Kintal Kwikblade Torsmil

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Kintal Kwikblade Tormsil
KintalPortrait.jpg
Class Swashbuckler
Archetype N/A
Level 1
Race Halfling (Emerald)
Experience Points '
Details
Full Name Kintal Kwikblade Tormsil
Age XX
Alignment Neutral Good
Homeland Emerald Shire
Favored Class Swashbuckler

Background

Kintal Kwikblade Tormsil stood on the road about a mile from the city and took his colorful handkerchief from his pocket and dabbed his forehead before carefully folding the piece of cloth and carefully placing it back into his pocket. What would this city, Shabbati, hold the promise he hoped? Many were supposedly coming to adventure into the ruins of the dead half of the city. But of course, this would mean more people with coin looking for food. And this would mean not only hungry adventurers, but hungry adventurers with coins in their pocket. And, what better way to eat, than from the master chef himself, Kintal Kwikblade, rapier chef extraordinare. After pausing once more, the tiny man once more began trudging toward the gates, hoping against hope that somewhere in the place would be a good inn where he could wash up before seeking an establishment needing the skills of an Emerald Shire master chef.


How did this tiny man come to be here, well, that is a bit of a tale. Kintal grew up in the beautiful rolling hills of the Emerald Shire. The Emerald Shire halflings, or Emeraldites as they are known, are connoisseurs of fine food, and Kintal is no different. Whether it is breakfast, second breakfast, mid-morning meal, lunch, afternoon meal, dinner, supper, or the evening meal, Kintal learned all the best ways to prepare foods, and eat them. And, preparing food was something that Kintal truly excelled at.

From an early age, even for Emeraldites, Kintal was one who sought out the best for his stomach. The freshest vegetables, perfect eggs, the finest cuts of meat. And, when he found these, he would work to turn them into pieces of art on a plate. Food that looked as good as it tasted, and usually it tasted pretty good.

Although he might have spent his life in the Emerald Shire perfecting his culinary skills, at the age of about eighteen, wanderlust struck him. So, the young halfling and aspiring chef decided to head out and see what the world held for him.

As the Shire is rather locked in, being surrounded by the ever reclusive, and tax enjoying, elves to the southwest, the usually dour dwarves of the Ruby Mountains to the northwest, and the mysteriously tall women of the Amazonite Tribes to the north, Kintal chose to make for a port and head east across the great sea to the lands of the Emaraldites’ cousins, the halflings of the Turquoise Shire.

The passage across the sea to the Diamond City was uneventful. But, once in the Diamond City, a whole new world opened up for Kintal. Here were people from all corners of the world in one place. Each had their own tastes in food, most of which were pretty undeveloped in Kintal’s opinion. However, by listening to those who cooked food from these lands, Kintal’s tastes were expanded and he realized that he would have to travel to all these lands to see what local delicacies he could create.

So, Kintal took another ship and headed north to the Turquoise Shire. There, his cousin halflings, who were tall enough to be mistaken for small humans and usually smelled of dog, grew simple foods. Sad that there was little to be found to further refine his palate, Kintal headed south to the Zirconian Commonwealth.

As with the Diamond City, the Zirconian Commonwealth consisted of a diverse population with little in the way of locally refined foods. Instead, most of the local dishes had a bit of some exotic taste, but usually the flavors were muddled and nothing that would make one want to ask for seconds.

Becoming depressed by his lack of discovering new and interesting foods, Kintal travelled farther south to the fabled lands of the exotic Jade Kingdom. There, he found farmers growing a new grain called rice, while the cuisine used many new and interesting spices to flavor their dishes. This reinvoked Kintal’s hope to truly cultivate his culinary skills. He spent several months traveling throughout the Jade Kingdom with its strange customs and rulers. The noble warriors with their ling curved swords they called katana scared him, but once out of their armor, these men and women enjoyed a good meal as much as any other person. Over time, Kintal began to gain something of a reputation as a traveling chef, much as a bard might gain a reputation as a skilled singer or story teller.

Finally, Kintal ended up in the far south of the Jade Kingdom and at a port found a merchant ship traveling across the world to the Pearl Islands. Not wanting to miss the opportunity to visit to these islands and experience their reputation for island fruits and spices, Kintal signed on the ship as a cook, and spent the next month in misery having to attempt to create even semi-edible dishes with the weevil ridden goods that the sailors called supplies.

Eventually the rather sea sick halfling arrived at the Pearl Islands where he was in for an experience he would never forget. Not only was there fresh foods that he previously had only been able to dream of, such as coconuts, limes and mangos, but he also discovered a wonderful serving tool, which others considered a weapon. The rapier.

Ah, the rapier. Is there a more perfect device in the world? With this he could throw vegetables and meat into the air and then either slice or skewer them, while still in the air. Although perhaps not the most efficient means of preparing foods, this method added a new spectacle to cooking that he had never imagined before. It turned cooking from an art, into a show.

Kintal spent nearly two years in the Pearl Islands cooking their wonderful foods while perfecting his ability to handle the tiny rapier he used. Every day, he would scour the markets for the freshest fish, the finest plantains, and the tastiest dates. Then, in the evening, he would set up his small stall and put on a cooking show for all on the street corner.

Sadly, eventually, even the most beautiful of tropical islands begin to lose their novelty. So was it with the Pearl Islands. So, Kintal once more signed on with a merchant ship. Remembering the misery with the long voyage from the Jade Kingdom to the Pearl Islands. This time, he chose a closer local, Iolite.

Well, Iolite is not the best of places for a master chef and artiste. The people in Iolite were hard working, but preferred the simplest of foods. Unseasoned meats and vegetables, hard bread, and thick porridges.

Quickly losing interest in the simple tastes of the Iolite people, Kintal travelled north, thankfully in a wagon and not a boat, arriving at the peninsular land of the Tourmaline Alliance. In Tourmaline, Kintal found a people who enjoyed a good time and big parties. This, was the best for the halfling artist chef, for he quickly found plenty of employment entertaining guests while cooking and putting on shows at parties throughout the land. The only drawback was that Tourmaline had little in the way of specialized local foods, other than the plentiful fish from the surrounding oceans. Kintal did discover how to quickly freeze foods using some of the magical ice from the ice springs, but knew that this technique was unlikely to be able to be replicated in other places without the assistance of magic. Thus, after well over a year of entertaining people, the halfling continued north to the capital of the empire, the Kingdom of Amethyst.

In Kintal’s opinion, the people of Amethyst and the people of Tourmaline are not very different. The biggest difference being that those in Amethyst liked to attend his cooking demonstrations more to study the tiny chef, while those in Tourmaline came hoping that a party would break out.

Soon, Kintal grew tired of being studied and once more took to the water for the short trip across to the Thulite Steppes. While the Thulite Steppes are a great place for fresh venison, lamb and other animals, it is not the best place for an aspiring chef artist. Communities are few and far between with most of the population being nomadic. So, Kintal quickly found a merchant caravan and made his way back south to the Kingdom of Alexandrite.

Ah, Alexandrite. Now, this was a land that Kintal could love. Admittedly, their taste in cuisine needed to be adjusted as they liked some rather strange tasting foods. I mean, who puts radishes, chicken and grilled turnips together? So, Kintal once more set up shop in the capital city of Lumière where he would put on cooking shows during the many festivals. He was pretty sure that the people of Alexandrite liked his Emerald Shire/Jade Kingdom/Pearl Island delicacies, although few admitted it. Kintal was sure that he usually saw smiles from his customers although most tried to hide it.

For two years Kintal made a good living cooking and further refining his knife/rapier skills. Finally, he decided it was time to once more head out to discover what else the world held in the way of undiscovered culinary discoveries.

Again, he headed south, arriving a week later in the Scapolite Theocracy. Well, lets just say that refined tastes are not what the people of the Scapolite Theocracy are known for. For those growing up in the Scapolite Theocracy, there is only one goal in life, worship of the Totem and following its tenants almost to the exclusion of anything else. The first time that Kintal pulled out his rapier and began flipping food through the air, he was almost arrested for disturbing the peace. Fortunately, Kintal has always been a friendly sort, and managed to talk his way out of any problem with the law. Nonetheless, he was asked to never cook in the theocracy again.

Thus, within days, Kintal was once more headed south, this time to the Onyx Cryptocracy. Well, Onxy is not the best of places for a master chef and artiste. The people in Onyx enjoyed his foods, but seemed much more interested in the killing of their food, than in how it actually looks on a plate or tastes. Most would rather see him slice the fish than eat his food. In fact, the largest crowd he saw in the strange nation was when he was preparing a quail and nearly twenty people stopped to watch the butchering. Although those of the Onxy Cryptocracy seemed to enjoy his food, their strange love of the macabre made Kintal uneasy and uncomfortable.

So, Kintal took another short boat ride across the bay to the Citrine Wastes. Kintal has now been in the land for only a short time, and already he is unsure of how receptive those in this land will be of his cooking skills. However, at least this land has its own foods and different tastes. So, the tiny chef is confident that he will find clients to once more fill his pockets, and thank him for his culinary artistry.

Character Sheet

Attributes

STR 12 (+1) • DEX 19 (+4) • CON 14 (+2) • INT 17 (+3) • WIS 15 (+2) • CHA 19 (+4)


Hit Points 12 • Initiative +4 • Speed 30 ft (land) • Panache Points: 7

Defenses & Attacks

Armor Class 20 • Touch 15 • Flat-Footed 14 • CMD 15 • Flat-Footed CMD 11

  • Armor: Studded Leather • AC Bonus +3 • Max DEX +5 • Armor Check Penalty -1 • Spell Failure 15%
  • Shield: Buckler • AC Bonus +1 • Armor Check Penalty -1 • Spell Failure 5%

Fortitude Save +3 • Reflex Save +7 • Will Save +3
+2 to saving throws vs death effects
+2 to saving throws vs fear effects


Base Attack Bonus +1 • Melee Attack +3 (+6 w/ Weapon Finesse) • Ranged Attack +6 • CMB +1

  • RapierAttack Bonus +7 • Damage 1d6 + STR • Crit 18-20/x2 • Type Piercing

Skills

  • Acrobatics +8 (+7 w/ Armor Check Penalty. +6 w/ Armor Check Penalty & Shield)
  • Diplomacy +8
  • Escape Artist +8 (+7 w/ Armor Check Penalty. +6 w/ Armor Check Penalty & Shield)
  • Knowledge (Local) +7
  • Perception 8 (+10 to avoid being surprised & to detect invisible or incorporeal creatures)
  • Perform (Dance) 8
  • Profession (Chef) 6
  • Sleight of Hand 8 (+7 w/ Armor Check Penalty. +6 w/ Armor Check Penalty & Shield)

Languages: Amethystish, Emeraldish

Proficiencies

  • Weapons: Simple Weapons, Martial Weapons
  • Armor/Shields: Light Armor, Bucklers

Traits, Drawbacks and Feats

  • Spirit Sense (Trait): You gain a +2 trait bonus on Perception checks to avoid being surprised and to detect invisible or incorporeal creatures
  • Resurrected (Trait): You gain a +2 trait bonus on saving throws against death effects. In addition, you do not die until your hit points drop to a negative amount equal to or lower than your Constitution score + 4.

  • Weapon Focus (Class Granted Feat): Proficiency with selected weapon, base attack bonus +1.

  • Dodge (Feat): 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.

Racial Abilities

  • Small: +1 racial bonus to AC and attack. -1 to CMB and CMD. +4 to Stealth.
  • Low-light vision
  • Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
  • Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.
  • Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.
  • Keen Senses: Halflings receive a +2 racial bonus on Perception checks.

Class Abilities

  • Panache (Ex): More than just a lightly armored warrior, a swashbuckler is a daring combatant. She fights with panache: a fluctuating measure of a swashbuckler's ability to perform amazing actions in combat. At the start of each day, a swashbuckler gains a number of panache points equal to her Charisma modifier (minimum 1) and Intelligence modifier (minimum 1). Her panache goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1), though feats and magic items can affect this maximum. A swashbuckler spends panache to accomplish deeds (see below), and regains panache in the following ways.
    • Critical Hit with a Light or One-Handed Piercing Melee Weapon: Each time the swashbuckler confirms a critical hit with a light or one-handed piercing melee weapon, she regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or a creature that has fewer Hit Dice than half the swashbuckler's character level doesn't restore panache.
  • Deeds: Swashbucklers spend panache points to accomplish deeds. Most deeds grant the swashbuckler a momentary bonus or effect, but some provide longer-lasting effects. Some deeds remain in effect while the swashbuckler has at least 1 panache point, but do not require expending panache to be maintained. A swashbuckler can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the swashbuckler has or spends the required number of panache points to perform the deed.
    • 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. 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.
  • 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.

Gear

  • Rapier
  • Studded Leather Armor
  • Buckler
  • Traveler's Outfit
  • Lantern, Bullseye
  • Oil, Flask, 1 lbs.
  • Flint and Steel
  • 10 days of trail rations, 1 lbs.
  • Scroll Case x2 - .5 lbs each
  • Waterskin, 1 lbs
  • Whetstone, 0 lbs
  • Chalk
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