Gerald Galt


Gerald Galt Level 1 Lurker
Medium natural humanoid, human rogue XP 200
Initiative +4 Senses Perception +8
HP 26; Bloodied 13
AC 16; Fortitude 14, Reflex 18, Will 16
Healing Surges 8 Surge Value 6
Action Points 1
Fate Points 1
Speed 6

Melee Dagger (standard; at-will) Weapon
+6 vs. AC; 1d4+1 damage.

Melee Dagger (standard; at-will) Weapon
Ranged 5/10; +9 vs. AC; 1d4+4 damage.

Melee Shortsword (standard; at-will) Weapon
+5 vs. AC; 1d6+1 damage.

Melee Shuriken (standard; at-will) Weapon
Ranged 6/12; +8 vs. AC; 1d6+4 damage.

Artful Dodger
Gerald gains a +4 bonus to AC against opportunity attacks.

First Strike
At the start of an encounter, Gerald has combat advantage against any creatures that have not yet acted.

Sneak Attack
Once per round, Gerald gains +2d6 damage when he has combat advantage.

Alignment Unaligned Languages Argot, Common, Dwarven, Giant, Goblin
Skills Acrobatics +9, Bluff +9, Insight +8, Perception +8, Stealth +9, Streetwise +11, Thievery +9
Str 12 (+1) Dex 18 (+4) Wis 17 (+3)
Con 14 (+2) Int 14 (+2) Cha 18 (+4)

Feats Linguist, Weapon Expertise (light blade)
Region Gernaris
Religion Eglan

At-Will Exploits

<table width=”350”> <tr> <td>

Rogue Attack 1
Deft Strike

</tr></td> </table> <table width=”350”> <tr> <td>A final lunge brings Gerald into an advantageous position. </table> </tr></td> </table> <table width=”350”> <tr><td>At-Will Martial, Weapon
Requirement: Gerald must be weilding a crossbow, a light blade, or a sling.
Standard Action
Melee or Ranged
Target: One creature
Special: Gerald can move 2 squares before the attack.
Attack: +9 (+8 with shuriken) vs. AC
Hit: 1d4+4 (1d6+4 with shuriken) damage.</tr></td></table>

<table width=”350”> <tr> <td>

Rogue Attack 1
Piercing Strike

</tr></td> </table> <table width=”350”> <tr> <td>A needle-sharp point of a dagger slips past armor and into tender flesh. </table> </tr></td> </table> <table width=”350”> <tr><td>At-Will Martial, Weapon
Requirement: Gerald must be weilding a light blade.
Standard Action
Target: One creature
Attack: +9 vs. Reflex
Hit: 1d4+4 damage.</tr></td></table>

<table width=”350”> <tr> <td>

Rogue Attack 1
Sly Flourish

</tr></td> </table> <table width=”350”> <tr> <td>A distracting flourish causes the enemy to forget the blade at his throat. </table> </tr></td> </table> <table width=”350”> <tr><td>At-Will Martial, Weapon
Standard Action
Melee or Ranged
Requirement: Gerald must be wielding a crossbow, a light blade, or a sling.
Target: One creature
Attack: +9 (+8 with shuriken) vs. AC
Hit: 1d4+8 (1d6+8 with shuriken) damage.</tr></td></table>

Encounter Exploits

<table width=”350”> <tr> <td>

Rogue Attack 1
King’s Castle

</tr></td> </table> <table width=”350”> <tr> <td>It’s hard to get to Gerald when he takes cover behind an ally who can crush plate armor in his teeth. </table> </tr></td> </table> <table width=”350”> <tr><td>Encounter Martial, Weapon
Standard Action
Melee or Ranged
Requirement: Gerald must be wielding a crossbow, a light blade, or a sling.
Target: One creature
Attack: +9 (+8 with shuriken) vs. Reflex
Hit: 2d4+4 (2d6+4 with shuriken) damage.
Effect: Gerald switches places with a willing adjacent ally.</tr></td></table>

Daily Exploits

<table width=”350”> <tr> <td>

Rogue Attack 1
Trick Strike

</tr></td> </table> <table width=”350”> <tr> <td>Through a series of feints and lures, Gerald maneuvers his foe right where he want him. </table> </tr></td> </table> <table width=”350”> <tr><td>Daily Martial, Weapon
Standard Action
Melee or Ranged
Requirement: You must be wielding a crossbow, a light blade, or a sling.
Target: One creature
Attack: +9 (+8 with shuriken) vs. AC
Hit: 3d4+4 (3d6+4 with shuriken) damage, and Gerald slides the target 1 square.
Effect: Until the end of the encounter, each time Gerald hits the target he slides it 1 square.</tr></td></table>

Magic Items

<table width=”350”> <tr> <td>

Heroic Level Legacy Item
Momento of Alesha

</tr></td> </table> <table width=”350”> <tr> <td>A symbol of a union between morality and villainy. </table> </tr></td> </table> <table width=”350”> <tr><td>Item Slot: Neck
Property: +1 Fortitude, Reflex, and Will
Property: Gerald gains a +1 item bonus to damage rolls when he has combat advantage.

<table width=”350”><tr><td>Power (Daily): Minor Action. Until the end of the encounter, any creature that hits Gerald with a melee attack takes 1d6 damage.</tr></td></table></tr></td></table> </tr></td></table>

Gerald’s Tactics




Gerald is a rugged man of average height and build, yet he possesses strikingly handsome features. His dark brown hair is shoulder-length and well kept. He tends to not keep facial hair, but has been known to have light, well-trimmed facial hair at times, more often during the winter season.

While in town, he tends to wear fine leather trousers, boots, and a vest over a fine silk tunic. When he can, he wears a short sword and dagger on his belt, but it is widely believed there are many more blades on him then that.

When traveling out in the wild, he wears fine leather armor that has been dyed and charred to give it a blackened appearance. He also dons a green cloak and of course his short sword, dagger, and various other hidden weaponry. His mother’s locket always rests upon his chest, hanging from a thin mithral chain about his neck.


Gerald is often viewed as bold and brave, but in truth he is calculating and precise. Whether it be from months of information gathering and drawn out extensively on parchment, drawn quickly in the dirt upon seeing a situation, or imagined quickly in his head, Gerald rarely acts without what he feels is a good plan. His plans always include one thing he deems most important: a personal escape plan.


His list of allies has grown smaller recently as a pair of his friends where recently killed and two others caught and placed in prison by law enforcement. He has a network of local females he is admired by because he has always been good with dancers and barmaids, having grown up in and around the back rooms of dance halls. Gerald has continued his father’s association with Otomus, which has created a close friendship with Bartomus, Otomus’ very capable son who took over control of the fencing business after Otomus retired.


Early Years

Born to John Galt and Alesha Corentin in Old Hisrech, Gernaris on 15 Novaest, 1783 AR. As is tradition, Gerald was given his father’s last name because he was born out of wedlock. His parents did love each other; however, they never wed. He lived mostly with his mother and younger sister, Tymora Corentin. His father wasn’t always around, but quite a bit more than you’d expect from a bandit on the crimson road. He’d live with the family in spurts, during the times he especially needed to lie low. The comfort of his lover and children made it easy to forget the hardships of his work.

Gerald learned valuable life lessons from his mother, some intended and some not. Most of the ones not intended came from a merger of her words and those of his father. His mother would say, “Always treat people with respect.”
”...because their purse will be easier to grab if they don’t suspect you,” added his father.
“Always keep a well groomed appearance,” Alesha taught.
John would add, “because their purse will be easier to grab if they don’t suspect you.”
While his mother was trying to raise him to be a good upstanding citizen, his father would almost always find a way to twist it in a roguish ways.

The one thing she taught him inadvertently and that remained uncorrupted by John’s additions was to always listen to what people had to say. While she did this in a simple and non-intrusive way, it was good business for her and could make for larger tips. John saw this as very helpful in planning jobs and making them a little less risky, taking what she learned and using the knowledge. John molded Gerald to understand the value of information.

Shortly after Gerald’s thirteenth birthday, a wave of the Red Death plague hit Old Hisrech. It ran rampant in the Market District for some time and when spring finally came and the blight had gone, Gerald’s mother and younger sister were buried in the frigid earth. John had tried to get into the district where his family lived, but it was the first area quarantined and every effort he made was foiled by the Inquisition. Fearing the worst, he did the only thing he could do: wait. Once the quarantine was lifted, John rushed in to find out the fate of his family. He was crushed when he found out that his lover and daughter had succumbed to the Red Death and that his son was believed to soon follow.

Gerald did not perish, and was out of his death bed by the onset of winter. He was cared for by Etho Corson, a priest of Atavius that was a dear friend of Alesha. Etho swore to Alesha that he would do everything in his power to see that Gerald did not fall to the plague. When John was finally able to be with his son, he found the boy had been clutching an amulet that he knew to have belonged to the boy’s mother. One night, while Gerald slept, John took the amulet and had Alesha’s image placed inside of it and blessed by Etho in hopes that her soul would look after the young boy.

As Gerald regained his strength and was able to move around, his father began to make sure his son knew how to handle a blade. While Gerald had decent strength, it was nothing overwhelming. What surprised John the most was the incredible grace with which his son moved, no doubt from his mother’s teachings. John took his son to live with him where he came to live for several years, living in secret before branching out on his own.

Gerald made fast friends with the children of John’s band. The band was formed by Bartomus, Ulfadric Kevland, Wormtongue, Cargor the Toothless, and Grado Sarovati. His natural charisma and instinct allowed him to blend in very well with the other children and, for the most part, take a very prominent role in their mischief. Though some of the boys where much older and stronger then Gerald, he still was listened to and respected for his guile. It was during this time that Gerald’s own band began to form. They were rather hodgepodge but, after a few years, they had began to gather every few months or so and plan mostly small jobs. They were still young and didn’t yet know any better.


After nearly a decade of light brushes with the law and small time heists, a member of Gerald’s band was given a “golden” opportunity. Something about it didn’t sit well with Gerald, but he still gave it his attention and began looking into the details. While for the most part things seemed easy and honestly too good to be true, Gerald dug deeper and deeper and began to realize that perhaps this job was truly more than his band could handle. Something about it just never sat right with Gerald, and he begged his friends to forget about it. But to them, the reward was too much to pass up, despite the risks. So they took it upon themselves to replace Gerald and plan things on their own.

None of them ever grasped the amount of planning Gerald put into jobs, he always seemed so quick that he could never be planning them out that much. So they put together their own very haphazard plan and went to work. He had warned them not to go and would miss his friends, but he also remembered one of his father’s lessons, “Never trust anyone too much, sometimes friends just go away, and you don’t want them knowing to much when they do. Besides, you can always find new friends.”

Gerald now waits, hoping to get out of Old Hisrech to find promise of bigger reward.

Gerald Galt

Spirit Within the Garden Punchyhappy