Tweiford Shenk

Tynan Swale's page

908 posts. Alias of BookmanCU.

Full Name





Slayer 11







Special Abilities

Studied Target, Trapfinding, Sneak Attack, Trap Sense, Trap Spotter


Neutral Good


Diamond Lake, Cheliax


Common, Halfling, Gnome, Read Lips, Infernal, Dwarven


Odd jobs at various establishments.

Strength 16
Dexterity 21
Constitution 12
Intelligence 14
Wisdom 12
Charisma 10

About Tynan Swale

Stats and Saves:

Slayer 11

Initiative: +4

Movement: 30

Armor Class: 23 (6 Armor, 5 Dex, 1 Deflection, 1 Natural)
Flat-Footed AC: 18 (6 Armor, 1 Deflection, 1 Natural)
Touch AC: 17 (5 Dex, 1 Deflection, 1 Natural)

+2 on AC vs. Traps

CMB: +13
CMD: +28
Flat-Footed CMD: +23

Hit Points: 81 (11[d10 +1])

Saving Throws
Fortitude: +10 (7 Base, 1 Con, 2 Cloak)
Reflex: +14 (7 Base, 5 Dex, 2 Cloak)
Will: +6 (3 Base, 1 Wis, 2 Cloak)

+3 on Reflex saves vs. Traps

Spell Resistance


Studied Target
Short Sword +1: +20/+15/+10 ; 1d6+7 ; 19-20(x2)
Short Sword +1 & Short Sword +1: +18/+13/+8 & +16 ; 1d6+7 & 1d6+6 ; 19-20(x2)
Thrown Dagger +1: +20/+14/+9 ; 1d4+7 / 1d4+6 ; 19-20(x2) ; 10' range

Normal Target
Short Sword +1: +17/+12/+7 ; 1d6+4 ; 19-20(x2)
Short Sword +1 & Short Sword +1: +15/+10/+5 & +13 ; 1d6+4 & 1d6+3 ; 19-20(x2)
Thrown Dagger +1: +17/+11/+6 ; 1d4+4 / 1d4+3 ; 19-20(x2) ; 10' range


Acrobatics: +19 (11 Rank, 5 Dex, 3 Class)
Appraise: +2 (2 Int)
Bluff: +18 (11 Rank, 3 Class, 4 Feat)
Climb: +17 (11 Rank, 3 Str, 3 Class)
Diplomacy: +0
Disable Device: +19 (11 Rank, 5 Dex, 3 Class)
Disguise: +14 (9 Rank, 3 Class, 2 Feat)
Escape Artist: +5 (5 Dex)
Fly: +5 (5 Dex)
Heal: +6 (2 Rank, 3 Class, 1 Wis)
Intimidate: +0
Knowledge-Dungeoneering: +6 (1 Rank, 2 Int, 3 Class)
Knowledge-Geography: +6 (1 Rank, 2 Int, 3 Class)
Knowledge-Local: +10 (5 Rank, 2 Int, 3 Class)
Linguistics: +8 (2 Rank, 2 Int, 3 Class, 1 Trait)
Perception: +19 (11 rank, 1 Wis, 3 Class, 4 Feat)
Ride: +9 (1 Rank, 3 Class, 5 Dex)
Sense Motive: +20 (11 rank, 1 Wis, 3 Class, 1 trait, 4 Feat)
Stealth: +19 (11 rank, 5 Dex, 3 Class)
Survival: +15 (11 rank, 1 Wis, 3 Class)
Swim: +7 (1 Rank, 3 Str, 3 Class)

Situational Modifiers:
+4 trait bonus on Stealth checks to hide in a crowd.
+5 on Survival checks when tracking.
+5 on Perception checks to find traps. (Trapfinding)
+10 on Disable Device checks. (Trapfinding + Eyes of Minute Seeing)
+3 on Bluff, Knowledge, Perception, Sense Motive, Survival, Disguise, Intimidate, and Stealth checks attempted against a studied opponent.

Feats and Traits:

Armor Proficiency (Light)(Medium)(Shields)
Weapon Proficiency (Simple)(Martial)
Deceitful (+2 on Bluff and Disguise checks, bonus improves to +4 if 10 ranks in skill)
Quick Draw (Draw a weapon as a free action instead of as a move action. Draw a hidden weapon {see the Sleight of Hand skill} as a move action. Throw weapons at full normal rate of attacks)
Weapon Finesse (With a light weapon made for a creature of your size category, use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.)
Alertness (+2 on Perception and Sense Motive checks, bonus improves to +4 if 10 ranks in skill)
Two-Weapon Fighting (Penalties on attack rolls for fighting with two weapons are reduced: primary hand by 2 and off hand by 6.)
Combat Expertise (You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.)
Improved Feint (You can use Bluff to feint in combat as a move action, causing your opponent to be denied his Dexterity bonus to his AC against your next attack. The DC of this check is equal to 10 + your opponent's base attack bonus + your opponent's Wisdom modifier. If your opponent is trained in Sense Motive, the DC is instead equal to 10 + your opponent's Sense Motive bonus, if higher.)

Ordinary (+4 trait bonus on Stealth checks to hide in a crowd)
Diamond Trumps Spade (+1 trait bonus on Sense Motive and Linguistic checks. Linguistics is considered a Class Skill. Begin with the ability to Read Lips.)

Slayer Abilities:

Studied Target: Study an opponent as a move or swift action to gain a +3 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks, a +3 bonus on attack and damage rolls, and +3 on the DCs of slayer class abilities used against the studied opponent. These bonuses can only be maintained against three opponents at a time, and remain in effect until either the opponent is dead or a new target is studied.
If sneak attack damage is dealt, the target can be studied as an immediate action, allowing the studied target bonuses against that target, including to the normal weapon damage.

Track: Add 1/2 Slayer level (minimum 1) to Survival checks made to follow tracks.

Sneak Attack: 3d6

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.

Trapfinding: Adds 1/2 of level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). Can use Disable Device to disarm magic traps.

Trap Sense: (Ex): Gain an intuitive sense that alerts to danger from traps, giving a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 at 6th level, to +3 when at 9th level, to +4 at 12th level, to +5 at 15th, and to +6 at 18th level.

Trap Spotter: Whenever a rogue with this talent comes within 10 feet of a trap, she receives an immediate Perception skill check to notice the trap. This check should be made in secret by the GM.

Stalker: The slayer gains his studied target bonus on Disguise, Intimidate, and Stealth checks against his studied opponent.

Hunter's Surprise: Once per day, a rogue with this talent can designate a single enemy she is adjacent to as her prey. Until the end of her next turn, she can add her sneak attack damage to all attacks made against her prey, even if she is not flanking it or it is not flat-footed.

Swift Tracker: At 11th level, a slayer can move at his normal speed while using Survival to follow tracks without taking the normal –5 penalty. When moving at up to twice his normal speed while tracking, he takes only a –10 penalty instead of the normal –20.

Slayer Talents: Rogue Talent (Finesse Rogue), Ranger Combat Style (Two-Weapon Fighting), Trapfinding, Rogue Talent (Trap Spotter), Rogue Talent (Hunter's Surprise)


Armor and Weapons

Mithril Chain Shirt +2
Short Sword +1 (x2)
Throwing Dagger +1, Returning
Throwing Dagger (x5)

Regular Gear

-Disguise Kit (10 uses)
-Mess Kit
-Rations (6)
-Torch (2)
-Rope of climbing 50'

Belt Pouch

Belt Pouch
-Flint and Steel
-Tindertwigs (9)
-Alchemist Fire (2)
-Thunderstone (0)
-Smokestick (2)
-Oil Flask (1)

Double-sided Cloak (light brown/medium gray)

Money and Treasure:

Wife's wedding ring worn on a necklace.(50gp)

Magical Items:

Potion of CMW (1)
Potion of CLW (2)
Potion of Invisibility (2)
Potion of Gaseous Form (1)

Mithril Chain Shirt +2: AC6, Max Dex +6, No Armor Check penalty, 10 lbs.

Short Sword +1 (2)

Throwing Dagger +1, Returning: A returning weapon flies through the air back to the creature that threw it. It returns to the thrower just before the creature's next turn (and is therefore ready to use again in that turn). Catching a returning weapon when it comes back is a free action. If the character can't catch it, or if the character has moved since throwing it, the weapon drops to the ground in the square from which it was thrown.

Cloak of Resistance +2: +2 resistance bonus on all saving throws.

Ring of Protection +1: This ring offers continual magical protection in the form of a deflection bonus of +1 to AC.

Ring of Far Strike: This unassuming black ring changes color to a silver pearlescent sheen when held near a fire. Once per day as a standard action, the wearer can make a melee weapon attack or unarmed strike attack against any opponent within 30 feet. The wearer must be otherwise capable of performing the attack to use this ability.

Belt of Physical Perfection: This belt has a large platinum buckle and grants the wearer an enhancement bonus to all physical ability scores (Strength, Dexterity, and Constitution) of +2. Treat this as a temporary ability bonus for the first 24 hours the belt is worn.

Rope of Climbing: A 60-foot-long rope of climbing is no thicker than a wand, but it is strong enough to support 3,000 pounds. Upon command, the rope snakes forward, upward, downward, or in any other direction at 10 feet per round, attaching itself securely wherever its owner desires. It can unfasten itself and return in the same manner.
A rope of climbing can be commanded to knot or unknot itself. This causes large knots to appear at 1-foot intervals along the rope. Knotting shortens the rope to a 50-foot length until the knots are untied, but lowers the DC of Climb checks while using it by 10. A creature must hold one end of the rope when its magic is invoked.

Gloves of Reconnaissance: Each of these fingerless worked leather gloves look as though they have seen heavy use, and often bear the stains or scent of grass or wet mud. On command, the wearer can use the gloves to see and hear though solid material no more than 5 feet thick by placing both hands on that material. The gloves can be used for 10 rounds each day. The rounds need not be consecutive. The wearer must wear the gloves continuously for 24 hours before activating this ability.

Goggles of Minute Seeing: The lenses of this item are made of special crystal, its band woven with tiny patterns of metallic thread almost invisible to the naked eye.
When placed over the eyes of the wearer, the lenses enable her to see much better than normal at distances of 1 foot or less, granting her a +5 competence bonus on Disable Device checks. Both lenses must be worn for the magic to be effective.

Hat of Disguise: This apparently normal hat allows its wearer to alter her appearance as with a disguise self spell. As part of the disguise, the hat can be changed to appear as a comb, ribbon, headband, cap, coif, hood, helmet, or other headwear.

Amulet of natural Armor +1: This amulet toughens the wearer's body and flesh, giving an enhancement bonus to natural armor by +1.