About Tyrandro AmpreiBackstory:
Tyrandro Pompio is the son of a Chelaxiam merchant. His father has fallen on hard times with the new Queen Ileosa and so he tries to find a way of getting his father back into business. Even if that means to remove the queen. Real Backstory:
Tyrandro Amprei is a son of Darvayne Gios Amprei the Ambassador from Cheliax in Korvosa. As he lacks the charms, charisma and talent for intrigue of his father he turned to the more tangible ways of subverting Korvosa. He was sent if someone already caught in the nets his father wove needed to be put back in line. But with Ileosa as new Queen and Field Marshal Cressida Kroft having black mail material against his father, the ambassador's influence is dwindling.
But with the chaos in the city his preferred way of solving issues becomes much easier to get away with and so he tries to find some group or organisation who works against the queen. Or some group who has access to Field Marshal Croft to get the incriminating papers. Or maybe both? At least the informants of his father are still useful, so he rebels who are aiming at removing the queen and maybe remove some of the adversaries of his family as well. Tyrandro Amprei
DEFENSE: AC 30, touch 20, flat-footed 22 (+9 armor, +8 Dex, +1 natural, +2 deflection)
hp 132 ((10+14d10)+30+15) Fort +16, Ref +22, Will +11, (+1 Wis Ioun Stone +5 Cloak) (+2 trait bonus vs. charm and compulsion effects) OFFENSE: Speed 30 ft.
Ranged Bow+1 corrosive adaptive holy human bane composite longbow
Melee greatsword +1 +18/+13/+8 (2d6+4/19-20) (+15BAB +2Str +1 Magic) Special Attacks Humanoid (Human) +2, Outsider (Evil) +8, Magical Beasts +2, Humanoid(Elf) STATISTICS: Base Atk +15; CMB +17; CMD 35 Ability Score: Str 14, Dex 20, Con 14, Int 10, Wis 10, Cha 8
Traits Birthmark, Reactionary
Languages Common
GEAR: Combat Gear
+1 holy corrosive adaptive composite longbow +1 greatsword masterwork morningstar (alchemical silver) shortsword Celestial Armor (+3 Mithral Chainmail; max. Dex bonus +8, ACP –2, arcane spell failure 15%, it is light armor, fly on command once per day, CL 5) Incandescent Blue Sphere Ioun Stone (+2 Wis) Wayfinder Belt of incredible Dex +6 amulet of natural armor +1 ring of protection +2 iron circlet of guarded souls cloak of resistance +5 bracers of falcons aim boots of speed efficient quiver outfit (explorer's) pouch (belt) waterskin (filled) potion of CSW potion of lesser restoration watertight scroll case
masterwork backpack
SPECIAL ABILITIES:
Adaptation (Ex) At 3rd level, an infiltrator learns how to copy the unusual abilities of his prey. He chooses one type of creature he has selected as a favored enemy, such as aberrations. The ranger selects one ability or feat from the adaptation list for that type (see below). A ranger can use adaptations for 10 minutes per day per ranger level he possesses. This duration does not need to be consecutive, but it must be used in 10-minute increments. If the adaptation requires the ranger to make a more specific choice (such as what skill to use with Skill Focus), this choice is permanent and cannot be changed. At 8th, 13th, and 15th-level, the ranger chooses another one of his favored enemy types and selects one adaptation from that type's list, as well as an additional adaptation from any one list of a creature type he's selected (including the one just chosen, if so desired). The infiltrator can only use one adaptation at a time. This class ability replaces favored terrain.
Chosen at 3rd: Darkvision 60 ft. (Evil outsider)
Animal Companion (Ex) Birthmark You were born with a strange birthmark that looks very similar to the holy symbol of the god you chose to worship later in life. You gain a +2 trait bonus on all saving throws against charm and compulsion effects as a result. Bonus Feat Humans select one extra feat at 1st level. Combat Style Feat (Ex) At 2nd level, a ranger must select one of two combat styles to pursue: archery or two weapon combat. The ranger's expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his selected combat style, even if he does not have the normal prerequisites. If the ranger selects archery, he can choose from the following list whenever he gains a combat style feat: Far Shot, Point Blank Shot, Precise Shot, and Rapid Shot. At 6th level, he adds Improved Precise Shot and Manyshot to the list. At 10th level, he adds Pinpoint Targeting and Shot on the Run to the list. If the ranger selects two-weapon combat, he can choose from the following list whenever he gains a combat style feat: Double Slice, Improved Shield Bash, Quick Draw, and Two-Weapon Fighting. At 6th level, he adds Improved Two-Weapon Fighting and Two-Weapon Defense to the list. At 10th level, he adds Greater Two-Weapon Fighting and Two- Weapon Rend to the list. The benefits of the ranger's chosen style feats apply only when he wears light, medium, or no armor. He loses all benefits of his combat style feats when wearing heavy armor. Once a ranger selects a combat style, it cannot be changed. Humanoid (Human) (Ex) You gain a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against humans. Likewise, you get a +2 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures. Outsider (Evil) (Ex) You gain a +6 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against evil outsiders. Likewise, you get a +6 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures. Outsider (Evil) darkvision 60 ft., energy resistance 5 (choose one type of energy from acid, cold, electricity, or fire), Great Fortitude, Iron Will, Lightning Reflexes Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks. Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level. Track (Ex) You gain +5 to Survival checks made to follow tracks. Bullseye Shot (Ex)
Benefit(s): You can spend a move action to steady your shot. When you do, you gain a +4 bonus on your next ranged attack roll before the end of your turn. Vicious Aim (Ex)
This ability replaces all spellcasting, and the marksman is not considered to have a caster level. Evasion
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