Swashbuckling Sailor Wizard
Level: 6 XP: 43,440/60,000
Human of mixed Thyatian and Makai heritage
5’ 10" Tall, 162 lbs
Brown hair olive skin with grey eyes. He has a large birthmark on his back.
Dressed in a frock coat, breeches, shirt, gloves, hat and tall boots he strikes a dashing figure. He is also draped in an expensive looking sable-lined cloak He has a dagger and a sabre at his belt, a magical backpack, dufflebag and a rope.
Demeanour: He is playful, flirtatious but single-minded. He is attracted to dark haired women and noticeably edgy when vampires are discussed.
|Str:||13||Weight allowance 45 lbs|
|Int:||17 (16 + 1 due to Circlet of Recall)||75% chance to learn spells, 14 spells per level|
|Dex:||18||+3 att adj, -4 def adj|
|Cha:||13||Reaction + 3 / + 5 to attracted sex|
Proficiencies W/NW: 2/8
Weapon Proficiencies: Chosen Weapon: Sabre, Tight group proficiency in Fencing Blades: (Dagger, Main Gauche, Parrying Dagger, Rapier, Sabre, Stiletto, Sword Stick), Weapon Finesse. ( + 1 Weapon proficiency)
Nonweapon Proficiencies: Alertness(9), Reading/Writing (16), Swimming(13), Seamanship(19), Navigation(14), Panache(13), Rope Use(18), Tumbling (18)
Languages: Makai, Thyatian Language, Minrothad Patois
|Sabre of the Skeleton King||11||3||d6+5/d8+5||1|
|Dagger||15||2||d4+3/d3+3||Melee||1||has a silver dagger|
Saving throws: (+1 Ring of Protection)
PPDM: 12, RSW: 8, PP:10, BW: 12, Sp:9,
Taxes paid of incomes made before 12th Vatermont
|Sabre of the Skeleton King||5lbs|
|Circlet of Recall|
|Dagger x4 (Belt, 2x Boots, Neck)||4lb|
|Fan of Wind||1lb|
|Belt pouches||3 lbs|
|Magical componants||1/2 lb|
|Pouch w/ 10 platinum||1/2 lb|
|Ivory Scroll case||1/2 lb|
|Dead Wizard’s Ring|
|Wind Fan||1/4 lb|
|Circlet of Recall|
|Sable lined black cape, with secret pockets|
|Hat, Shirt, Vest, Gloves, Breeches, Boots, Cloak|
|Weight outside Backpack||15 lbs|
|Backpack of Containing||2 lbs|
|Pouch with 40 pp, 834 gold royals||17 lb|
|Pouch of Gemstones: 4x 500gpv, 300gpv Eye of Leptar, 4x 100gpv, 3×50gpv and 5×20gpv gems||1 lb|
|Pouch with 29pp, 68gp, 3x 50gpv gems, Pair of Gold Earrings 100gpv||4 lbs|
|2 potions of Healing|
|Mug of the Tavern|
|20 sheets parchment|
|Pen and ink in case|
|3 vials Extra ink|
|50’ Silk rope|
|Chalk and case|
|Hard Tack x5||2.5lb|
|Needle and Thread|
|Weight in Backpack||30.5 lbs|
|Total Carried||17 lbs|
Stored at the Wulfwode trading house in Castellan Keep:
|10 vials of holy water|
|10 sheets vellum|
|3 vellum books||3 lbs|
Mounted weight: 181 lbs
Light riding horse, THAC0: 19, #ATT:1, 1-3, (Move 24: 0-180 lbs, Move 16: 181-270 lbs, Move 8: 271-360lbs)
|4 sets of horse legwarmers|
|Total Burden||230 lbs|
Horse Movement: 16
|Sabre of the Skeleton King This blade was taken from the throne of a skeleton king in the Shrine of Evil Chaos. Formerly a Scimitar, the handle and basket have been reworked over the course of a week by Gareth. After 5 days, Kart noted that although functional and well weighted, the basket was not artistic. As a concession, the basket was dipped in molten gold before the grip was re-wrapped, and a sapphire placed in the pommel.|
|Dead Wizard’s Ring: Found on the corpse of a wizard caught between secret doors in Leptar’s Fist, the dead wizard’s ring is etched in arcane runes. It otherwise functions as a Ring of Protection + 1|
|Mug of the Tavern: Kart obtianed this item as loot from Horrack Elfslayer’s hoarde. This mug behaves in a perfectly ordinary fashion, except if it is empty and left balanced on its corner on a flat surface. When this occurs the handle of the mug points unerringly to the nearest Tavern, no matter how far and in which direction.|
|Backpack of Containing:This looks like a normal leather backpack, but it has an internal enchantment lightening the load of its contents, which allows it to hold an additional 40 lbs more than a normal backpack without any added encumbrance. (This is not an extradimensional space).|
|Finned Gauntlets: These sharkskin finned gloves were floating around in the Gelatinous Cube which attacked Emily. They allow the wearer to swim at 150% of their movement.|
|Circlet of Recall: This brass headband adds +1 to a characters Intelligence, and has the power to raise scores above racial maximums up to 18|
|Wind Fan: A wind fan appears to be nothing more than a wood and papyrus or cloth instrument with which to create a cooling breeze. The possessor can, however, by uttering the correct word, cause the fan to generate air movement duplicating a gust of wind spell as if cast by a 5th-level wizard. The fan can be used once per day with no risk. If it is used more frequently, there is a cumulative 20% chance per usage that the device will tear into useless, non- magical tatters.|
4x 1st level, 2x 2nd level, 2x 3rd
1: Magic Missile x2, Detect Magic, Shield
2: ESP, Invisibility
3: Fireball x2
1st level: Detect Magic, Find Familiar, Friends, Hold Portal, Magic Missile, Mount, Read Magic, Shield, Ventriloquism
2nd level: ESP, Invisibility, Web
3rd: Fireball, Item
Cannot learn Lightning bolt
When wearing light armour (leather or padded) or none, Kart receives a -2 bonus to Armour Class.
As a dashing figure, Kart also receives a -2 bonus on reaction rolls from NPCs of the opposite sex.
The weapons of the Swashbuckler are the rapier, sabre, main-gauche, and stiletto. At 1st level, a Swashbuckler receives a bonus weapon proficiency slot which must be used for one of these weapons; the most common choice is the rapier.
Swashbucklers of any class fight with a warrior’s THAC0 with that chosen weapon.
Until a Swashbuckler is proficient in all four of these weapons, at least half the character’s proficiency slots must be used on them.
Rogue proficiencies do not cost extra slots, no matter what the character’s class.
Once trained in Weapon Finesse, a character can exploit the ability to use light weapons quickly and accurately, using their dexterity attack bonus for hit and damage modifiers in melee combat.
The following weapons can be used with weapon finesse:
Dagger, Knife, Stiletto, Rapier, Main-gauche, Sabre, Scimitar, Short-sword and Whip
_Rope Use: _
This proficiency enables a character to accomplish amazing feats with rope. A character with rope use proficiency is familiar with all sorts of knots and can tie knots that slip, hold tightly, slide slowly, or loosen with a quick tug. If the character’s hands are bound and held with a knot, he can roll a proficiency check (with a -6 penalty) to escape the bonds.
This character gains a +2 bonus to all attacks made with a lasso. The character also receives a +10% bonus to all climbing checks made while he is using a rope, including attempts to belay (secure the end of a climbing rope) companions.
Aside from entertaining, the character with tumbling proficiency can improve his Armor Class by 4 against attacks directed solely at him in any round of combat, provided he has the initiative and foregoes all attacks that round. When in unarmed combat he can improve his attack roll by 2
A reputation often precedes Kart, leading duelists and other swashbucklers to challenge the character’s prowess.
Strange luck affects Kart.
Descended from a family of farmers Kart left to become an apprentice sailor at a young age.
He idolised the captain of the Aeolia, a swashbuckling wizard named Carbutt. Serving him faithfully Carbutt also saw Kart’s potential with magic and trained him in the arcane arts.
Always getting into trouble he was left ashore when captured sneaking out of the bedroom of a married woman in Minrothad City. Mysteriously he was released and fell into the shady underworld of that town. He functioned as a liaison between guilds, gambler, unlicensed spellcaster and occasionally a ‘kept man’. His days in Minrothad ended when he was accused of cheating, earning the enmity of an underworld boss and he was hounded from the town. Passage out was organised by his friend Edrindel Sealeye, a Water Elf, who shipped Kart in a crate to Karameikos.
Kart’s remaining family on Utter Island are his brothers Caradric, Vil and Morut and sister Krist, all farmers. His elder sister Eley is a Cleric of The People’s Temple on Ierendi Island.