Valeros

Tomas Foundling's page

85 posts. Alias of DBH.


Full Name

Tomas Foundling

Race

Human

Classes/Levels

Slayer (Gravewarden) 4. AC 16, T13, FF13. hp 40. F +6, R +8, W +2, Init + 4. Per + 8

Gender

male

Size

med

Age

23

Alignment

NG

Deity

Pharasma

Strength 17
Dexterity 17
Constitution 15
Intelligence 16
Wisdom 13
Charisma 11

About Tomas Foundling

TOMAS FOUNDLING

Male Human (Kellid) slayer 4. NG medium humanoid (human)

Init +4; Senses Perception +8,

Languages Common, Draconic, Hallit, Necril, Varisian

AC 17, touch 14, flat-footed 13. hp 40 (4HD)

Fort +6, Ref +8, Will +2, -1 on saves vs. compulsions (-2 if the caster knows your true identity)

Speed 30 ft. (6 squares)

Ranged masterwork composite longbow str +9 (1d8/x3), within 30 ft. +10 (1d8+1)
Ranged holy water +8 (2d4+1), within 30 ft. +9 (2d4+1)
Ranged oil +8 (1d6+1), within 30 ft. +9 (1d6+1)
Melee dagger (cold iron) +7 (1d4+3/19-20)
Ranged dagger (cold iron/thrown) +8 (1d4+4/19-20), within 30 ft. +9 (1d4+4)
Melee dagger (alchemical silver) +7 (1d4+2/19-20)
Ranged dagger (alchemical silver/thrown) +8 (1d4+3/19-20), within 30 ft. +9 (1d4+3)
Melee masterwork morningstar (alchemical silver) +8 (1d8+2)

Face 5 ft. by 5 ft. Reach 5 ft.

Base Atk +4; CMB +7; CMD 21

Atk Options Sneak Attack 1d6,

Special Actions

Abilities Str 17, Dex 18, Con 15, Int 16, Wis 13, Cha 11

Special Qualities Bonus Feat, Holy Water Sprinkler, Skilled, Studied Target, Track +2, Trap Spotter, Weapon and Armor Proficiency,

Feats Fast Learner, Point-Blank Shot, Seething Hatred (Undead)

Skills Acrobatics +11, Appraise +3, Bluff +6, Climb +9, Craft (Untrained) +3, Disable Device +12, Escape Artist +4, Fly +4, Heal +6, Knowledge (Dungeoneering) +8, Knowledge (Geography) +8, Knowledge (Local) +10, Knowledge (Religion) +11, Perception +8, Ride +4, Sense Motive +7, Stealth +11, Survival +8, Survival (Follow or identify tracks) +10, Swim +9,

Possessions outfit (traveler's); masterwork studded leather; thieves' tools (masterwork); masterwork morningstar (alchemical silver); Masterwork Composite Longbow STR ; Handy Haversack [ Cooking Kit; Fishing Kit; Gear Maintenance Kit; Mess Kit; Ranger's Kit; Shaving Kit; Survival Kit (Masterwork); Arrows (20) (x5); Arrow, Blunt (20) (x2); Holy Water (x10); Traveler's Any-Tool; Waterproof Bag; Waterproof Bag; Winter Blanket; Coffee Pot; Grappling Arrow (x2); Iron Spike (x5); Lantern (Bullseye/Waterproof); Silk Rope (50 ft.) (x2); Shovel, Folding; Wire Saw (Adamantine); Oldlaw Whiskey (Bottle); Coffee (Cup) (x20); Honey (Jar); Powdered Milk (x2); ]; Waterproof Bag [ Oil (x2); ]; Waterproof Bag [ Soap; ]; Wrist Sheath, Spring Loaded [ Dagger (Cold Iron); ]; Wrist Sheath, Spring Loaded [ Dagger (Alchemical Silver); ]; Belt Pouch [ Compass; Sewing Needle (x2); String (50 ft.); ]; Canteen ;

Child of the Temple (Knowledge (Religion)) You have long served at a temple in a city, where you picked up on many of the nobility's customs in addition to spending much time in the temple libraries studying your faith. You gain a +1 trait bonus on Knowledge (nobility) and Knowledge (religion) checks, and one of these skills (your choice) is always a class skill for you.

Corpse Hunter You have dedicated yourself to the destruction of undead, and receive a +1 trait bonus on all attacks made against undead.

Empty Mask You have spent so long hiding your true identity to escape political enemies that you have lost much of your sense of self. You take a -1 penalty on Will saving throws against compulsions. This penalty increases to -2 against foes who know your true identity.

Holy Water Sprinkler (Ex) A grave warden can draw a flask of holy water as if it were a weapon (and can thus the Quick Draw feat to draw flasks of holy water). As a swift action, he can open a flask of holy water and pour it onto a held or adjacent melee weapon. If the weapon successfully hits an undead creature before the end of the grave warden's next turn, the undead takes damage as if it took a direct hit from the holy water, in addition to the damage from the weapon, if any.

Language Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Sneak Attack (Ex) If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. Your attack deals 1d6 points of extra damage anytime your target would be denied a Dexterity bonus to AC, or when you flank your target. Should you score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage, you can make a sneak attack that deals nonlethal damage instead of lethal damage. You cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot sneak attack while striking a creature with concealment.

Studied Target (Ex) A slayer can study an opponent to gain a +1 bonus on Bluff, Knowledge, and Sense Motive; a +1 bonus on Perception, 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 1 opponents 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). The slayer may discard this connection to a studied target as a free action, allowing him to study another target in its place. A slayer can study an opponent he can see as a move action.

Track (Ex) You gain +2 to Survival checks made to follow tracks.

Trap Finder Forgotten dungeons and ancient tombs have always held an appeal for you, and you've never been able to resist the urge to delve into these lost sites in search of knowledge, treasure, or both. You may not have received any formal training in the roguish arts, but you've nonetheless become skilled at spotting and disabling hidden traps. The tombs of Wati's necropolis, just opened for exploration, seem like the perfect place to put your skills to the test. You gain a +1 trait bonus on Disable Device checks, and that skill is always a class skill for you. In addition, you can use Disable Device to disarm magic traps, like a rogue.

Trap Spotter (Ex) Whenever you come within 10 feet of a trap, you receive an immediate Perception skill check to notice the trap. This check should be made in secret by the GM.

Weapon and Armor Proficiency A slayer is proficient with all simple and martial weapons, as well as with light armor, medium armor, and shields (except tower shields).