Faxon

Finnegan "Devilbow" Rook's page

541 posts. Alias of Phntm888.


Full Name

Finnegan "Devilbow" Rook

Race

Tiefling

Classes/Levels

Slayer 6 | AC 19 (20), T 14, FF 15 16 | Fort +7, Ref +10, Will +4 | HP 50/50 | Init +4 | Perception +12, darkvision | Insightful Strike 1/day

Gender

Male

Size

Medium

Age

23

Special Abilities

Darkness 1/day, studied target +2, track, prehensile tail

Alignment

LE

Deity

none

Location

The Stolen Lands

Languages

Common, Infernal, Gnome, Orc, Halfling

Occupation

Ex-Bandit

Strength 15
Dexterity 18
Constitution 12
Intelligence 16
Wisdom 12
Charisma 10

About Finnegan "Devilbow" Rook

Crunch:
Finnegan “Devilbow” Rook
Male Tiefling slayer 6
LE Medium outsider (native)
Init +4; Senses darkvision 60 ft; Perception +8
DEFENSE
AC 19 (20), touch 14, flat-footed 15 (16) (+5 armor, +4 Dex, +1 Shield*)
Hp 50 (5d10+6)
Fort +7, Ref +10, Will +4
Special defenses cold resistance 5, electricity resistance 5, fire resistance 5
-*does not apply if wielding weapon in 2 hands or using an off-hand weapon
OFFENSE
Speed 40 ft
Melee +1 machete +11/+6 (1d6+3, 19-20/x2)
Melee +1 human-bane sickle +11/+6 (1d6+3, x2)
Melee dagger +10/+5 (1d4+2, 19-20/x2)
Ranged +2 fey bane composite longbow (+2 Str) +12/+7 (1d8+4, x3)
Ranged dagger +9 (1d4+2, 19-20/x2)
Spell-Like Abilities (CL 4th)
1/day – darkness
Special attacks studied target +2 (2 targets), sneak attack +2d6
STATISTICS
Str 15, Dex 18, Con 12, Int 16, Wis 12, Cha 10
Base Atk +6/+1; CMB +8; CMD 22
Traits Ambush Training, Brigand, Bruising Intellect
Feats Armor Proficiency (light, medium), Manyshot, Quick Draw, Point Blank Shot, Precise Shot, Rapid Shot, Shield Proficiency, Weapon Finesse, Weapon Proficiency (simple, martial)
Skills Acrobatics +12 (+17 to jump), Bluff +10, Climb +10, Intimidate +11, Knowledge (dungeoneering) +8, Knowledge (geography) +9, Knowledge (local) +11, Perception +12, Ride +10, Sense Motive +10, Stealth +14, Survival +10 (+13 Track), Swim +10
Languages Common, Infernal, Gnome, Orc, Halfling
SQ Prehensile Tail, Slayer Talents (Ranger Combat Style (Archer, Precise Shot, Manyshot), Finesse training), Track
Combat Gear 60 arrows, 40 cold iron arrows, 20 blunt arrows, 2 potions of cure moderate wounds, 2 potions of cure light wounds Other Gear chain shirt +1, ring of swimming, masterwork buckler, +2 fey bane composite longbow (+2 Str), +1 machete, 2 daggers, Stag's helm, 2 Efficient quivers, cloak of resistance +1, boots of striding and springing, gloves of climbing and swimming, slayer's kit (backpack, bedroll, flint and steel, iron pot, manacles, mess kit, rope, torches (10), trail rations (5 days), waterskin), combat-trained light horse (“Swift”), common riding kit (bit and bridle, saddle, saddle blanket, saddlebags, animal feed (2 days)), animal feed (8 days), trail rations (10 days), 24 silver arrowheads, 257 gp, 3 sp, 5 cp

SPECIAL ABILITIES
Ambush Training – You gain a +1 trait bonus on initiative checks and a +1 trait bonus on weapon damage rolls during any surprise round in which you act.
Brigand – You begin with an extra 100gp in ill-gotten gains. You also gain a +1 trait bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks when dealing with brigands, thieves, bandits, and their ilk.
Bruising Intellect – Intimidate is always a class skill for you, and you may use your Intelligence modifier when Making Intimidate checks instead of your Charisma modifier.
Darkvision – Tieflings can see perfectly in the dark for up to 60 feet
Fiendish resistance – Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5
Finesse training – A slayer that selects this talent gains Weapon Finesse as a bonus feat.
Ranger Combat Style – The Slayer selects a ranger combat style (such as archery or two-weapon combat) and gains a combat feat from the first feat list of that style. He can choose feats from his selected combat style, even if he does not have the normal prerequisites. At 6th level, he may select this talent again and add the 6th-level ranger combat feats from his chosen style to the list. At 10th level, he may select this talent again and add the 10th-level ranger combat feats from his chosen style to the list.
Skilled – Tieflings gain a +2 racial bonus on Bluff and Stealth checks
Spell-like ability – Tieiflings can use darkness once per day as a spell-like ability. The caster level for this ability equals the tiefling’s class level.
Sneak Attack – At 3rd level, if a slayer catches an opponent unable to defend itself effectively from his attack, he can strike a vital spot for extra damage. The slayer’s attack deals extra damage anytime his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the slayer flanks his target. This additional damage is 1d6 at 3rd level, and increases by 1d6 at every 3 levels thereafter. Should the slayer score a critical hit with a sneak attack, this additional damage is not multiplied. Ranged attacks count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (like a sap, whip, or unarmed strike), a lsayer can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty.
The slayer must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A slayer cannot use sneak attack while striking a creature with concealment.
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 the normal weapon damage roll).
At 5th, 10th, 15th, and 20th levels, the bonuses on weapon attack rolls, damage rolls, and skill checks and to Slayer DCs against a studied target increase by 1. In addition, at each such interval, the slayer is able to maintain these bonuses against an additional studied target at the same time. The slayer may discard this connection to a studied target as a free action, allowing him to study another target in its place.
At 7th level, a slayer can study an opponent as a move or swift action.
Track (Ex) – A slayer adds ½ his level (minimum 1) to Survival skill checks made to follow tracks.

Backstory:
Finnegan was born to a woman in the employ of a house of ill-repute, by way of a man whose name she never knew. Upon her first sight of him, she demanded he be thrown into the streets of Daggermark. The matron, in complete agreement, promptly did so. Though he should have died out there, less than an hour old, he was found by a group of beggars, who immediately thought to use him to help part coin from the hands of others. After all, how often did you find children with small horns, tails, and burnished gold eyes. They took him in, and called him “Devilboy”. They had little care for his well-being beyond his value to them as a sideshow freak attraction they could charge copper and silver to see. His childhood consisted of people with money coming and goggling at him, the beggars feeding him his meager rations, and the occasional drunken beating when they managed to make enough money to get some alcohol. He grew older, towards adolescence, and every day, he watched as these people with coin to spare came to point and stare at him. These people, who probably had a roof over their heads, full bellies, and decent clothing, were spending their coin simply to look at him? The beggars, who treated him like a freak, would take the coin and feed him stale bread with money earned because he existed? They didn’t deserve that coin. He did. He deserved every copper of it.
But his life was trapped in an endless rut, to be stared at and beaten, until two things happened. The first was when he discovered he could make complete darkness that only he could see through appear with a thought. The second, surprisingly, came from one of those who gave the beggars coin. One day a half-orc came through. He had taken to glaring at the gawkers with hatred, which only made more come. But this half-orc…this man looked him in the eyes, met his glare with a passive face, then tossed a dagger onto the straw of the make-shift tent he was set up in. Finnegan looked at the half-orc, who then turned and left the tent. Quickly, before either the beggars or the next person came through, he scuttled forward and grabbed the dagger, hiding it from sight. The rest of the day, he dealt with the stares and gawkers. He docilely accepted the stale bread his handler gave him. And, when the light went down, he took the blade, and used his trick of magic to cover the beggars in darkness. As they shouted he darted into the magical effect and struck each of them with the dagger, ensuring they were dead, for the darkness was no hindrance to his sight. When all was over, the beggars lying dead in the alley, Finnegan had the best meal he’d ever had – and gained some coin to boot. Leaving the alley, he looked about to see if anyone was watching. Thinking he was alone, he stepped out of the alley – and felt a hand on his shoulder. Whirling, the blade held before him, he found himself confronted with the half-orc from earlier in the day. ”So, I was right. You are more than a freak show. If you want to know how to make coin consistently, and in far greater quantities, follow me.” The half-orc turned, and began walking. Intrigued, Devilboy followed him at a cautious distance. Eventually, they left the city of Daggermark and went into the wilderness. The half-orc, quiet to this point, said, ”I am called the Black Rook. What is your name?” Upon hearing the name “Devilboy”, the man shook his head and said, ”That is not a name, it’s a shackle. And shackles can only serve to hold you back-unless you turn them into weapons. I shall call you…Finnegan.”

And so, Finnegan joined with the Black Rook’s bandits, where he learned to survive in the wilderness, to hunt and track, to ambush unwary merchants and loot them. He learned to fight with weapons, and grew strong. He quickly became skilled with the bow, and was able to join on some of the raids of lesser-armed wagons. The Black Rook treated him as a son, and on one such raid, they stumbled across some books. Though uneducated, Finnegan asked the Black Rook to teach him to read them, and he proved to have a highly astute mind. He learned to read and write, arithmetic, and how to count sums. He began helping to track the bandit group’s hauls, ensuring everyone received the loot that was their due. The Black Rook ran things with direction and purpose. As his skill with a bow grew, he took his childhood name, “Devilboy”, and turned his shackle into a weapon. He called himself “Devilbow”, and the Black Rook approved, as his name began to be whispered by merchants traveling in the River Kingdoms. Unfortunately, all things come to an end. During a raid when he was 17, the Black Rook took a sword across the belly, and was mortally wounded. Despite the best efforts to bandage and poultice the wounds, he died 2 days later.

Finnegan was devastated, and mourned the loss of the closest thing to a father he knew. He was not able to mourn long, though. A bandit by the name of Merilt took over leadership of the group by assassinating his three main rivals, and brought about changes for the worst. He scrapped the prior rules for loot distribution and decreed that, as leader, he got the best stuff, and that everyone else had to figure out the rest on their own. The unity and purpose of the bandits broke. They began infighting over who got what. For 2 years, Finnegan, having taken Rook as his surname, tried to mediate disputes as best he could and maintain some semblance of order. Though success was rare, the fact he was even trying caused Merilt to begin viewing him as a threat to his power. Merilt began leaving him behind on raids, and would often leave him the worst of the loot. Still, Finnegan sought to keep the Black Rook’s legacy alive. While he was sorting through what was left of the spoils of one raid, however, he found paperwork, hidden away in a crate. These goods had been bound for Fort Inevitable! He sought to tell Merilt, to warn him the bandits had stolen from the Hellknights, but the chieftain would not listen. Instead, he tried to warn other bandits, but few cared, thinking themselves safe. They were wrong.

The Hellknights struck the camp at night, their armor glinting darkly and showing no mercy as half-drunk bandits ran about, attempting to mount a fight or flee. Finnegan, having expected this, was ready. He grabbed his things and immediately ran towards where they kept the horses. On the way, he saw a drunken Merilt attempting to climb on Swift, the best of their stolen mounts. Taking an arrow from his magic quiver and aiming, Finnegan planted the arrow in the back of the craven chieftain, and three more soon followed as he advanced on the bandit. As he approached, Merilt lay on the ground looking up at him. Drawing a dagger – the very same one the Black Rook had given him all those years ago – he grabbed the fat fool’s hair and said, ”This is for destroying my father’s legacy,” and slit Merilt’s throat. Then, mounting the horse, he rode from the massacre, abandoning the bandits to their slaughter. Lately, merchants had spoken of a bandit king to the east, in the wilds south of Brevoy known as the Stag Lord. Perhaps he would be amenable to accepting Finnegan’s services. After all, he was the Devilbow…