Poltur

Tursk Fespen's page

No posts. Alias of AGM Lemming.


About Tursk Fespen

Character Name: Tursk Fespen
Character Race: Human
Alignment: Chaotic Good
Deity: Cayden Cailean

Current Moderator:
Adventure: Rise of the Runelords
----------------------------------------------------------------------
Gender: Male
Age: 23
Height: 5' 9"
Weight: 165 lbs
Eyes: Brown
Hair: Grey/Black
----------------------------------------------------------------------
Appearance: I am an average height, wiry man in a chain shirt with a smile on my face, a rapier on one hip and a chakram on the other.
----------------------------------------------------------------------
Character Level: 4

Known Languages
Common, Goblin
----------------------------------------------------------------------
Strength: 12 (11, Level 4 +1)
Dexterity: 18 (16, Race +2)
Constitution: 18 (15, +3)
Intelligence: 14 (12 +2 from GM)
Wisdom: 10 (10)
Charisma: 10 (13, -3)

----------------------------------------------------------------------
Hit Points: 47 (d10 +4, +14, +8, +11)
----------------------------------------------------------------------
Armor Class: 21 (Base: 10, Dex +4, Armor +5, Shield +1, Nimble(Dodge)+1)
Flatfooted Armor Class : 15
Touch Armor Class: 15

+1 Mithril Chain Shirt AC +5, ACP -1
Masterwork Buckler AC +1

Special Armor Class Notes: None
----------------------------------------------------------------------
Save vs. Fortitude: +5 (Base: +1, Con: +4)
Save vs. Reflex: +8 (Base: +4, Dex:+4)
Save vs. Will: +1 (Base: +1, Wis: +0)

Special Save Notes: None
----------------------------------------------------------------------
Initiative Modifier: +12 (Dex +4, Trait +2, Feat +4, Swashbuckler Initiative(Ex) +2)
Base Attack Bonus: +4
Melee Attack Bonus: +0/+4
Ranged Attack Bonus: +4

Special Combat Notes:
Panache: 3 points
Weapon Focus: +1 to hit with Rapier
Weapon Finesse & Fencing Grace: Add Dex to hit & damage with Rapier
Precise Strike (Ex): +4 precision damage w/ rapier or light thrown piercing weapons.
Weapon Specialization Rapier: +2 to damage
Artist of Battle in All Forms: +1 to CMB for Trip & Disarm and No AoO.
Agile Combatant: Add Dex bonus instead of Str for all Combat Maneuvers.
Monster Hunter: +1 trait bonus on attack rolls and weapon damage rolls against aberrations and magical beasts.
----------------------------------------------------------------------
Weapons:
+1 Rapier: d6 | 18-20/x2 | P
Masterwork Chakram: d8 | x2 | S | 30'
2 Wushu darts: 1d3 | x2 | P | 10'

----------------------------------------------------------------------
Skills
Total skill points earned: 8 +2/level (4 + Int(2) + Human(1) + Favored Class(1)) + 2 Background skills
Swashbuckler's class skills: Acrobatics(Dex), Bluff(Cha), Climb(Str), Craft(Int), Diplomacy(Cha), Escape Artist(Dex), Intimidate(Cha),
Knowledge(local)(nobility)(Int), Perception(Wis), Perform(Cha), Profession(Wis), Ride(Dex), Sense Motive(Wis), Sleight of Hand(Dex), Swim(Str)
Gained from trait: Stealth & +1

Acrobatics: = +10 (Dex 4) 4 Ranks +3 [Class Skill]
Bluff: = +6 (Cha 0) 3 Ranks +3 [Class Skill]
Climb: = +5 (Str 1) 2 Ranks +3 [Class Skill]
Escape Artist: = +9 (Dex 4) 3 Ranks +3 [Class Skill]
Knowledge (local): = +9 (Int 2) 4 Ranks +3 [Class Skill]
Perception: = +7 (Wis 0) 4 Ranks +3 [Class Skill]
Ride: = +8 (Dex 4) 2 Ranks +3 [Class Skill]
Sense Motive: = +7 (Wis 0) 4 Ranks +3 [Class Skill]
Stealth: = +11 (Dex 4) 4 Ranks +3 [Class Skill] Trait +1
Swim: = +5 (Str 1) 2 Ranks +3 [Class Skill]

Background Skills:
Knowledge (nobility): = +6 (Int 2) 1 Ranks +3 [Class Skill]
Profession-Driver: = +6 (Wis 0) 3 Ranks +3 [Class Skill]
Sleight of Hand: = +10 (Dex 4) 4 Ranks +3 [Class Skill]

----------------------------------------------------------------------
Feats & Traits:
Elephant in the room feat rules

1st Level: Fencing Grace

Human 1st level bonus: Extra Traits

From Class Level 1: Weapon Focus: Rapier

In place of Weapon Finesse from class: Agile Combatant (Combat)
Benefit: You add your Dexterity bonus to your base attack bonus and size bonus when determining your Combat Maneuver Bonus (see Combat) instead of your Strength bonus.
Normal: You add your Strength bonus to your base attack bonus and size bonus when determining your Combat Maneuver Bonus.
Special: With or without this feat, when you are using a finesse weapon, you may use your Dexterity bonus in place of your Strength bonus when attempting a disarm, sunder, or trip maneuver. This feat allows you to add your Dexterity bonus in place of your Strength bonus when attempting a bull rush, grapple, hamstring, or overrun maneuver.

3rd Level: Improved Initiative

From Class Level 4 Combat Feat: Weapon Specialization

Traits:
Campaign: Monster Hunter: +1 trait bonus on attack rolls and weapon damage rolls against aberrations and magical beasts.
Exemplar: Artist of Battle in All Forms
Combat traits: Trip, Disarm
- Reactionary: +2 Initiative
- Slippery: +1 to Stealth and it becomes a class skill.

----------------------------------------------------------------------
Race: Human:
+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain 1 additional skill rank at 1st level and 1 additional rank whenever they gain a level.
Languages: Humans begin play speaking Common and their ethnic language. Humans whose ethnic language is Common (or Taldane, in the case of Chelaxians or Taldans) do not receive an additional ethnic language. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

----------------------------------------------------------------------
Class: Swashbuckler/Inspired Blade

Deeds:
Derring-Do(Ex) - spend 1 panache
Dodging Panache(Ex) - spend 1 panache
Opportune Parry and Riposte(Ex) - spend 1 panache
- Below free but 1 panache in pool required. -
Kip-Up (Ex) - Stand from prone as move action, no AoO.
Menacing Swordplay (Ex) - Intimidate as swift after hitting.
Precise Strike (Ex) - Add 1 hp/level damage precise damage. Rapier or thrown light weapon.
Swashbuckler Initiative (Ex) - +2 Initiative.

Inspired Panache(Ex): Each day, an inspired blade gains a number of panache points equal to her Charisma modifier (minimum 1) and Intelligence modifier (minimum 1), instead of just her Charisma modifier.

Unlike other swashbucklers, an inspired blade gains no panache from a killing blow. She gains panache only from scoring a critical hit with a rapier. This ability alters the panache class feature.

Inspired Finesse (Ex): At 1st level, an inspired blade gains the benefits of Weapon Finesse with the rapier (this ability counts as having the Weapon Finesse feat for the purpose of meeting feat prerequisites) and gains Weapon Focus (rapier) as a bonus feat. This ability replaces swashbuckler finesse.

Charmed Life (Ex): At 2nd level, the swashbuckler gains a knack for getting out of trouble. Three times per day as an immediate action before attempting a saving throw, she can add her Charisma modifier to the result of the save. She must choose to do this before the roll is made. At 6th level and every 4 levels thereafter, the number of times she can do this per day increases by one (to a maximum of 7 times per day at 18th level).

Nimble (Ex): At 3rd level, a swashbuckler gains a +1 dodge bonus to AC while wearing light or no armor. Anything that causes the swashbuckler to lose her Dexterity bonus to AC also causes her to lose this dodge bonus. This bonus increases by 1 for every 4 levels beyond 3rd (to a maximum of +5 at 19th level).

----------------------------------------------------------------------
Equipment & Gear:
Armor:
+1 Mithril Chain Shirt: 2100 GP/12.5 lb
Masterwork Buckler: 155 GP/5 lb

Weapons:
+1 Rapier: 2320 GP/2 lb
Masterwork Chakram: 301 GP/1 lb
2 Wushu Darts: 4 SP/-

Backpack: 2 GP/2 lbs: Total Weight: 5 lbs
Bag of Holding, Minor: 1,000 GP/3 lbs
- Waterskin 1 GP/4 lbs
- Rations, 2 days: 1 GP/2 lbs
Ioun Torch: 75 GP

Total weight carried: 20.5 lbs
Armor: 12.5 lbs
Weapons: 3 lbs
Equipment: 5 lbs

Carrying capacity : Light -> 43 lbs / Medium -> 86 lbs

Starting Gold: 6,230 GP
Armor: 2255 GP
Weapons: 2621 GP, 4 SP
Equipment: 1079 GP

Remaining Gold: 44 Gold, 6 Silver

----------------------------------------------------------------------
Movement:
Base Speed: 30 ft.
----------------------------------------------------------------------
Character History :
I was born and raised in Sandpoint. My father is literally 'a Father', Father Chelger Fespen, Cleric of Cayden Cailean. To me, he's Chel. And he's a great example of how I might have wanted to grow up.... Not! I was the result of a 'bender' between him and young lady barbarian. I think he challenged her to a drinking contest, and things, happened. She returned to Sandpoint a few months later, letting him know about me. She left a couple of weeks after I was born. I don't know her name, and don't really care. So I was raised by the priestly types around the temple.

Actually, growing up in and around the temple, and all of the priestly types was great. I didn't have any desire to join them, which made perfect sense since I also showed no aptitude with any sort of magic. I did like Cayden's favored weapon, and I'm pretty good with it. Actually, I think I'm very good with it! When I reached adult age I realized that I needed money of my own. I had earned some coin working at the temple and various odd jobs around time. I don't have any skills that would earn a lot, and stabbing someone with my rapier.... Nah!

I got a job with the Mercantile League, loading and unloading wagons and guarding them on the way to various cities. (Mostly Magnimar) The 'guard duty' was mostly in name only. No bandit group in their right minds would consider interrupting shipping considering the families in the area. And the local goblin tribes are hardly dangerous very far away from their tribal homes.

Hmm.... I was able to say that, until just recently. I had gone to Magnamar, planning to be back for the Swallowtail Festival. Unfortunately one of the wagon had a cracked axle and we were stopped for two days getting someone out to fix it. We got back in time to hear about the 'Heroes of Sandpoint', and how they'd repelled the savage attacks of the goblins. Now I won't argue that goblins can be cruel, and in numbers they can be dangerous. But the guard and sheriff was there, and I know some of the other people in town have weapons. If I had been there I would have skewered a few of the runts! I strolled around town, chatting with the people that had spoken with them. Most liked them. The few that didn't.... well, they don't like me either.

Well, I heard they'd gone out to Thistletop, wanting to deal with the goblins there I guess? I wasn't sure why. There were five tribes of goblins around the town, and several others if they wanted to range further. I followed them. When they retreated I hid to check out the area. Maybe they'd been beat back? I knew that tribe was strong, but they were the 'Heroes', right? I decided to sneak in, see what was still there....

Crap! They collapsed the place. Nothing to see.... I headed back home.