Bather

Yambul's page

1,033 posts. Alias of Euan.


Full Name

Yambul

Race

Human (Kellid) He/Him

Age

18

Alignment

CG

Deity

Desna

Location

Scrapwall

Languages

Common, Hallit

Occupation

Cook

Strength 22
Dexterity 14
Constitution 16
Intelligence 10
Wisdom 12
Charisma 10

About Yambul

Male Human (Kellid) Slayer 11
CG Medium (6’1”, 220#) humanoid (human), Age 18
Init +2; Senses Perception +5

--------------------
Defense
--------------------
AC 22, touch 14 (+2 dex, +1 deflection, +1 dodge), flat-footed 19 (+8 armor, +1 deflection)
HP 125 (1d10 +1 favored +3 con +1 toughness)
Fort +11 (7 +2 con), Ref +11 (7 +2 dex), Will +9 (3 +1 wis +1 trait, +2 feat)
(Cloak of Resistance +2)

--------------------
Offense
--------------------
Speed 30 ft.
Melee: Chainsaw +18/+10/+5 (3d6+19, 15-20/x2) (power attacking as usual)
Melee: Falchion +18/+10/+5 (2d4+18, 18-20/x2) (power attacking as usual)
Melee: Dagger +18/+10/+5 (1d4+12, 19-20/x2) (power attacking as usual)
Ranged: Dagger +14 (1d4+6, 19-20/x2, 10')
Prestidigitation 1x day

--------------------
Statistics
--------------------
(20pt buy, +2 str (race), +1 str (4), +1 str (8), +2 str (ioun), +2 con (ioun), +2 wis (headband))
Str 22, Dex 14, Con 16, Int 10, Wis 12, Cha 10
Base Atk +11/6/1; CMB +14; CMD 27 (+1 dodge)

Racial Traits
+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature (strength).
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level (Additional Traits).
Skilled: Humans gain 1 additional skill rank at 1st level and 1 additional rank whenever they gain a level.
Languages: Humans begin play speaking Common and their ethnic language (Hallit). Humans whose ethnic language is Common (or Taldane, in the case of Chelaxians or Taldans) do not receive an additional ethnic language. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Traits
Magical Talent (prestidigitation, magic)
Torch Refugee Whether you blame the Technic League, the Black Sovereign, one of the Kellid tribes or just the polluted environment of Numeria, you and maybe your family were forced to find refuge in Torch when your rural means of living as a farmer, shepherd or miner came to an undesired end. Now that your new life is starting to work again, Torch’s flame has disappeared and you despise the idea of having to change your life once more. You are resolved to find out what has happened and fix it. Your life has been tough, choose one save and add a +1 trait bonus to it (will). You also get a +1 trait bonus to a Profession skill that becomes a class skill for you (cook). (campaign)
Friend in Every Town (Diplomacy, social)
Armor Expert (-1 ACP, combat)

Feats
Additional Traits (armor expert, friend in every town) (human)
Simple Weapon Proficiency (class)
Martial Weapon Proficiency (class)
Armor Proficiency, Light (class)
Armor Proficiency, Medium (class)
Shield Proficiency (class)
Exotic Weapon Proficiency (chainsaw) (first)
Power Attack (class second) (-3/+9)
Dodge (third)
Toughness (class, fourth)
Iron Will (fifth)
Furious Focus (class, sixth)
Improved Iron Will (seventh)
Improved Critical (chainsaw, class, eighth)
Blind-Fight (ninth)
Dreadful Carnage (class, tenth)
Point Blank Shot (eleventh)

Skills (6 +0 int +1 human) (2 background skills†)
Acrobatics = +16* (11 ranks +3 class +2 dex)
Appraise = +0
Bluff = +13 (10 ranks +3 class)
Climb = +12* (3 rank +3 class +6 str)
Craft (jewelry) = +13 (10 ranks +3 class)† (+2 MW tools)
Diplomacy = +15 (11 ranks +3 class +1 trait)
Disguise = +0
Fly = +2* (+2 dex)
Heal = +7 (3 ranks +3 class +1 wis)
Intimidate = +14 (11 ranks +3 class)
Knowledge (dungeoneering) = +0
Knowledge (geography) = +4 (1 rank +3 class)
Knowledge (local) = +5 (1 rank +3 class +1 trait)
Linguistics = +1 (1 rank)
Perception = +5 (1 rank +3 class +1 wis)
Profession (cook) = +15 (10 ranks +3 class +1 wis +1 trait)† (+2 MW tools)
Ride = +6* (1 rank +3 class +2 dex)
Sense Motive = +12 (8 ranks +3 class +1 wis)
Spellcraft = +0
Stealth = +9* (4 rank +3 class +2 dex)
Survival = +14 (10 ranks +3 class +1 wis) (+5 tracking)
Swim = +12* (3 rank +3 class +6 str)
*Armor Check Penalty -0

Languages Androffan, Common (Taldan), Hallit

Gear
Skillslot Implant (uninstalled)
Skillchip, Mark III (acrobatics +6 - uninstalled)
Comfortable clothing (34#)
Poncho (5sp, 2#)
Mithral Breastplate (large figure of a rampant onyx wild horse) +2 (+8 AC, +5 max dex, -1 ACP, 13#)
Wooden Holy Symbol to Desna (elk) (1gp, 1#)
Falchion, Adamantine (8#)
Locked Gauntlet
Chainsaw +1, Adamantine (10#)
Falchion (8#, Hard: 10, HP: 10)
Chef's Knife, +1 (1#)
Chef's Knife (x2, 2#)
Javelin (x4, 4#)
Composite Longbow (+1str), +1 adaptive (3#)
Cold Iron Silver Blanched Arrow 50/50 (3#)
Cold Iron Ghost Salted Arrows 10/10
Ioun Torch
Pale blue rhomboid ioun stone (+2 strength)
Pink rhomboid ioun stone (+2 Con)
Headband of Inspired Wisdom +2
Ring of Protection +1
Ring of Stairs and Stars
Cloak of Resistance +2
Aegis of Recovery
Access Card, white
Access Card, gray
Access Card, green
Gas Grenade
Concussion Grenade x3
Holy Water x4
Potion of Cure Serious Wounds
Potion of Cure Moderate Wounds
Cureall
Potion of Fly (5)
Potion of Gaseous Form x2
Potion of Touch of the Sea (4) x2
Potion of Water Breathing (5)
Oils of Bless Weapon x4
Oil of Knock (3) x2

Handy Haversack (5#)
- Acid Flask x2 (2#)
- Alchemist's Fire x4 (4#)
- Artisan's Tools, MW (jeweler) (5#)
- Battery, full x3
- Battery, empty x5
- Bedroll (1sp, 5#)
- Blanket x2 (10sp, 6#)
- Bottled Lightning x2
- Crowbar (5#)
- Feather Token (swan boat)
- Flint and Steel (1gp)
- Grooming Kit (1gp, 2#)
- Healer's Kit (50gp, 1#) (9/10)
- Ion Tape x2 (2#) (35/50)(50/50)(50/50)(50/50)(50/50)
- Mess Kit (2sp, 1#)
- Short rod of horacalcum (Key to tower room near Iadenveigh)
- Silk Rope, 50' with Grapple (9#)
- Sunrod (x3)
- Thunderstone (1#)
- Torch x5 (1sp, 5#)
- Trail Rations x4 (20sp, 4#)
- Traveler's Any-Tool
- Whetstone (1sp, 1#)
- Vitality Serum
- Zipstick (6/10chgs, 1#)(10/10)(10/10)

Belt Pouch (.5#) (2.5#)
- Assorted bits of silver wire (4gp, 1#)
- A small petoskey stone, highly polished (2gp, .5#)
- Manticore quill (x3)
- Brittle adamantine pieces (x6)
- Gemstones (100gp ea, x11)

With Rhoreen
Pearl of Power (3)

With Zzvkgrogk
Boro Bead (2)

Rooms at Home
Security Bin (white card or DC 30 Disable Device)
- Assorted bits of silver wire (12gp, 3#)
- Assorted semi-precious stones (20gp, 5#)

Weight: 58# (medium load >174#, heavy load > 347#)
Total Cash: 159gp 9sp
(Owe Rhoreen 2,000gp)

--------------------
Special Abilities
--------------------
Studied Target (Ex): A slayer can study an opponent he can see as a move or swift action. The slayer then gains a +3 bonus on Bluff, Disguise, Intimidate, Knowledge, Perception, Sense Motive, Stealth, and Survival checks attempted against that opponent, and a +3 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 3. A slayer can only maintain these bonuses against three 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).

Track (Ex): A slayer adds 1/2 his level (5) to Survival skill checks made to follow tracks.

Swift Tracker (Ex): 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.

Sneak Attack: 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 (3d6). 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.

Slayer Talents
Ranger Combat Style (Ex): The slayer selects a ranger combat style (two-handed weapon) and gains a combat feat from the first feat list of that style (Power Attack). He can choose feats from his selected combat style, even if he does not have the normal prerequisites.
Feat (Ex): Toughness
Ranger Combat Style (Ex): At 6th level, he may select this talent again and add the 6th-level ranger combat feats from his chosen style to the list (Furious Focus).
Rogue Talent (Ex): The slayer selects a rogue talent (Combat Trick (gain combat feat (Improved Critical (chainsaw))
Ranger Combat Style (Ex): At 10th level, he may select this talent again and add the 10th-level ranger combat feats from his chosen style to the list (Dreadful Carnage).

Appearance
You see a very young human, a little dirty around the edges and with a few extra pounds around the middle, slouching along.

Yambul dresses in predominately dark clothing, which he hopes hides his general pudginess. He’s plain in his appearance with brown stringy hair and equally brown eyes. His skin, as with many Kellid, is a light brown, but his tan is fading - sure proof that his latest work has been indoors. He’s also large as Kellid's tend to be, and solidly built.

He wears studded leather armor a bit too tight and which is showing its wear, even though Yambul is a young man, in fact scarcely a man at all at barely 18. He has a giant falchion sheathed on his other shoulder, but it looks relatively new. Then there’s the well worn chef’s knife carefully sheathed at his belt. That has seen some use but whether on humans or ham it’s hard to tell. He also carries a heavy pack, bulging with odds and ends.

Background, Private Details:
Since a young boy, he’s unsure where his parents are. Oh, he has some early memories of them, but they abruptly left when he was a mere half dozen years of age, leaving him to survive on the streets - always confused as to why he was left.

Yambul is from Torch, or more accurately from a poor village clinging to the town nearby. He persevered there, but never grew into manhood, still acting the child well into his teens, just reacting to his environment. He might have remained a child his whole life and gone nowhere had not Khonnir Baine come into his life.

He had lost his job cooking, what there was of it, in a dilapidated tavern when the mine failed. He likes to tinker, and so made himself some money crafting simple jewelry at the side of the roads leading into town. Khonnir Baine saw him on his regular trips, and recognized something in the simple boy - something greater than what the boy himself could see. So he attempted to elevate the boy into manhood, first by giving him a steady job, and a steady roof over his head.

Sure, he slept in the scullery under a table, but it was a roof, and a certain stability, an anchor, that had been lacking in the boy’s world. He improved his cooking, a bit, and became useful around the kitchen. He also learned much during those few years, even including a cantrip - much to the surprise of Khonnir for even he didn’t think the boy had magic in him.

Now his mentor is missing and the torch is out. He gathers his gear together, makes a plan, and heads out the door, ready to do what he can to find the wizard and relight his future!
- - -