Occultist

Tuk Nimbleguts's page

57 posts. Alias of Spazmodeus.


Race

Tuk Nimbleguts, the 273rd of that name

Classes/Levels

Swashbucker 1 (mouser) Halfling HP 27/38 Vigor 38/38 Wounds 24/24 3/3 Panache| Init +2 Perc +7 | 5/5 Hero Pts | Defense +8 +4 T+5 FF | F+3 R+7 W+2; +2 vs Fear | CMB +1 CMD +4

About Tuk Nimbleguts

Tuk Nimbleguts
Halfling swashbuckler (mouser) 1
CG Small humanoid (halfling)
Init +3; Senses Perception +7
Hero Points 5

A picture of Tuk

Yeah, yer big....but my blade in yer ear will bring you down to my level , right quick!

Height: 3'4''
Weight: 38 lbs

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--- DEFENSE ---
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Defense + 8, Touch +4 Flat-footed +5 (+4 armor (lamellar leather), +3 Dex, +1 size)
Hit Points 38 10 + Con (14) + Max class hp (10) + Toughness Bonus (3) + 1 FCB
Favored Class Swashbuckler +1 HP
Vigor 38
Wounds 27 10 + Con (14) + Toughness
Fort +3, Ref +7, Will +2; +2 vs. fear

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--- OFFENCE ---
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Speed 20 ft.
Melee
dagger +6 (1d3/19-20)
rapier +6 (1d4/18-20)

Ranged
light crossbow +6 (1d6/19-20)

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--- STATISTICS ---
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Str 10 (+0) Dex 16 (+3) Con 14 (+2) Int 14(+2) Wis 13 (+1) Cha 16 (+3)

Base Atk +1; CMB +3; CMD +4 / +0 FF

Feats
Toughness

Traits

intrepid volunteer (Climb) apply dex to any str based skill
Scrambling Servant retain dex to AC when climbing
Roll with it

Drawback
Doubt - fail a skill or ability check, -4 with that skill/ability for 1 hour

Skills
Acrobatics +7 (-4 to jump)
Appraise +2
Bluff +7
Climb +8
Diplomacy +3
Disguise +3
Escape Artist +1
Fly +3
Heal +1
Intimidate +3
Knowledge (local) +6
Perception +7
Ride +1
Sense Motive +1
Stealth +5
Survival +1
Swim -2

Languages
Common, Gnome, Halfling, Goblin,

Gear
caltrops

studded leather
dagger
light crossbow
rapier
bandolier
bedroll
belt pouch
chalk (10)
charcoal (2)
flint and steel
grappling hook
hemp rope (50 ft.)
masterwork backpack
mess kit
piton (10)
pot
sack
sewing needle
soap
thieves' tools
torch (10)
trail ratio
waterskin

0 Dragons (PP), 85 Sovereigns (GP),0 Shillings (SP),0 Coppers (CP).

--- SPECIAL ABILITIES ---

Deeds
Derring-Do
At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but 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
At 1st level, 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.
Underfoot Assault
At 1st level, if a foe whose size is larger than the mouser’s is adjacent to her and misses her with a melee attack, the mouser can as an immediate action spend 1 panache point to move 5 feet into an area of the attacker’s space. This movement does not count against the mouser’s movement the next round, and it doesn’t provoke attacks of opportunity. While the mouser is within a foe’s space, she is considered to occupy her square within that foe’s space.
While the mouser is within her foe’s space, the foe takes a –4 penalty on all attack rolls and combat maneuver checks not made against the mouser, and all of the mouser’s allies that are adjacent to both the foe and the mouser are considered to be flanking the foe. The mouser is considered to be flanking the foe whose space she is within if she is adjacent to an ally who is also adjacent to the foe. The mouser can move within her foe’s space and leave the foe’s space unhindered and without provoking attacks of opportunity, but if the foe attempts to move to a position where the mouser is no longer in its space, the movement provokes an attack of opportunity from the mouser.

Fearless +2 bonus to save vs. fear (stacks with halfling luck).
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Swashbuckler Finesse Use Dex for att with light/1-hand pierce wep. Use Cha instead of Int for combat feat pre-reqs.
At 1st level, a swashbuckler gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and she can use her Charisma score in place of Intelligence as a prerequisite for combat feats. This ability counts as having the Weapon Finesse feat for purposes of meeting feat prerequisites.
Agile Maneuvers - Add DEX to DMB instead of Str
Combat Expertise[b/] take -1 to hit for +1 to AC
[b]Deadly Aim
-1 to hit for +2 to DAM (ranged)
Finesse Weapon use DEX or STR with finesse weapons
Power Attack -1 to hit for +2 to DAM (melee)
Roll With It 1/day when giant-sized creatur confirms crit on Tuk, can only take normal damage

Appearance:

Tuk is tallish for a halfling, but slight of frame. A shock of reddish hair springs from his head, and he does mostly nothing to tame it.
He has an easy smile and happy demeanor when relaxing with family of friends, but his mein become oh too serious when at the important business of taking down the big'uns.

His gear is kept immaculate; being prepared for the big'uns is key to taking them down!

Personality:

Tuk Nimbleguts bears the responsibility of his name with good cheer (but harbors great doubt secretly). Knowing he was continuing a vaunted lineage bouyed him in his responses to friend or foe. He is keen to represent the under dog, always coming to the aid of anyone bullied or put upon.

Background:

For time immemorial the halflings of Khorvaire have travelled the Talenta Plains, utilizing their dinosaur mounts to equalize the difference in size between themselves and the larger humanoid species.

With the arrival of humans and elves and such, some Halflings integrated themselves into those societies, characterized by the Houses Jorasco and Ghallanda. Many different traditions grew with the mingling of races, and Tuk Nimbleguts was born into one of those. Some centuries ago, an enterprising Halfling by the name of Tuk Nimbleguts ( First of his name ) was employed as a caravan guard within House Ghallanda. An attack near Droaam by giants and orcs led to a flash of inspiration! Fighting a giant, instead of trying to keep space between himself and the giant, Tuk stepped closer....right under the giant's feet. There he found the giant was compromised in it's reactions to others and in another, perhaps suicidal, flash of inspiration, Tuk began to climb up the giant, sticking his blade in it whenever it felt appropriate.
Tuk , the First, survived that attack....and not just with his life. He had a plan. He told other Halflings of his experience, and found enough that were crazy enough to settle with him in a fertile valley on the edge of the Blackcaps. There they founded a settlement devoted to training intrepid young Halfling in the art of 'Getting-up-close-and-Sticking-The-Bigguns-Where-It-Hurt'. Over the years many Halfings left the village to seek their fortune, or to be engaged as guards for the two Halfling Dragonhouses, utilizing their special set of skills against those not so vertically challenged as they. A quirk arose within the village: all who came with Tuk, the First , so honored this visionary, that they took to naming each male after Tuk. To prevent confusion, each Tuk Nimbleguts born was eventually given a moniker or nickname to differentiate him from all of the others. The women-folk of the village were much more sensible, naming their daughters from a pool of four or five names.
It was into this tradtition that Tuk Nimbleguts ( 273rd of that Name ) was born. From an early age, learning the history of previous and still-living Tuk Nimbleguts, and training the mind and body for the trials that were yet to come.

Memory 1 :

Tuk looked up at the automaton, a large machine in the shape of a giant, various glowing holes piericing it's metal frame. He looked over a the Training Master and nodded. With a groan of gears and a hum of of magical energy, the automaton came to life and raised a foot to stomp Tuk into jelly. His training taking over from the firs thrill of fear, Tuk rolled to one side coming up onto a knee , safe for the time being. Again and again, for hours it seemed, Tuk dodged and spun and flipped out of the way of the huge metal feet. Finally the test was over and the Training Master pressed a lever on his control panel to stop the machine. There was a sizzle and Tuk was showered by a curtain of multicolored sparks, and hand to fling himself to the side to avoid the machine's club! Something had happened, it was acting on a much higher difficulty. No longer in training mode, Tuk was suddenly in survival mode! A glancing blow hurled him through the air onto the ground, turning he could see the shadow of the club traversing the ground towards him. Then another shape leapt into the training area....The Training Master. In an incredible feat of acrobatics, the older and more experienced Tuk ran and actually grabbed the club as it passed, allowing it to toss him up into the air....where he landed, improbably, on the automaton's shoulder. A quick thrust of his dagger into the hole located there and the machine's glow and humm and hiss stopped...rendering it intert.

From his back, Tuk looked up at his older namesake, thinking "There's now way I'll ever get that good..."

Memory 2:

Tying the straps of his sandals, weary beyond measure from the training session he'd just endured,, Tuk noticed a small mark on his calf. Reaching down he ran a finger over it. It was smooth, but also raised. His attention was diverted by a number of Tuks leaving the village with a group from House Ghallanda, walking by and shouting farewells. The mark forgotten, Tuk trotted over to says his own goodbyes.
Thinking he might have an aberrant dragonmark...or may be it's just an interesting mole :)

Memory 3:

Tuk stood in the large training ground, stretching his tall, for a Halfling, frame this way and that. He enjoyed the feel of his muscles moving his flexible body to and fro; his many years of training had paid off. Still , there was a disquiet in him. As he walked across the yard on his hands, he couldn't help but feel doubt. The name he bore, Tuk Nimbleguts lay hard on his shoulders.
Trying to distract himself, he threw himself into a series of acrobatic postures and maneuvers, pantomiming a battle against a variety of foes. Seeing a figure nearby, he stopped, sweaty and breathing hard. It was none other than Tuk, The Elder, himself. Smiling, Tuk embraces the older halfling, for he was Tuk's great-grandfather. "How are you, Gramps?" Tuk asked of his great-grandfather. "Ah, a few aches and pains" the elder Tuk answered, returning the hug. The look on Tuk, the Elder's face caught Tuk's attention, and he silently waited for Gramp's to explain.
With a gesture , the elder Halfling indicated a pack and gear that lay nearby, "It's time, Tuk." he said, raising a hand to forestall the protest he expected from his youngest Tuk, "You've finished your training....all of the trainers agree, they can teach you no more. You must grow on your own, forge your skills through your own experiences. "

He begins to walk towards the pack, Tuk walking with him, "Tuk ,your doubts are your strength...always strive to exceed them. Your path is not with one of the Houses....that path requires more certainty. No, your path is much more free. Go....I know you'll make me proud..."

And with that, Tuk the Elder hugged his great-grandson again and the walked away.

Tuk grabbed the gear and hustled to catch up with a small caravan just leaving the vilage...he didn't look back, caught up in a conversation with one of the wagoneers.

Memory 4 :

Tuk sat in a dirty tavern Xandrar, nursing an ale he's bought with one of his few remaining coins. The caravaners of hours Ghallanda frequented the place, so he found himself among friendly faces. An older caravaner came by and leaned down, a sad look on his face, "Sorry about the sad new..." "What sad new?" Tuk askes, perplexed. The caravaner straightened, alarmed that Tuk didn't know what he did, "Your village..." . Tuk frowned, getting up ...worried, "What about my village?". The man hemmed and hawed , obviously not wanting to be the one to tell Tuk. But, when Tuk half drew his weapon,the man relented, "It's gone, Tuk. Landslide, a big one, took it all away....I'm so sorry....". After that the man withdrew, leaving Tuk standing dumbfounded at the news...his home, gone.

Memory 5:

In another Ghallanda tavern, up in Varna, Tuk ate his meal, provided by the caravan when another halfling sat down with him. Tuk recognized him as Renef, a Ghallandan factor. "Tuk...I'm not sure how to say this." he said. Tuk, around a mouthful of food, motioned him to continue, his own brow furrowed with newfound concern. "A number of you cousins....the ones sharing your name...have been killed...just them. I think you all might be in danger. You should go to ground somewhere...Here take this, " he said, pushing a oil-cloth package towards Tuk, "Take this to Sylbaran for me... and stay there! Give it to <insert name of Halfling Hotel>...it's a bit out of the way. And don't use your name...someone's got it out for you all..." The older Halfilng paused, holding up a hand, "I know, I know, how are you getting to Sylbaran? By airship of course!" Renef declared, pulling out a piece of stiff parchment, "Here, take this to the airship dock...hmm, number 10. There's a special delivery, some artifact I think. Doesn't matter, this'll get you to Sylbaran right quick. Once there, you keep your head down." Renef said, shaking his head, smilng ruefully at Tuk "You Tuks....always causing trouble. But this time, someone's got it out for the lot of ya, so stay safe and stay anonymous!"
Renef stood quickly and departed, as if scared to be seen in Tuk's presence. Frowning, Tuk pondered....first his village, now the Tuks....seems one of his namesakes may have pissed off someone powerful....and vengeful. With a sign, Tuk picked up the package, and saw Renef had also left him a small purse of coin. With a rueful twist of his mouth, he grabbed the coin and left, bound for the skydock ....and Sylbaran.

Campaign Notes:

Overheard on deck of airship bound for Sylbaran...

"I don't know. She keeps getting upset at what we're doing with the business. She's...got these ideas, these ridiculous ideas that we're doing more damage than good with the mage-breeding. Seems to feel it has become..."

"Unnatural?" At a nod from Dalin, Sasik whistles. "Does...does she still follow the Wardens?"

"Yes. Of course." Dalin rebuffs, before realizing that Tuk is on the deck with them. Their conversation turns to whispers before they depart, heading into the main body of the quarter-deck.

Tuk has a hunch that Sasik, the older man, is uncomfortable, and perhaps dreading something. Tuk also recognizes both of the men; Baron Dalin d'Vadalis, head of House Vadalis and his elder brother Sasik, consort to Queen Araula of Aundair.

Having been raised to fight giants, you know that there are definitely giant clans in parts of Droaam and in the Byeshk Mountains. You also know that a lot of giants revere ruins made by giants from the past. Gorodan Ashlord is a fire giant from Xen'drik who is a warlord in Droaam.