: +6(or+2), R. Atk: +5 | CMB: +2, CMD: 15 | Init: +4, Perception: +4

About Thom Smyth

Thom Smyth

Appearance

Male human Swashbuckler (Inspired Blade) 1/Investigator (Steel Hound) 1 Gestalt 1
CG Medium (humanoid, human)
Init +4; Senses None; Perception +4

Daily Resources:

Inspiration: 4/4
Panache : 5/5
Spells:
1st: Cure Light Wounds, Shield

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Defense
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AC 17, touch 14, flat-footed 13 (+4 Dex, +3 Armor)
hp 12 (1d10+2)
Fort +1, Ref +6, Will +2;
Defensive Abilities Deeds,
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Offense
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Speed 30 ft.
Melee
-Rapier +6 (1d6 + 4)
-Dagger +2 (1d4 + 1)
Ranged
-Crossbow, Light +5 (1d8)
-Dagger +5 (1d4+1)
Special Attacks Deeds, Inspiration
Extracts Prepared (CL 1st)
. . 1st—Cure Light Wounds, Shield
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Statistics
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Str 13, Dex 18, Con 12, Int 16, Wis 10, Cha 14
Base Atk +1; CMB +2; CMD 15
Feats Weapon Finesse (Rapier only), Weapon Focus (Rapier), Fencing Grace, Blade of the Resistance.

Traits Unblemished Barrel, Gregarious
Skills Acrobatics +8, Appraise +7, Craft (Alchemy) +7, Diplomacy +6, Disable Device +9, Knowledge (arcana) +7, Knowledge (local) +7, Knowlege (History) +7, Perception +4, Profession (Brewer) +4, Sense Motive +4, Stealth +8,
Modifiers Inspiration, Trapfinding, Alchemy, Deeds
Languages Dwarven, Common, Orc, Elven,
SQ Panache= 5/5, Inspiration= 4/4, Duel Talent alternate race trait.
Other Gear Rapier, crossbow (light), dagger, sap, belt pouch, chalk (10), flint and steel, Kit (Alchemy Crafting), Kit (Gunsmith) 8 gp, 9 sp
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Special Abilities
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Special Abilities:

Alchemy Investigators are highly trained in the creation of mundane alchemical substances and magical potion-like extracts.
* +1/level on alchemy checks to create items.
* Use craft alchemy to identify potions.
* extracts an investigator prepares his spells by mixing ingredients and a tiny fraction of his own magical power into a number of extracts, and then effectively casts the spell by drinking the extract.
Extracts Known:
1st – Cure Light Wounds, Disguise Self, Expeditious Retreat, Long Arm, Shield

Blade of the Resistance: Once per encounter you can select an intelligent creature who has dealt damage to you or your allies as your preferred foe. That creature need not have dealt damage to you or your allies during the current encounter; a previous encounter will suffice. Until the end of the encounter you gain a +2 bonus to weapon or ray damage rolls against your preferred foe.

Deeds Use panache point to accomplish deeds.
*Derring-Do: 1 panache point when making an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. Must do it before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds 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): When an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modifier (minimum 0) against the triggering attack. This movement doesn't negate the attack, which is still resolved as if the swashbuckler had not moved from 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 heavier 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 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; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If her result is greater than the attacking creature's result, the creature's attack automatically misses. The swashbuckler must declare the use of this ability after the creature's attack is announced, but before its attack roll is made. 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. This deed's cost cannot be reduced by any ability or effect that reduces the number of panache points a deed costs.

Dual Talent: Some humans are uniquely skilled at maximizing their natural gifts. These humans pick two ability scores and gain a +2 racial bonus in each of those scores. This racial trait replaces the +2 bonus to any one ability score, the bonus feat, and the skilled traits.

Fencing GraceWhen wielding a rapier one-handed, you can add your Dexterity modifier instead of your Strength modifier to that weapon's damage. The rapier must be one appropriate for your size. In addition, if you have the panache class feature, you gain a +2 bonus to CMD against attempts to disarm you of your rapier while you have at least 1 panache point.

Gregarious

Inspriation augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence modifier (minimum 1). An investigator's inspiration pool refreshes each day, typically after he gets a restful night's sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he's trained in the skill.

Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator's pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.

Inspired Finesse Gain weapon finesse and weapon focus with a rapier.

Inspired Panache Pool equals Intelligence and charisma only regained on a critical hit with a rapier.

Trapfinding

Unblemished Barrel

Weapon and Armor Proficiency:All martial weapons plus the hand crossbow and pistol as well as light armor and bucklers.

Weapon Finesse (Rapier only)

Weapon Focus (Rapier),

BACKGROUND:

Thunder pealed in the distance as a steady rain continued to fall covering the street in a hazy grey mist. In spite of the worsening weather Thom maintained his position on the third story roof watching the foreigner on the street below. Patience, he cautions himself as water runs down the brim of his hat. Following the man Thom changes his position, moving under one of the higher bridges partially sheltering himself from the down pour.

He removes his hat and begins to shakes the rain off it. Thom looks down and he catches his reflection in a puddle at his feet. He smiles at his likeness and thinks, that is a smile that would make a mother hide her daughters or a banker clutch his coin purse a little tighter. Thom barely finishes the thought when he is startled from his musings as a cold drop of water runs it way down his back and he quickly puts his hat back on his head.

As he stands above the street watching the foreigner Thom is reminded that this isn’t the first time he has followed someone. He remembers that the weather was like this when he helped capture his first spy, although he played a very small roll in that encounter. He smiles and shakes his head as he recalls that day about a year ago.

I remember that day, the patter of rain on the roof and the occasional peal of thunder could be heard in the distance. My father was sitting at the work bench in the laboratory which was covered with beakers filled with various liquids, jars of powders, and an alembic distilling a deep gold liquid into a flask. Father sat there, lost in thought, reviewing his recipe book as the contents in the cauldron behind him began to simmer. I was at the sink washing up as I had just finished mixing the sulfur, charcoal, and saltpeter for the latest batch of black powder.

That is when the bell attached to the front door of the store rang indicating that someone had entered our Alchemy shop. My father went out into the shop to help the customer, telling me to keep an eye on things in the lab. I went about my business monitoring the cauldron making sure it didn’t come to a boil and cleaning off the mortar and pestle I had used earlier. I recall hearing the bell in front ringing again and I assumed that the customer had left.

I was right but something else happened, almost immediately after the bell rang my father ran into the lab and grabbed me by the arm pulling me into the shop. He urgently told me to follow the man and report back where he went as he pushed me out the door. Before I left he cautioned me to be careful and not to be spotted. Following the customer was quite easy between the rain and the busy streets the man never noticed me, and to be honest he never looked back. I followed him for fifteen minutes to his boarding house and waited another fifteen just to be sure. When that task was done I returned back to our alchemy shop to find my father anxiously awaiting my return. After questioning me, making sure I wasn't spotted following the customer, he said he had an errand to run and left me in charge of the shop.

Thom smiles as he recalls, Later that evening father told me that he suspected that the customer was spy and that’s why he had me follow him. Father informed that he gave the information to a member of the resistance and they would look into it. Father seldom spoke about politics or the resistance but that night was different. He related that his brother was killed 40 years ago fighting to reclaim our city after it was taken over by the Ragesane Empire. Since then father had on occasion passed information along to members of the resistance helping to root out possible threats to Gate City. A few days after this instance, at my father’s recommendation, I was recruited into the resistance.

Stop your reminiscing and pay attention to the task at hand, Thom chides himself. You're here to investigate the new comers to town not rehash your past, he thinks as he rushes down the stairs to catch up with the foreigner he was following.

APPEARANCE:

Thom Stands a little over six feet tall with a thin but well-muscled build, he looks older than his years and carries himself with an air of confidence. He is lightly tanned with grey eyes and has shoulder length dark black hair with a luxurious mustache, a small goatee, and long sideburns that extend to his chin. No matter the weather he is always wearing a dark long cloak and a flat brimmed hat. He favors dark colors in his dress and attire. This is usually worn over leather armor which has faded to grey with use. He always has his rapier within easy reach.

PERSONALITY:
Thom is friendly, outgoing, and gregarious by nature. He would rather make a friend then a enemy, however he his quick to defend his friends. He is quick of wit and inquisitive, always looking for the why of everything. Unfortunately his mouth is equally as quick as his wit, which has gotten him into trouble on more then one occasion.