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Theodor Neagoe, Human Inspired Blade


Trigun

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Name: Theodor Neagoe (Character Sheet)

 

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Level: 1

 

Age: 24

 

Ability Scores: 25 point buy (0 points left)

-Strength: 10 (+0) (base)

-Dexterity: 18 (+4) = 10 (base) + 6 (10 points spent) + 2 (racial ability score)

-Constitution: 12 (+1) = 10 (base) + 2 (2 points spent)

-Intelligence: 14 (+2) = 10 (base) + 4 (5 points spent)

-Wisdom: 13 (+1) = 10 (base) + 3 (3 points spent)

-Charisma: 14 (+2) = 10 (base) + 4 (5 points spent)

 

Race: Human

-Size: Medium

-Ability Score: +2 to any score of your choice (Dexterity chosen)

-Speed: 30 feet

-Bonus Feat: Extra feat at 1st level (Dodge chosen)

-Skilled: 1 additional skill rank at 1st level and 1 additional skill rank whenever they gain a level (Escape Artist chosen)

-Language: Common and ethnic language (Varisian). High Intelligence also gives bonus languages equal to Int modifier (+2). Dwarven and Elvish chosen.

 

Class: Swashbuckler (Inspired Blade)

-Hit Die: d10

-Proficiencies: Swashbucklers are proficient with simple and martial weapons, as well as light armor and bucklers.

-Inspired Panache: 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 (Int mod + Cha mod = 2 + 2 = 4 panache points total each day). He gains panache only from scoring a critical hit with a rapier.

-Inspired Finesse:  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.

 

Swashbuckler Deeds:

-1st level:

>Derring-Do (Ex.): 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 (Ex.): 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 (+2 dodge bonus). 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.

 

Skills: 4 + Int modifier (2) + 1 (Skilled) = 7.

-Acrobatics (DEX): 1 skill rank + 3 + Dex modifier (4) = 8 total

-Bluff (CHA): 1 skill rank + 3 + Cha modifier (2) = 6 total

-Climb (STR): Str modifier (0) = 0 total

-Craft (INT): Int modifier (2) = 2 total

-Diplomacy (CHA): 1 skill rank + 3 + Cha modifier (2) = 6 total

-Escape Artist (DEX): 1 skill rank + 3 + Dex modifier (4) = 8 total

-Intimidate (CHA): 1 skill rank + 3 + Cha modifier (2) = 6 total

-Knowledge (local, INT): Int modifier (2) = 2 total

-Knowledge (nobility, INT): Background skill

-Perception (WIS): 1 skill rank + 3 + Wis modifier (1) = 5 total

-Perform (CHA): Background skill

-Profession (WIS): Wis modifier (1) = 1 total

-Ride (DEX): Dex modifier (4) = 4 total

-Sense Motive: (WIS): 1 skill rank + 3 + Wis modifier (1) + trait bonus (1) = 6 total

-Sleight of Hand (DEX): Dex modifier (4) = 4 total

-Swim (STR): Str modifier (0) = 0 total

 

-Background Skills: 2 skill ranks per level

>Knowledge (nobility): 1 skill rank + 3 + INT modifier (2) = 6 total

>Perform (Dance): 1 skill rank + 3 + CHA modifier (2) = 6 total

 

Traits:

-Missing Child (Sibling): Although everyone else has given up hope, you believe your sibling still lives. Your constant search for the missing sibling has developed into great skill at rumormongering and finding out information from others. You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is a class skill for you. (Free Campaign trait)

-Anatomist: You have studied the workings of anatomy, either as a student at university or as an apprentice mortician or necromancer. You know where to aim your blows to strike vital organs. You gain a +1 trait bonus on all rolls made to confirm critical hits.

-Indomitable Faith: You were born in a region where your faith was not popular, but you still have never abandoned it. Your constant struggle to maintain your own faith has bolstered your drive. You gain a +1 trait bonus on Will saves.

 

Saving Throws:

-Fortitude = Base save bonus (0) + Con modifier (1) = 1 total

-Reflex = Base save bonus (2) + Dex modifier (4) = 6 total

-Will = Base save bonus (0) + Wis modifier (1) + traits bonus (1) = 2 total

 

Hit Points: Max at 1st level. 10 + Con modifier (1) + 1 (Favored Class bonus) = 12 hit points total

 

Feats:

-Fencing Grace: When 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. You do not gain this benefit while fighting with two weapons or using flurry of blows, or anytime another hand is otherwise occupied. In addition, if you have the panache class feature, you gain a +2 bonus to your CMD against attempts to disarm you of your rapier while you have at least 1 panache point.

-Weapon Focus (Rapier): You gain a +1 bonus on all attack rolls you make using the selected weapon. (Free feat from Class)

-Weapon Finesse: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls. (Gain benefits of feat while wielding a rapier)

-Dodge: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat. (Bonus feat from race)

-Mobility: You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. (Free Background feat)

 

Equipment:

-Swashbuckler's kit: This kit includes a backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), and a waterskin. 42 lbs., 9 gp.

-Rapier: 1d6 damage, 18-20/x2 critical range, Type P, 2 lbs., 20 gp

-Leather armor: Armor Bonus +2, Max Dex Bonus +6, Armor Check Penalty 0, Arcane Spell Chance failure 10%, Speed 30 ft/20 ft, 15 lbs., 10 gp

-Buckler: Armor Bonus +1, Max Dex Bonus -, Armor Check Penalty -1, Arcane Spell Chance failure 5%, Speed -/-, 5 lbs., 5 gp

-Explorer's outfit: 10 gp, 8 lbs.

 

Currency: 175 gp average chosen. 54 gp spent, leaving 121 gp left.

 

Deity: Desna

 

Alignment: Neutral Good

 

Appearance: Theodor is a young man of the age of 24, standing at a height of 6'1" feet and weights 169 lbs. He has slightly tan skin, bright brown eyes and short, slicked back, black hair that reaches his neck barely. Theodor wears a simple, black shirt with a blue coat over it and a leather armor on top, a bright, colorful purple scarf with bright white points and a butterfly motif around his neck. He keeps a buckler strapped to his left arm and his rapier sheathed to the left side of his waist. He also wears a pair of black pants and a pair of leather, brown shoes for ease of movement.

 

Personality: Theodor is a cheerful young man, despite having grown up in Old Korvosa. He is very energetic and athletic, enjoying moving around a lot, including dancing, climbing and running. He's also a friendly person, willing to strike up a conversation with anyone he meets and always willing to lend a hand when asked. However, he's shown to have an impulsive side, willing to jump into a situation without a thought, and can also be stubborn sometimes, especially when he clashes with someone. He does back down when he's proven wrong or realizing he's the bigger problem, not the other person. Theodor does show to be very observant, not just of his surroundings but of people too.

 

Background: Theodor was born in Old Korvosa to two Varisian healers. Like many Varisian children, he grew up on their history and around other Varisians, but also had a few non-Varisian friends. Despite how run down Old Korvosa was, his family made do and he lived a happy life, especially growing up hearing tales of not just adventurer but also famed fighters. Like everyone else, he was captivated by the stories of Blackjack, the black clad hero protector of Korvosa itself, but his admiration was always to the skilled swashbuckler, Vencarlo Orsini.

 

The young Varisian grew up admiring the Orsini academy from afar, not being able to enlist since they mostly accept people from noble houses and he himself was a Varisian peasant. Still, he was clever and whenever he managed to catch the students sparring, he picked up a stick and imitated their movements. Theodor did get caught a few times and had to run as a result, yet he always one man and one of his students simply smile at him when they caught him and kept practicing.

 

Things changed when his sister was born and he found himself ignored due to his parents needing to focus more on her. No longer being the only child meant he wouldn't be given the full attention he was used to and people were more focused on her due to her age. This made Theodor start feeling a bit resentful of her, which didn't help as his sister became a bit of a troublemaker growing up. By age eight, he was spending more time on his own and away from home, despite the great danger due to wayward children and street urchins always disappearing in Old Korvosa.

 

One day, he almost found himself taken by a local street tough on his way home after a day of watching the students spar from the outside of the academy. That was when a Korvosan guard appeared and fought off the thug with some familiar looking movements. That was when he formally met Grau Soldato, one of the students he had seen practice when he was younger. The 11 year old asked to be his apprentice but was quickly shot down. Instead, the guardsman showed him some moves and told him he needed to work on his movements.

 

So Theodor took to learning to dance, learning to behave again while his sister, Ivenne, grew more adventurous. He also took more tips from Grau whenever he ran into him and the guard wasn't working. The young Varisian learned more about the world and a desire to do more grew. Another change came when he turned 17 and his second sister, Eridia was born. By this time, Ivenne surprised everyone by making the decision to convert to the worship of Sarenrae. She had recently felt more of a connection to the Dawnflower and after a serious talk with their parents, made the decision to convert and left home to study in the temple of Sarenrae.

 

The reception to this decision was mixed for the most part but Theodor respected his sister's decision and wished her well. That left him as the older sibling figure in Eridia's life. The two got along well swimmingly yet five years later, tragedy struck. Theodor has an important business to do so left her in the hands of his friend, Ventrusco, to take her to Ivenne, who was visiting and would watch over her. But when he returned, there was no sign of his baby sister. Both older siblings began to argue and point fingers, since Ivenne claimed to not have known that Theodor had important business to do and assumed he left Eridia alone and Ventrusco had only done what Theodor asked and left immediately, according to him.

 

The next day they went to the Korvosan guard, but they were of no help. They claimed children ran away from home everyday and were not going to spend time trying to find one in a huge city like Korvosa. And Grau Soldato was no help since he had been avoiding going into the Citadel lately. Many in his family tried searching for her but as the months pass, they started to presume she was dead, or at the very least gone. Some even cursed the siblings for their carelessness, one half blaming Ivenne, claiming that her abandoning Desna for Sarenrae was what caused this and wouldn't have happened had she stayed, while others claimed it was because Theodor left the girl alone for his own selfish business, which had been him going to a tavern to perform for some visiting merchants for coin.

 

Two years passed since then and the 24 year old Theodor was the only one still searching for her. He had not returned home since the argument with his parents over not accepting the truth or the reality of the situation, which got heated enough that he left in anger and frustration, and never returned since then. During that time, he had managed to finally find some leads. They were flimsy leads but good ones. That a criminal named Gaedren Lamm used children as pickpockets, called Lamm's Lambs and Eridia's description fit one of them. But the person who told him hadn't been sure if it was really her. Only that Lamm's hideout was back in Old Korvosa.

 

As Theodor was at a loss, he received a letter and a Harrow card from a pigeon. The letter said how the sender knew he was after Gaedren Lamm, that they were also wronged and that they could help him. With no other leads to follows, Theodor went to the address in the letter, pocketing the Harrow card and going to what would be the beginning of a great adventure.

Edited by Trigun (see edit history)
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Dodge you can buy as a Background Trait in my rules, and a Feat can buy two backgrounds, so you have an additional background you can pick, look at the other feats that can also be bought as background. Also you can roll to see if you get better than average gp, you pick which is best.

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7 minutes ago, Trigun said:

Okay. So you're saying I can get a second feat? As for currency, I'm fine with average gp.

Yep from the List, or a Background trait. And no problem on gp.

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