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About Colwyn the ToadMale Human Rogue (Scout) 8 / Slayer (Sniper) 3
Traits:
Brigand: Begin campaign with an extra 100gp. +1 trait bonus on Bluff, Diplomacy, Intimidate, and Sense Motive when dealing with brigands, thieves, bandits, their ilk.
Poverty-Stricken: +1 on Survival checks, and Survival is always a class skill. Skills:
Knowledge (Planes) +13 (10 ranks*, 3 Int) Acrobatics +24 (12 rank, 4 Dex, 3 class, 5 gear)
Background Skills:
Special Abilities:
Human Bonus Feat
Skilled Proficiencies: Simple and Martial Weapons, Light and Medium Armor, Non-Tower Shields Sneak Attack +4d6 Trapfinding Evasion Trap Sense +2 Scout's Charge (Ex): Whenever a scout makes a charge, her attack deals sneak attack damage as if the target were flat-footed. Foes with uncanny dodge are immune to this ability. This ability replaces uncanny dodge. Studied Target (Ex): A slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target. If a slayer deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll). Accuracy (Ex): At 1st level, a sniper halves all range increment penalties when making ranged attacks with a bow, crossbow, or firearm. This ability replaces track. Deadly Range (Ex): At 2nd level, when the sniper makes an attack against a target who is within his weapon’s first range increment and completely unaware of his presence, that attack ignores the 30 foot range limit on ranged sneak attacks, and if it is a sneak attack, he adds his sniper level as a bonus on his sneak attack damage roll. After this first attack, the target is aware of the sniper’s presence. Skirmisher (Ex): At 8th level, whenever a scout moves more than 10 feet in a round and makes an attack action, the attack deals sneak attack damage as if the target was flat-footed. If the scout makes more than one attack this turn, this ability only applies to the first attack. Foes with uncanny dodge are immune to this ability. Rogue/Slayer Talents:
Honeyed Words (Ex) - Once per day, the rogue can roll two dice while making a Bluff check, and take the better result. She must choose to use this talent before making the Bluff check. A rogue can use this ability one additional time per day for every five rogue levels she possesses. Bleeding Attack (Ex) - A rogue with this ability can cause living opponents to bleed by hitting them with a sneak attack. This attack causes the target to take 1 additional point of damage each round for each die of the rogue’s sneak attack (e.g., 4d6 equals 4 points of bleed). Bleeding creatures take that amount of damage every round at the start of each of their turns. The bleeding can be stopped by a successful DC 15 Heal check or the application of any effect that heals hit point damage. Bleed damage from this ability does not stack with itself. Bleed damage bypasses any damage reduction the creature might possess. Assault Leader (Ex) - Once per day, when the rogue misses with an attack on a flanked opponent, she can designate a single ally who is also flanking the target that her attack missed. That ally can make a single melee attack against the opponent as an immediate action. Minor Magic (Sp): Ray of Frost: A rogue with this talent gains the ability to cast a 0-level spell from the sorcerer/wizard spell list. This spell can be cast three times a day as a spell-like ability. The caster level for this ability is equal to the rogue’s level. The save DC for this spell is 10 + the rogue’s Intelligence modifier. Deadly Range (ex): A slayer with this talent increases the range at which he can deal sneak attack damage by 10 feet. A slayer can select this talent more than once; its effects stack.
Gear:
Combat Gear: Skybolt (+2 thundering composite longbow (+4 Str) made of darkwood and ivory), +1 Rapier, +1 Composite Longbow (+2 Str), Arrows x11, Silvered Arrows x6, MWK Dagger, MWK Sap, +1 Mithral Chain Shirt (10lbs), +1 Keen Trident
Magic: platinum-and-ruby Ring of Freedom of Movement, Ring of Force Shield (Custom Heraldry), Ring of Warmth, Gloves of Swimming and Climbing, Potion of Cure Moderate Wounds x2, Potion of Cure Light Wounds x2, Potion of Keen Senses (CL1), Potion of Shield of Faith (+2), Potion of Bullet Shield, Potion of Spider Climb, Elixir of Tumbling, Potion of Protection from Arrows, Potion of Barkskin x2 Handy Haversack, Boots of Elvenkind, Stag Helmet (+2 Perception, Insightful Shot 3/day), Headband of Mental Prowess (Int and Cha +2, Knowledge (Planes)), Cloak of Resistance +3, Belt of Incredible Dexterity (+2), Other Supplies: Traveler's Outfit, Rogue's Kit, 1 Tanglefoot Bag, 4 Alchemist's Fire flasks, 4 Acid flasks, 2 Royal Outfits (200gp each), 10 Silver Stag Amulets (20gp each) Animals: "Sandy" - Riding horse with saddle and tack. Wealth: 110pp; 43,491gp; 9sp; 5cp; 425gp Credit with Oleg
Backpack: bedroll, caltrops, chalk (10), grappling hook, silk rope (50'), mirror, pitons (10), soap, trail rations (5 days). Belt and Pouch: waterskin, flint and steel, MWK thieves' tools Saddlebags: Tent, mess kit, iron pot, torches (10), extra 50' length of Silk Rope, Disguise Kit
Note from Ambushing Warband:
Go east. Scout out the trading post and send word as to how much force is needed to overrun it and remove it for good. Our gifts to the so called Stag lord are serving us well, he will soon have drunk himself to death. Find out what you can of these chartered fools scouting the area? Remove them from play if you think it can be done. There is no seal or signature on the parchment, and the writing is in simple, clear lettering to ensure the writer cannot be identified by his hand.
Background:
As a lad, Colwyn’s father brought the family into the River Kingdoms as he served in the retinue of a would-be warlord. The nascent fiefdom, founded between Loric Fells and the Emberbough Forest, managed to last a few months before being destroyed. A tribe of trolls brought wholesale slaughter upon the settlement, with Colwyn’s mother and the short-reigning warlord both among the dead. The father and son fled eastward to Pitax. Within two years, however, they incurred the fickle wrath of the city-state’s King Irrovetti, and the pair had to flee yet again, this time into the Stolen Lands.
In that lawless land, his father eked out an existence as a hunter, occasionally turning to poaching across the border with Brevoy. Not long after Colwyn grew into manhood, his father was fatally mauled by a bear. Trying to follow in his old man’s footsteps, Colwyn discovered that he was a terrible hunter. He regularly failed to take down large game and only managed to survive by trapping squirrels and rabbits. Growing desperate, Colwyn realized he had a greater talent for preying upon people and soon turned to banditry. He justified it for himself as being little different than his father’s poaching, necessary for their survival. Colwyn quickly threw his lot in with a band of robbers for greater safety and bigger hauls. Nevertheless, he knew that banditry had the same long-term prospects as his father’s old, doomed endeavors, so Colwyn began setting aside a nest egg for himself. Impatient, he soon took to embezzling from his fellow bandits to hasten the growth of his “retirement fund.” His comrades noticed the missing money, and suspicion soon fell upon Colwyn. Rather than killing him, though, they had a better idea. After getting him drunk, they tied up Colwyn and, posing as bounty hunters, turned him over to the Brevic authorities, claiming he was the leader of the bandit gang. The Swordlords soon imprisoned Colwyn “the Toad” Orlack, who had earned a bandit moniker as much for his homely appearance as for his reputation of jumping out to ambush travellers. Not infamous enough to warrant an outright execution, Colwyn languished in prison for a few years. One day, though, he was approached by a representative of the Swordlords. His crimes would be pardoned if he swore an oath of service and acted as a guide for an expedition to be mounted into his old haunt, the Stolen Lands. Colwyn quickly agreed. He recovered one of his stashes that his former allies had not plundered and prepared for the expedition. Unlike the other party members enlisted to explore the Greenbelt, he would not be paid for his service, receiving only his freedom and his life. Still looking for a score to retire on, Colwyn hopes to find enough treasure to provide the comfortable life that always eluded him. However, his troubles have taught him lessons in loyalty, and he has no plans to betray or steal from his new allies. All the same, Colwyn the Toad understands that they may not trust a former bandit, and he accepts that he may once again have to look out for his own skin in the Stolen Lands.
Appearance and Mannerisms:
Colwyn the Toad did not earn his nickname by being a dashing young swain. His dark hair is balding, but his eyebrows and especially his sideburns remain bushy. Once overweight, a starvation diet in prison left him with saggy, loose jowls that reinforce his nickname. He likes to remind people that the name originally came from his “clever technique,” in his words, of laying behind a felled tree left across a trail and springing out to surprise travellers. He often mutters, with a low growl, how he should have been called Colwyn the Elk or Colwyn the Stag.
He’s grown to hate the taste of rabbit and squirrel, which he often subsisted on both as a failed hunter and bandit. He savors good venison, though, calling it the “taste of victory,” since he very rarely managed to bring down a deer. While he’s vowed not to steal from allies again, he is not quick to trust and keeps a close eye on his own possessions. Spending so much of his life in the company of misery, he’s developed a penchant for schadenfreude. While he is not cruel enough to inflict suffering on others, he is amused when it doesn’t happen to him. He absolutely hates trolls, not just for his mother’s death but as the source of all the misfortunes in his life. For even minor, inconsequential setbacks, Colwyn’s been heard to mutter “damn trolls” as his go-to curse. |