Jamus Hainard

Tully Wanderfoot's page

No posts. Alias of Jesse Heinig.


Full Name

Tully Wanderfoot

Race

Halfling

Classes/Levels

Slayer (Guerilla) 5

Gender

Male

Size

Small

Alignment

Lawful Good

Deity

Erastil

Location

The Stolen Lands

Languages

Common (Taldane), Halfling; Gnome

Strength 12
Dexterity 17
Constitution 13
Intelligence 13
Wisdom 12
Charisma 14

About Tully Wanderfoot

Tully Wanderfoot
Male halfling slayer (guerilla) 5
LG Small humanoid (halfling)
Init +3; Senses Perception +11 {+2 vs. traps}

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Defense
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AC 25, touch 16, flat-footed 21 (+7 armor, +3 shield, +3 Dex, +1 size, +1 Dodge feat) {+1 vs. traps}
HP 44 (5d10, +5 Con, +5 favored class)
Fort +7 (+4 base, +1 Con, +1 halfling luck, +1 trait), Ref +8 (+4 base, +3 Dex, +1 halfling luck) {+1 vs. traps}, Will +3 (+1 base, +1 Wis, +1 halfling luck)

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Offense
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Speed 30 ft.
Melee Small masterwork cold iron machete +8 (1d4+1/19-20/x2, slashing)
Ranged Small masterwork darkwood longbow +10 (1d6/x3, piercing; 100 ft.)

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Statistics
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Str 12, Dex 17, Con 13, Int 13, Wis 12, Cha 14
Base Atk +5; CMB +5; CMD 18
Languages: Common, Halfling; Gnome

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Feats
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Level 1
Dodge (Combat): Your training and reflexes allow you to react swiftly to avoid an opponents’ attacks.
Prerequisite: Dex 13.
Benefit: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

Level 3
Shield Focus (Combat): You are skilled at deflecting blows with your shield.
Prerequisites: Shield Proficiency, base attack bonus +1.
Benefit: Increase the AC bonus granted by any shield you are using by 1.

Level 5
Recruits: Be they students, retainers, new recruits to your order, or neophyte members of your faith, you have access to a small set of dedicated servants.
Prerequisites: Cha 13, character level 5th.
Benefit: You gain a number of cohorts (as per the Leadership feat) that represent NPCs you are responsible for instructing and overseeing. You have a number of such cohorts equal to half your character level. Unlike normal cohorts, these recruits must be at least 4 levels lower than your level. Since these recruits must spend most of their time studying and gaining experience, only one recruit can travel with you at a time (though they all gain experience at the same rate, as those not present are assumed to be studying and growing independently). Whenever you are in a major town or city, you can exchange the recruit currently accompanying you for a different member of your recruits.
As recruits are busy learning and studying the basics of their careers, those not traveling with you can’t engage in mundane or magical crafting or Profession checks. Recruits not traveling with you can, however, serve as managers for your holdings if you are using the downtime rules. If a recruit dies, you take only a –1 penalty to your Leadership score.
Special: The Recruits feat counts as the Leadership feat for purposes of fulfilling prerequisites. A character cannot have both Leadership and Recruits. A character with Recruits who later qualifies for Leadership can exchange this feat for Leadership immediately upon qualifying (selecting one minor cohort to become a full cohort, while the rest move on).

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Traits
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Helpful (Race): You see nothing wrong with letting others achieve greatness so long as the job gets done.
Benefit: Whenever you successfully perform an aid another action, you grant your ally a +4 bonus instead of the normal +2.

Rostlander (Campaign): You were raised in the south of Brevoy, a land of dense forests and rolling plains, of crystalline rivers and endless sapphire skies. You come from hearty stock and were raised with simple sensibilities of hard work winning well-deserved gains, the importance of charity and compassion, and the value of personal and familial honor. Yours is the country of the Aldori swordlords and the heroes who refused to bend before the armies of a violent conqueror. You care little for matters of politics and nobles or of deception and schemes. As you are thoroughly Brevic, the call for champions willing to expand your land’s influence into the Stolen Lands has inflamed your sense of patriotism and honor, and so you have joined an expedition to quest southward. Your hardy nature grants you a +1 trait bonus on all Fortitude saves.

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Adventuring Skills
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Total skill ranks: 35/10 (30 class, +5 Int; 10 background)

Acrobatics +11 [+10] (5 ranks, +3 Dex, +3 class skill)
Climb +6 [+5] (2 ranks, +1 Str, +3 class skill)
Disable Device +13 [+12] (5 ranks, +3 Dex, +3 class skill, +2 trapfinding)
Knowledge (local) +5 (1 rank, +1 Int, +3 class skill)
Knowledge (nature) +9 (5 ranks, +1 Int, +3 class skill)
Perception +11 (5 ranks, +1 Wis, +3 class skill, +2 race) {+2 vs. traps}
Stealth +15 [+14] (5 ranks, +3 Dex, +3 class, +4 size)
Survival +9 (5 ranks, +1 Wis, +3 class skill)
Swim +6 [+5] (2 ranks, +1 Str, +3 class skill)

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Background Skills
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Knowledge (geography) +9 (5 ranks, +1 Int, +3 class skill)
Profession (cook) +9 (5 ranks, +1 Wis, +3 class skill)

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Gear
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Total starting wealth: 10,500 gp

Explorer's outfit (free)
Small masterwork cold iron machete (320 gp, 1 lb.)
Small +1 mithral breastplate (5,200 gp, 6¼ lbs.)
Small masterwork heavy darkwood shield (257 gp, 2½ lbs.)
Small masterwork darkwood longbow (390 gp, ¾ lb.)
Small durable cold iron arrows, 20 (40 gp, 1½ lbs.)
Handy haversack (2,000 gp, 5 lbs.)
[
• Coffee beans, 30 packets (5 cp ea., 1 lb. ea.)
• Coffee pot (3 gp, 4 lbs.)
• Compass (10 gp, ½ lb.)
• Cooking kit (3 gp, 16 lbs.)
• Crowbar (2 gp, 5 lbs.)
• Flint and steel (1 gp)
• Halfling trail rations, 10 days (2 gp ea., 5 lbs.)
• Hooded lantern (7 gp, 2 lbs.)
• Mess kit (2 sp, 1 lb.)
• Oil, 5 flasks (1 sp ea., 1 lb. ea.)
• Rope, spider silk, 50' (100 gp, 4 lbs.)
• Shovel (2 gp, 8 lbs.)
• Small bedroll (1 sp, 2 1/2 lbs.)
• Small blanket (5 sp, 1 1/2 lbs.)
• Small grooming kit (1 gp, 1 lb.)
• Small tent, 1 person (10 gp, 10 lbs.)
• Small waterskins, 4 (1 gp ea., 2 lbs. ea.)
• Soap (1 cp, ½ lb.)
• Tent cover (15 gp, 15 lbs.)
• Whetstone (2 cp, 1 lb.)
• 2,112 gp, 1 sp, 7 cp
]

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Special Abilities
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Halfling

Ability Score Racial Traits: Halflings are nimble and strong-willed, but their small stature makes them weaker than other races. They gain +2 Dexterity, +2 Charisma, and –2 Strength.
Size: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin. See the Linguistics skill page for more information about these languages.
Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.
Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.
Keen Senses: Halflings receive a +2 racial bonus on Perception checks.
Fleet of Foot: Some halflings are quicker than their kin but less cautious. Halflings with this racial trait move at normal speed and have a base speed of 30 feet. This racial trait replaces slow speed and sure-footed.

Slayer (Guerilla) 5

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).

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).
At 5th, 10th, 15th, and 20th levels, the bonuses on weapon attack, 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.

Strike First, Strike Last (Ex): A guerrilla adds half his level on Stealth checks when remaining motionless and reduces the penalty on Stealth checks when sniping by an equal amount. He also gains this bonus on his initiative checks in surprise rounds whenever he is aware of the surprise round and at least one enemy is unaware.
This replaces track and swift tracker.

Slayer Talents: As a slayer gains experience, he learns a number of talents that aid him and confound his foes. Starting at 2nd level and every 2 levels thereafter, a slayer gains one slayer talent. Unless otherwise noted, a slayer cannot select an individual talent more than once. Talents marked with an asterisk add effects to a slayer's sneak attack. Only one of these talents can be applied to an individual attack, and the decision of which to use must be made before the attack roll is made.
Level 2 slayer talent: Trapfinding—The slayer gains Disable Device as a class skill. The slayer also gains the trapfinding and trap sense rogue abilities, using his slayer level as his effective rogue level.
Level 4 slayer talent: Rogue crawl—While prone, a rogue with this ability can move at half speed. This movement provokes attacks of opportunity as normal. A rogue with this talent can take a 5-foot step while crawling.

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 every 3 levels thereafter. Should the slayer score a critical hit with a sneak attack, this additional 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 (like a sap, whip, or unarmed strike), a slayer 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.

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Backstory
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Description: Tully is a nondescript halfling with shaggy brown hair, alert eyes with wizened crow's feet at the corners, and a surprisingly tough frame. He has broad shoulders (for a halfling) and similarly broad feet. He tends to be easygoing, with a look of relaxed confidence.
While in the wild, Tully carries a hefty pack full of gear to make surviving in the wilderness comfortable. He wears a breastplate of shining mithral but keeps it under a drab, belted tunic. Like many halflings, he tends to go shoeless.

Hair: Brown
Eyes: Brown
Height: 3' 1"
Weight: 35 lbs.
Age: 25 years

Background: @@

Personality Traits: Tully is a garrulous fellow who "talks much and says little." He is amiable and companionable, and enjoys social activities like cooking large meals and playing games. His history with a close-knit family community makes him most comfortable around friends and associates; he dislikes spending time alone. He enjoys small talk but also sometimes peppers it with wry commentary when he's bringing critical commentary to bear. He is fond of aphorisms and stories.
Tully likes the bucolic life of halfling farming, but also enjoys seeing new things. He is brave but sensible, and doesn't hesitate to sneak away if a situation appears too dangerous for him.
Like most halflings, Tully loves savory foods, such as cheese, sausage, bacon, and sauced beans. He also has something of a fondness for cabbage soup as a "comfort food" from his childhood.