The Scribbler

Damien Folley's page

30 posts. Alias of Roidrage.


Full Name

Damien Folley

Race

Tiefling

Classes/Levels

Ranger(trapper):1/ Rogue:2

Gender

Male

Age

23

Alignment

NG

Deity

Phrasma

Languages

Common, Demonic, Abyssal, and Elven

Strength 13
Dexterity 18
Constitution 12
Intelligence 14
Wisdom 13
Charisma 8

About Damien Folley

Damien Folley
CG Medium Tiefling Ranger(Trapper)-1/Rogue-2
Initiative:+6 (4Dex)Perception:+6(+8 for traps)

Defense:
Armor Class:17, Touch:14, Flatfooted:13
CMD: 17
HP:28 Current:28
Fortitude +3, Reflex +9, Will +1

Offense:
Speed:30ft
BAB: +2
CMB: +3

Melee: +6 to hit or +4/+4
Masterwork shortsword +7 or +5/+5 1d6+1, 19-20 x2

Ranged: +6 to hit
Mswk Comp Longbow +7(8) 1d8+1(+2), x3 (20 regular)
Sling +6(7) 1d4+1(2), x2 (10)
Dagger(thrown) +6(7) 1d4+1(2), 19-20 x2
Throwing axe +6(7) 1d6+1(2), x2

Feats:
1st Level: Weapon Finesse
3rd Level: Two weapon fighting
Combat trick: Point blank shot

Traits:
Sacred Touch(The light inside of him), Reactionary

Tiefling traits:
+2 Dexterity, +2 Intelligence, –2 Charisma: Tieflings are quick in body and mind, but are inherently strange.
Darkvision: Tieflings see in the dark up to 60 feet.
Skilled: Tieflings have a +2 racial bonus on Bluff and Stealth checks.
Spell-Like Ability: Tieflings can use darkness once per day as a spell-like ability. The caster level for this ability equals the tiefling's class level.
Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
Prehensile Tail: Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.
Languages Tieflings begin play speaking Common and either Abyssal or Infernal. Tieflings with high Intelligence scores can choose any of the following: Abyssal, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Infernal, and Orc.

Class Abilites:
Favored Enemy (Evil Outsiders): At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.

Wild Empathy (Ex): A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

Trapfinding: A trapper adds 1/2 her ranger level on Perception skill checks made to locate traps and on Disable Device skill checks (minimum +1). A trapper can use Disable Device to disarm magic traps.

Trapfinding: A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

Sneak Attack:1d6

Evasion (Ex): At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Rogue Talent:Combat Trick: Point blank shot

skills:

Acrobatics:+9= 2ranks + 3class + 4dex
Bluff:+7= 3ranks + 3class - 1cha + 2racial
Climb:+5 = 1rank + 3class + 1str
Disable Device:+10(12) = 3ranks + 3class + 4dex (+2 for traps)
Heal:+5 = 1rank + 3class + 1wis
Escape Artist:+10 = 3ranks + 3class + 4dex
Intimidate:+3 = 1rank + 3class - 1cha
Knowledge(Dungeoneering):+7 = 2ranks + 3class + 2int
Knowledge(local):+6 = 1rank + 3class + 2int
Perception:+7(9) = 3ranks + 3class + 1 wis + (2 traps)
Sense Motive:+7 = 3 ranks + 3class + 1wis
Sleight of Hand:+10 = 3ranks + 3class + 4dex
Stealth:+12 = 3ranks + 3class + 4class + 2racial
Survival:+5 = 1rank + 3class + 1wis

Gear:

Masterwork studded leather armor
Travelers Outfit
2 Cold Iron Cetus
4 Daggers
2 Silver daggers in Wristsheaths
2 Cold Iron daggers
2 Masterwork Shortswords
Sling with 10 bullets
2 Throwing Axes
Masterwork Composite Longbow(+1)
20 arrows
* 2 Bandoleer
- Potion of Cure Light wounds (1d8+1)
-4 daggers
-Chalk (3)
-Compass
-Flint and steel
-2 vials of oil
-Wire saw, Adamantine
-5 tinder twigs
-3 smoke pellets
-Holy water
-3 thunder stones
-Tanglefoot bags
*Masterwork Backpack
-Signal Whistle
-bedroll
-Good lock
-3 Potions of CLW
-2 potions of Shield of Faith
-1 potions of Protection from evil
-3 oil of magic weapons
-3 Holy waters
-2 Tangle foot bags
-Inkpen and vial of ink
-Silk rope (50ft)
-Waterskin
-Whetstone
-Masterwork Thief tools
-Journal
- 4 trail rations
*2 belt pouches
-2 antitoxin
-2 anti plague
-2pp 15gp 9 sp 8cp

Appearance:
Damien Stands 5'10", though he hunches over seeming to be caring a burden. His black hair is long and wild it covers most of his two horns that curve with the top of his head. His eyes are yellow and skin is blazen red. He usually tries to cover his face with scarf or his cowl. His clothes are a mixture of blacks and grays, most of his weapons easily hide under his cloak.

Personality: Damien fierce when it comes to his enemies and the hunt, but when around comrades or potential friends he is quite nice. Often overcompensating and neverous he will do something wrong.

Background:
I was born to be their symbol, their champion, their reason for all they did. But inside I was none of it, even if my outside showed the devil's blood that flowed inside of me. They all expected me to crave blood and power, but I disapointed them by being born an innocent child. My mother was a puppet to the cult and even her fake love couldn't sway me to their ways. As I grew to the age of eight they brought me what I thought was a friend, but they called it a sacrifice
They gave me a knife, I refused, they tortured him, I refused, they tortured me, I cried. The cult leader told me devils don't cry, they kill and seek power over all. I replied i want neither those things, I just wanted a friend. They tortured me again and throw me in the dark, I cried. My mother told me lies, I didn't listen. Why couldn't I listen, something inside told me not too. An inner light told me, it gave me hope.

I stayed in the dark with only the inner light to keep me company. They sent in cruel men, I was beaten. The men were sacrifices, I was still to young the light said refuse so I did, I was beaten. Back to the darkness I went, until a new light came for me. They said they were servants of Phrasma, they took me away from the cult and cared for me. They saw my light and should me mercy. I grew up happier, though others couldn't see my light past my demonic features. Though the church made me feel welcome. As I got older I learned values and of the outside world. I seeked to repay the clergy for all they did, I knew a way. I could save more like me, I could blend in with them. Destroy them from the inside and save those that show light like me. I smiled, as I roamed the lands learning how to hunt and fight these organizations. The jobs proved hard, so I seeked out others like myself. I believe I have found them....I smiled.