The Rake

Grayson Waylander's page

108 posts. Alias of Jovich.


Full Name

Grayson Waylander (The Greyman)

Race

Human

Classes/Levels

4 Gesalt Unchained Rogue/Swashbuckler (Inspired Blade)

Gender

The Grey Man | Male | Init:+12 | HP:40/40 | AC:21 T:17 FF:15 AoO:+4 to AC | CMD:18 | CMB:+4 | F:+3 R:+8 W:+2 | Perc: +10

Size

Med

Age

24

Special Abilities

Panache, Deeds, Trapfinding, Sneak Attack

Alignment

NG

Location

Tamran

Languages

Common Elven

Strength 10
Dexterity 19
Constitution 14
Intelligence 13
Wisdom 12
Charisma 14

About Grayson Waylander

Grayson Waylander "The Greyman"
"You like to play cards...I'll cut the deck"
Male Human
4 Rogue (unchained)/Swashbuckler (Inspired Blade) Gestalt

Stats:

Size / Type: Medium Human (Humanoid)
Alignment: NG
Deity: None
Age: 24
Speed: 30 Ft.
Initiative: + 12
Senses: Perception + 8
Languages: Common, Elven
Attributes
STR 10 (+0)
DEX 19 (+4) +1 at 4th
CON 14 (+2)
INT 13 (+1)
WIS 12 (+1)
CHA 14 (+2)

Offense
BAB: +4
Range: +8
Melee: +4
Rapier +9
Sneak Attack +2d6+1

Rapier +1
Attack: 1d20 + 10 (+4 BAB + 0 Str + 4 Dex + 1 Magic +1 Weapon Focus +0 Weapon Training)
Damage: 1d6 + 5 (+4 Dex +1 Magic +0 Weapon Training)
Crit: 18-20x2

Kukri
Attack: 1d20 + 8 (+4 BAB + 0 Str + 4 Dex + 0 Magic)
Damage: 1d4 + 0 (+0 Dex +0 Magic)
Crit: 18-20x2

Two Weapon Fighting MAIN
Rapier +1
Attack: 1d20 + 8 (+4 BAB + 0 Str + 4 Dex + 1 Magic +1 Weapon Focus -2 Two weapon fighting +0 Weapon Training)
Damage: 1d6 + 5 (+4 Dex +1 Magic +0 Weapon Training)
Crit: 18-20x2
Two Weapon Fighting OFF
Kukri +1
Attack: 1d20 + 6 (+4 BAB + 0 Str + 4 Dex + 0 Magic -2 two weapon fighting)
Damage: 1d4 + 0 (+ 0 Dex +0 Magic)
Crit: 18-20x2

Defense

HP: 40 (4d10 + 2 Con per Level + 1 Favored Class)
AC: 21 (10 Base + 4 Dex +4 Armor +0 Natural Armor +1 Magical +1 Dodge +1 Nimble) +2 Charmed Life +4 Vs AoO
Touch: 17 / Flat-Footed: 15
CMB: +4 (4 BAB +0 Str)
CMD: 18 (10 Base + 4 BAB +0 Str + 4 Dex)

Fort: +3 (+1 Base +2 Con)
Refl: +8 (+4 Base +4 Dex) +1 Vs Traps
Will: +2 (+1 Base +1 Wis)


Skills:

Per Level: 11 (8 Base + 2 Int +1 Human ) + 10 Back Ground Skills:54
Skills List:
Acrobatics: +11 (+4 Ranks +3 Class Skill +4 Dex)
Appraise: +9 (+4 Ranks +3 Class Skill +2 Int)
Bluff: +9 (+4 Ranks +3 Class Skill +2 Cha)
Climb: +9 (+4 Ranks +3 Class Skill +0 Str +2 Kit)
Craft: +2 (+0 Ranks +0 Class Skill +2 Int)
Diplomacy: +2 (+0 Ranks +0 Class Skill +2 Cha)
Disable Device: +15 (+4 Ranks +3 Class Skill +4 Dex +2 MstWk Tools +2 Trapfinding)
Disguise: +2 (+0 Ranks +0 Class Skill +2 Cha)
Escape Artist: +4 (+0 Ranks +0 Class Skill +4 Dex)
Fly: +4 (+0 Ranks +0 Class Skill +4 Dex)
Handle Animal: +2 (+0 Ranks +0 Class Skill +2 Cha)
Heal: +1 (+0 Ranks +0 Class Skill +1 Wis)
Intimidate: +9 (+4 Ranks +3 Class Skill +2 Cha)
Knowledge (arcana): +2 (+0 Ranks +0 Class Skill +2 Int)
Knowledge (dungeoneering): +9 (+4 Ranks +3 Class Skill +2 Int)
Knowledge (engineering): +2 (+0 Ranks +0 Class Skill +2 Int)
Knowledge (geography): +2 (+0 Ranks +0 Class Skill +2 Int)
Knowledge (history): +2 (+0 Ranks +0 Class Skill +2 Int)
Knowledge (local): +8 (+3 Ranks +3 Class Skill +2 Int)
Knowledge (nature): +2 (+0 Ranks +0 Class Skill +2 Int)
Knowledge (nobility): +2 (+0 Ranks +0 Class Skill +2 Int)
Knowledge (planes): +2 (+0 Ranks +0 Class Skill +2 Int)
Knowledge (religion): +2 (+0 Ranks +0 Class Skill +2 Int)
Linguistics: +2 (+0 Ranks +0 Class Skill +2 Int)
Perception: +8 (+4 Ranks +3 Class Skill +1 Wis)+2 Trap finding +1 vs Surprise
Perform (any): +2 (+0 Rank +0 Class Skill +2 Cha)
Profession (Gambler): +8 (+4 Rank +3 Class Skill +1 Wis)
Ride: +4 (+0 Ranks +0 Class Skill +4 Dex)
Sense Motive: +8 (+4 Ranks +3 Class Skill +1 Wis)
Sleight of Hand: +8 (+1 Ranks +3 Class Skill +4 Dex)
Spell craft: +5 (+3 Ranks +0 Class Skill +2 Int)
Stealth: +11 (+4 Ranks +3 Class Skill +4 Dex)
Survival: +1 (+0 Ranks +0 Class Skill +1 Wis)
Swim: +0 (+0 Ranks +0 Class Skill +0 Str)
Use Magic Device: +9 (+4 Rank +3 Class Skill +2 Cha)

Traits:

Reactionary +2 Initiative
Blade of the Society +1 damage to sneak attacks


Feats:

Improved Initiative
Dodge
Two Weapon Fighting


Racial Abilities:

Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature. DEX
Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Class Abilities:

Unchained Rogue
Finesse Training:Weapon Finesse
Finesse training:adds Dexterity modifier instead of Strength modifier to the damage roll with Rapier
Sneak Attack 2d6
Trap finding
Evasion
Danger Sense +1

Rogue Talent: Surprise Attack (During the surprise round, a rogue with this ability always considers opponents flat-footed, even if they have already acted. A rogue with this ability adds 1/2 her rogue level to her sneak attack damage rolls made during the surprise round.)

Rogue Talent: Bleeding Attack (Ex)
Benefit: 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 DC 15 Heal check or the application of any effect that heals hit point damage.
Special: Bleeding damage from this ability does not stack with itself. Bleeding damage bypasses any damage reduction the creature might possess.
Debilitating Injury
Uncanny Dodge

Swashbuckler
Inspired Panache (Ex) 3
Each day, an inspired blade gains a number of panache points equal to her Charisma modifier (minimum 1) and Intelligence modifier (minimum 1), instead of just her Charisma modifier. Unlike other swashbucklers, an inspired blade gains no panache from a killing blow. She gains panache only from scoring a critical hit with a rapier.
Inspired Finesse (Ex)
At 1st level, an inspired blade gains the benefits of Weapon Finesse with the rapier (this ability counts as having the Weapon Finesse feat for the purpose of meeting feat prerequisites) and gains Weapon Focus (rapier) as a bonus feat.

Weapon and Armor Proficiency
Swashbucklers are proficient with simple and martial weapons, as well as light armor and bucklers.
Deeds
Derring-Do (Ex):
At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).

Dodging Panache (Ex):
At 1st level, when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modifier (minimum 0) against the triggering attack. This movement doesn't negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load.

Opportune Parry and Riposte (Ex):
At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If her result is greater than the attacking creature's result, the creature's attack automatically misses. The swashbuckler must declare the use of this ability after the creature's attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach. This deed's cost cannot be reduced by any ability or effect that reduces the number of panache points a deed costs.

Kip-Up (Ex):
At 3rd level, while the swashbuckler has at least 1 panache point, she can kip-up from prone as a move action without provoking an attack of opportunity. She can kip-up as a swift action instead by spending 1 panache point.

Menacing Swordplay (Ex):
At 3rd level, while she has at least 1 panache point, when a swashbuckler hits an opponent with a light or one-handed piercing melee weapon, she can choose to use Intimidate to demoralize that opponent as a swift action instead of a standard action.

Precise Strike (Ex):
At 3rd level, while she has at least 1 panache point, a swashbuckler gains the ability to strike precisely with a light or one-handed piercing melee weapon (though not natural weapon attacks), adding her swashbuckler level to the damage dealt. To use this deed, a swashbuckler cannot attack with a weapon in her other hand or use a shield other than a buckler. She can even use this ability with thrown light or one-handed piercing melee weapons, so long as the target is within 30 feet of her. Any creature that is immune to sneak attacks is immune to the additional damage granted by precise strike, and any item or ability that protects a creature from critical hits also protects a creature from the additional damage of a precise strike. This additional damage is precision damage, and isn't multiplied on a critical hit. As a swift action, a swashbuckler can spend 1 panache point to double her precise strike's damage bonus on the next attack. This benefit must be used before the end of her turn, or it is lost. This deed's cost cannot be reduced by any ability or effect that reduces the amount of panache points a deed costs (such as the Signature Deed feat).

Swashbuckler Initiative (Ex):
At 3rd level, while the swashbuckler has at least 1 panache point, she gains a +2 bonus on initiative checks. In addition, if she has the Quick Draw feat, her hands are free and unrestrained, and she has any single light or one-handed piercing melee weapon that isn't hidden, she can draw that weapon as part of the initiative check.

Charmed Life (Ex) +2
At 2nd level, the swashbuckler gains a knack for getting out of trouble. Three times per day as an immediate action before attempting a saving throw, she can add her Charisma modifier to the result of the save. She must choose to do this before the roll is made. At 6th level and every 4 levels thereafter, the number of times she can do this per day increases by one (to a maximum of 7 times per day at 18th level).

Nimble (Ex) +1
At 3rd level, a swashbuckler gains a +1 dodge bonus to AC while wearing light or no armor. Anything that causes the swashbuckler to lose her Dexterity bonus to AC also causes her to lose this dodge bonus. This bonus increases by 1 for every 4 levels beyond 3rd (to a maximum of +5 at 19th level).


Magical Items:

Heward's handy Haversack
Rapier +1
Kukri
Mithril Chain Shirt +1
Wand of Cure Light Wounds 50ch
Wand of Detect Magic 50ch

Equipment:

19lbs gear
Rapier +1
Kukri
Mithril Chain Shirt
Handy Haversack
-Inside the back Pack
Caltrops x4
Bedroll
Winter Blanket
Silk Rope 100'
Water Skin
Climbers Kit
Thieves Tools, Master Work
Assets:
Platinum:0
Gold:75
Silver:43
Copper:1
Gems:

Background:

Appearance:
Height: 5'8"
Weight: 138
Eye color: Black
Hair color: Black
Skin: Tan
Haircut: Bald
Build: Athlete, Wiry

Personality:
He tends to be a bit quiet and keeps to himself. He will do what needs to be done in order to achieve set goals. If this is standing toe to toe with an enemy or scouting ahead to clear the way for his companions. Grayson will stand by those that are in the think of things with him.
Standing at 5'8", 138 pounds and wiry, Grayson has very little meat on his bones. He keeps his appearance crisp and clean with his goatee always trimmed and neat. He feels the same way about his equipment and clothing.
Grayson was the only son of a tavern owner in Tamran. He grew up never wanting for anything in this war ravage city but he knew that this was not for him. His older sister wanted to continue on in this life but not Grayson. He wanted more for himself. So he saved all his money and with the aid of his parents, was able to get himself accepted to as an apprentice to a local fencer. This was his moment to better himself to make a better life. He took to his classes well and flourished but soon was disenchanted with the notion of gentlemen sword fighting. There is nothing but chaos in combat or so he though. As his lessons continued he started to see more to fencing than just attacking and retreating. He started to see the whole field of combat as a way to win the contest of a duel. It made little sense to stand face to face and try to out duel another fencer. Why not use the terrain to your advantage, why not take advantage of your opponents weaknesses, why not hit him when he is not aware or prepared. He took this to heart and after a trial and error period he found himself without a teacher. The teacher did not like his new outlook on combat. He soon wondered the area and found himself on a supple train heading to Kenabres. His parents were not happy that he was going to leave his war torn home to make his way in life in a demon infested region. They knew that if the fought him on this it would push him away. He never made it to Kenabres. The journey to Kenabres stopped at several small towns along the way, one of these was the Village of Salt Marsh. This quaint little fishing village has a sinister secret all of it's own. It was filled with pirates. He met up with a group of adventures and together they delved into an abandoned house that was a land base for a smuggling operation. The smugglers were using the ship Sea Ghost to raid ships all along the coast. The adventures took over the ship and the area was safe for the time being. Rumors came around of a large Lizard-folk Village that was preparing to raid Salt Marsh. The preemptive strike on the Lizard-folk village was approved by the council of Salt Marsh. The adventuring group assault and defeated the Lizard-folk before they could wage war on the human population. Grayson now bids his time looking for adventure. As time past by Grayson needed to earn a living and so he hired himself out as a recovery expert. After some time he earned a reputation as one the filled many with fear if they did not pay their debts. He was getting tired of the town and was looking for something more out of life. He felt his worlds was just dragging on. He knew he needed to move on but was not sure where. One afternoon he was hired to ruin a particular merchant that was due to come through town soon. This merchant was wealthy and know for his rather unwelcome appetite......

The young women sat up straight when he raised the stakes. She was in over her head. With a little naive smile. I am sorry, I do not have enough money to cover that raise. She looks around at the table filled with professional gamblers, they were eyeing up this little women. They felt she was in over her head and they wanted to take her for all she was worth and then some.
The fat merchant that has been staring at her cleavage all night spoke up. Little lady, I think we can come to some kind of arrangement...I will cover the difference, provided you agree to my terms. He was staring at her cleavage again leaving nothing to the meaning of his terms. The young lady knew she had to do something. Shying away as if she was ashamed and looking down at her cards...Fine! Let's get this over with then. I see your raise and call.

The young women was crying all the way back to the fat merchants room.
Once inside the merchant looked her up and down, licking his lips. [b]You should not have been gambling in the first place. Now you have to pay your tab. I aim to collect....all....night.....

The young women turns to look the fat merchant in the eyes. Her crying stops and she gets a wicked smile on her face. Then the merchant notices something else. The women had not been crying at all, her face still beautiful as ever. Then he felt the touch of cold steal on his neck. Then he felt the warm breath on his neck and in his ear.
Your fondness for young women was your undoing. That is why I am here. I should slit your throat right here and be done with you, but my employer wants you ruined...and so you are. The bounty for your hide has been collected and the sheriff will be here soon to collect you. Your crimes are as vast as your wealth...well at least your wealth will be put to good use.
The young women looks on as the merchants face turns ashen gray with fear.
So, that is why they call you the grey man.

Grayson pushes the fat merchant down on his own bed and proceeds to tie him up face down. His arms and legs stretched out to all for post of his ornate bed. Once he was satisfied that his target was neutralized, Grayson searches the room. He finds several trinkets worth taking for himself and leaves the rest to his companion.
[/b]I will take these, the rest is....[/b]
Grayson notices some official papers that make him smile.
On second thought I will take these and then everything else is yours.

Grayson hires on to the small caravan as a guest and not a guard. This one was filled with merchants and he did not want to work while he traveled. INSERT TOWN NAME HERE was a ways off but he should get there soon enough. The papers he took from his last job was a gamble onto itself. He knew that as long as he had these papers in his hands he owned that property and business. Problem was that the papers could be forgeries, they could just be worthless pieces of paper. He could be the owner of a hovel for all he knew. It was time to get out of this old city and move on to new pastures and this was his ticket. He would see it to its end..not matter the outcome. The city of INSERT TOWN NAME HERE will be in sight by night fall.