Tiefling

Tyn Foyle's page

194 posts. Alias of VoodooMonkey.


Race

|HP:19/21|(2 NL) AC: 14 T: 12 FF: 12 | CMB:+3 CMD: 15 | F: +3 R: +5 W: +2 | Init: +2 | Perc: +7, (+8 to locate traps) SM: +1 | Darkvision 60'

Classes/Levels

| Speed 30 ' |(SLA) Darkness/CLW 0/1 | Bomb 5/8,(DC 16 Splash) | Formula: 1st 1/5 | Active Conditions: None

Gender

NG Male Tiefling Alchemist (Chirurgeon/Crypt Breaker/Wasteland Blighter) 3

Size

Medium

Age

151 (Middle Aged)

Languages

Common, Infernal, Abyssal, Draconic, Orc, Elven, Gnome, Celestial

Strength 12
Dexterity 14
Constitution 10
Intelligence 20
Wisdom 13
Charisma 7

About Tyn Foyle

Neutral Good Male Tiefling Alchemist of Bharnarol
Archetypes: Chirurgeon Replaces: Poison Immunity, Poison Resistance +4, Poison Use
Crypt Breaker Alters: Bomb/Replaces: Brew Potion, Mutagen, Persistent Mutagen
Wasteland Blightbreaker Replaces: 8th-level Discovery, Swift Poisoning

Init +2 (DEX +2)
Senses Perc +7 (+1 Wis +1 Rank:2, +3 Class), SM +1, Darkvision (60')

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Defense
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AC: 14, touch:1 , flat-footed:12 (Lamellar Cuirass) Armor +2/DEX +2
HP : 21 (8+2x1/2HD+1(10) 0(Con) +3 (FC: Alchemist)
Fort +3 (3 base, 0 Con +)
Ref +5 (3 base, +2 Dex)
Will +2 (1 base, +1 Wis)

CMD: 15 (+2 BAB +1 STR, +2 DEX)
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Offense
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BAB: +2
CMB: +3 (+2 BAB +1 STR)
Speed 30 ft.
Melee : Sickle +3 vs AC/ 1d6+1 20 (x2)
Ranged: Alkahest Bomb (8/day) (vs Constructs/Corporeal Undead): +5(+6) vs Touch/ 2d8+6 (Acid) Splash=8 DMG (Acid) DC 17 REF (1/2)
__________________________________(vs other): +5(+6) vs Touch/ 2d4 +6 (Force) Splash=68 DMG (Force) DC 17 REF (1/2)

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Str: 12/+1 --(Purchased:13 +0 Racial -1 Middle Aged)
Dex: 14/+2 --(Purchased:13 +2 Racial -1 Middle Aged)
Con: 10/+0 --(Purchased:11 +0 Racial -1 Middle Aged)
Int: 20/+5 --(Purchased:17 +2 Racial +1 Middle Aged)
Wis: 13/+1 --(Purchased:12 +0 Racial +1 Middle Aged)
Cha: 07/-2 --(Purchased:08 -2 Racial +1 Middle Aged)
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Combat Gear: Sickle 6gp/ 2 lbs., Lamellar cuirass 15 gp/ 8 lbs

Equipment: Starting Gold 105 (Average)Current: 19gp 1 sp
Carrying Capacity: 43/86/130 Current: 40 lbs.
Alchemist's Kit 40gp/24 lbs.
Crafted: Boulderhead bock x3 8gp 3 sp each (250sp/3)/ 2 lbs. each Checks: 26/32/29 (DC:19)
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TRAITS:
: Base Racial:
+2 Dexterity, +2 Intelligence, –2 Charisma
Native Outsider: Tieflings are outsiders with the native subtype. //Medium: Tieflings are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Tieflings have a base speed of 30 feet // Darkvision: Tieflings see in the dark for up to 60 feet.
Skilled: Tieflings gain a +2 racial bonus on Bluff and Stealth checks. // Spell-Like Ability: Darkness 1/day as a spell-like ability (CL equal to character level).
Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5
Prehensile Tail: (replaces fiendish sorcery) 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.
Campaign:
Stargazer: You gain a +2 trait bonus on Knowledge checks to identify alien monsters’ abilities and weaknesses. In addition, you gain a +1 trait bonus on Knowledge (geography) checks, and this skill is a class skill for you. You are treated as if you possessed the Technologist feat for the purposes of resolving checks to identify an alien creature using a Knowledge skill and for all Knowledge (geography) checks. If you already possess the Technologist feat, then your trait bonus on Knowledge (geography) checks increases to +3.
Starting:
Adopted: You may take a Race Trait from your adoptive parent's race
Celestial Community: Aasimar: Having been raised among other aasimars, you have a stronger connection to your planar heritage than most of your kind, and have more thoroughly explored your magical talent. You may expend your once per day spell-like ability to spontaneously cast cure light wounds (CL equal to your character level), but doing so is draining and you take an amount of nonlethal damage equal to half the number of hit points you heal
Balanced Education: Category: Region Requirement: Anuli
Your upbringing focused on strengthening mind and body in equal measure. Once per day, you can draw on this training to apply a physical ability modifier to a skill check instead of its usual mental ability modifier, or apply a mental ability modifier to a skill check instead of its usual physical ability modifier. You can only exchange ability modifiers between the following pairings: Strength with Intelligence, Dexterity with Wisdom, and Constitution with Charisma
Drawback: Zealous You are fanatical in your beliefs, ruled by emotion over reason. When you attack a creature that you know worships a different religion than you do, you take a –5 penalty on the attack roll and a +2 trait bonus on the damage roll with your first attack.

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Feats:

Class: Throw Anything-You do not suffer any penalties for using an improvised ranged weapon/+1 circumstance bonus on attack rolls w/thrown splash weapons.
Level 1: Believer's Boon-Choose one domain granted by your deityYou can use the 1st-level domain ability that clerics of that domain can use a number of times or rounds per day, but you can use it only once per day or 1 round per day, whichever is appropriate. Your effective cleric level in regard to this ability is 1st level
Domain: Community
Calming Touch:
Calming Touch (Sp): You can touch a creature as a standard action to heal it of 1d6 points of nonlethal damage + 1 point per cleric level. This touch also removes the fatigued, shaken, and sickened conditions
Level 3: Point-blank Shot-+1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet

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Summarized Special Abilities:
Racial Spell-like Ability: Darkness 1/day
Celestial Community Trait: You may expend your once per day spell-like ability to spontaneously cast cure light wounds (CL equal to your character level)
Believer's Boon Feat Calming Touch (Sp): You can touch a creature as a standard action to heal it of 1d6 points of nonlethal damage + 1 point per cleric level. This touch also removes the fatigued, shaken, and sickened conditions
Class Archtypes: Trapfinding: A crypt breaker adds 1/2 his level on Perception checks made to locate traps and to Disable Device checks (minimum +1). A crypt breaker can use Disable Device to disarm magic traps. When determining the ability of a crypt breaker to deal with locks or traps, treat his alchemist levels as rogue levels.
Infused Curative: At 2nd level, a chirurgeon’s extracts of cure spells automatically act as infusions, and can be used by non-alchemists. When a chirurgeon prepares his extracts, he may choose to render any or all of his infused curatives inert and prepare other extracts to replace them (unlike infusions, which continue to occupy the alchemist’s daily extract slots until consumed or used). This ability replaces poison use
Healing Infusion (Sp, Su): At 2nd level, the blightbreaker can prepare extracts of the healing subschool as if he had the infusion discovery and can choose to render any such extracts inert and prepare other extracts to replace them (unlike infusions, which continue to occupy the alchemist’s daily extract slots until consumed or used). If the blightbreaker has the infusion discovery, or if he is also a chirurgeon, he can use touch injection as a spell-like ability once per day as a standard action, but only to absorb an infusion of the healing subschool.
Extracts: An alchemist begins play with two 1st-level formulae of his choice, plus a number of additional forumlae equal to his Intelligence modifier 7: 2+5 (INT MOD)
Known: Body Capacitance, Comprehend languages, Crafter's Fortune, Cure Light Wounds, Enlarge Person, Shield, Targeted Bomb Admixture, True Strike, Waterproof
Prepared: Cure LIght Wounds x3, (2 open)

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Acrobatics: +4 (2 rank, +2 Dex, 0 AP)
Appraise: +5 ( 0 rank, +5 INT)
Bluff: +0 (0 rank, -2 CHA, +2 Racial)
Climb: +2 (1 rank, +1 STR, 0 AP)
Craft Alchemy: +14 (3 Rank (BS), +5 INT, +3 Class, +3 (Class Level), *+5 more When using Crafter's Fortune Extract (TB +17)
Diplomacy: -2 (0 rank, -2 CHA)
Disable Device: +8 (2 Rank, +2 DEX, +3 Class, +1 Trapfinding)
Disguise: -2 (0 Rank, -2 CHA)
Escape Artist: +2 (0 rank, +2 Dex, 0 AP)
Fly: +2 (0 rank, +2 Dex, 0 AP)
Handle Animal: -1 (1 Rank, -2 Cha)
Heal: +7 (3 Rank, +1 Wis, +3 Class)
Intimidate: -2 (0 Rank, -2 Cha)
Knowledge: Arcana: +9 (1 rank, +5 Int, +3 class)
Knowledge: Dungeoneering: +8 (3 rank, +5 Int)
Knowledge: Engineering: +8 (3 rank (BS), +5 Int)
Knowledge: Geography: +10 (1 rank, +5 Int, +3 class, +1 Trait)
Knowledge: History: +6 (1 rank, +5 Int)
Knowledge: Nature: +9 (1 rank, +5 Int, +3 class)
Knowledge: Religion: +6 (1 rank, +5 Int)
Linguistics: +6 (1 Rank, +5 INT) (Celestial)
Perception: +7 (3 rank, +1 Wis, +3 Class) +1 To locate Traps (Trapfinding)
Ride: +2 (0 rank, +2 Dex, 0 AP, +3 class)
Sense Motive: +1 (0 rank, +1 Wis)
Sleight of Hand:+6 (1 rank, +2 Dex, 0 AP, +3 class)
Spellcraft: +9 (1 Rank, +5 INT, +3 Class)
Stealth: +5 (1 Rank, +2 Dex, 0 AP, +2 Racial)
Survival : +5 (1 rank, +1 Wis, +3 class)
Swim: +2 (1 rank, +1 Str, 0 AP)
Use magic device: +2 (1 Rank, -2 Cha, +3 Class)
Skills subject to Balanced Education Trait 1/Day (See Traits)/Armor Check penalty (AP) is 0
Total Ranks: 11= 1x(4 +5 (Int) +2 Background Skills(BS))

Background and Personality:

They say he dropped from the sky. At least that's what Tyn was told by his adoptive Aasimar parents. Well, how else would you explain such an unlikely match?

Tyn was told he fell from a unidentifiable flying craft and miraculously caught by his mother, who flew aloft on her angelic wings to catch him as she witnessed "the incident." He grew up in Anuli with his adoptive Aasimar parents Bastior and Tylia Foyle-two adventurers dedicated to the god Bharnarol. They named him Tyn due to the shiny ram-like horns that adorned his head. Bastior and Tylia raised Tyn in an intensive system of education in both the arts of Alchemy from his father's side and those of the Rogue from his mother's.

When he was finally old enough, he would join them and their adventuring party on their frequent excursions to the Manna Wastes. He eventually became an adept Cryptbreaker, as well as as studied in the healing abilities of a Chirurgeon and Wasteland Blightbreaker. Tyn found he could soon substitute his darkness spell-like ability to that of a Cure Light wounds spell as his angelic parents, but at
a small cost to his short term endurance.

Although there to primarily recover relics and treasures, it soon became clear that one of the main priorities of the Foyles fell to the destruction of the golems that ran amok in the area. They felt these dangerously errant constructs were an affront to their god, and believed it was their divine duty to correct their existence.
Later on Tyn left his home on tips of similar occurrences of "the incident" rumored to be happening in Numeria. Brewing and tending bar in a local Gnomish tavern, Tyn perfected his craft-even learning how to make Boulderhead Bock, which allowed him to store up enough inner strength to combat what was lost when he used his alternate spell-like ability, as well as an exclusive Gnomish extract which allowed him to recharge it. He bided his time in Numeria, edsucating himself on what he could find of the alien phenomena said to be behind everything. He also took a special interest in their constructs-giving him a new set of abominations, of whose existence he was hell-bent on correcting.

Tyn is a bit fanatical about what's going on. He believes he was abducted by aliens a child and miraculously delivered to the Foyle family by the divine hand of Bharnarol. He feels it is his divine duty to be a prime player in the destruction of their abhorrent constructs.(Alternate flavor on his drawback Zealous-the "heathen" aliens and/or their robots can be the source of his Zealous drawback trigger)

He thinks the aliens are constantly trying to find him and read his mind. Tyn believes the only thing preventing this is his metallic horns as they protect him from the alien frequency. He can often be heard muttering conspiracy theories under his breath-sometimes a few rantings about how this is the end of everything unless he stops it-but his balanced education from his childhood has taught him how to hold it all in for the most part.

All in all, though, those he surrounds himself with, usually end up finding him-although a bit gruff at times-very reliable and amiable, albeit a bit nuts.