Fynn

Fynn Tergrid is a Drowling Unchained Rogue in the Dread Powers campaign.

Physical Description
Fynn Tergrid is a humanoid resembling maybe an elf. He is 6'-0" and weighs 150lbs. He is 23 years old. He has pale skin, very dark brown hair, and softly glowing orange eyes. He is dressed fairly well in dark pants and a very dark green jacket with pointed ears sticking out above the raised collar. His pointed ears have a few piercings in them. His right hand is bandaged. He has a sword and dagger attached to his back. When he draws his sword there is a symbol on one side of the blade and an inscription on the other side. These both look to be in different languages.

Personality
He is aligned as between Chaotic Good and Chaotic Neutral.

Growing Up
Nothing is really known about Fynn's backstory yet. Only Rayen and Laz know Fynn's full backstory.

Finding the Party
Fynn was traveling to Citadel Crane after hearing of science experiments and magical things happening there. He has the hopes of finding what he needs within the castle. While traveling, he heard a large explosion and decided to double back and check it out. He came across the party and after hiding in the trees along the side of the road and listening in on their conversation, he tried to sneak up behind them. Ellery fired a flare at him, luckily not blinding him. He told the party that he was headed that way as well and Rayen and the party thinking they could use all the help they could, agreed to have him join them.

Later that night, Fynn went to Rayen's room and spoke to her about her knowledge and interest of science. He asked her if she was able to possibly help him find a cure for his disease. They had an open talk about what his abilities and side-effects are and she agreed to help. She took a sample of his blood and of his elixir and he helped her make some healing potions.

Quests
- Most, if not all, of the group now knows he is looking for a cure to a disease he has.

Feats
Weapon Finesse: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may 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.

Skill Focus (1)Sense Motive: You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.

Improved Initiative: You get a +4 bonus on initiative checks.

Two-Weapon Fighting: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. See Two-Weapon Fighting

Dimensional Agility: After using abundant step or casting dimension door, you can take any actions you still have remaining on your turn. You also gain a +4 bonus on Concentration checks when casting teleportation spells.

Dimensional Assault: As a full-round action, you use abundant step or cast dimension door as a special charge. Doing so allows you to teleport up to double your current speed (up to the maximum distance allowed by the spell or ability) and to make the attack normally allowed on a charge.

Dimensional Dervish: You can take a full-attack action, activating abundant step or casting dimension door as a swift action. If you do, you can teleport up to twice your speed (up to the maximum distance allowed by the spell or ability), dividing this teleportation into increments you use before your first attack, between each attack, and after your last attack. You must teleport at least 5 feet each time you teleport.

Race Abilities
Racial Variant: Drowling

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Languages:                                                                                                                                                                                                                                                                                                                   =====


 * Common (100%)
 * Elvish (100%)
 * Sakvroth (Drow Sign Language) (100%) (80% +2lvls)
 * Aklo (100%) (70% +1point)
 * Ancient Azlanti (100%) (60% +1point +1lvl)
 * Tien (Common) (100%) (3pt 30% +1lvl)
 * Hallit (90%) (2pt 30% +3lvl)

Outsider: A native outsider is at least partially composed of the essence (but not necessarily the matter) of some plane other than the Material Plane. Some creatures start out as some other type and become outsiders when they attain a higher (or lower) state of spiritual existence. When making a native outsider race, it is sometimes important to pick a single Outer Planes that race is tied to. For example, tieflings are tied to Abaddon, the Abyss, or Hell. Such ties can be important for qualifying for other racial abilities, but it’s not required that a native outsider be tied to another plane. A native outsider race has the followings features.


 * Native outsiders have the darkvision 60 feet racial trait.
 * Native outsiders breathe, eat, and sleep.

Darkvision: He can see perfectly in the dark for up to 60 feet.

Fast: Members of this race gain a +10 foot bonus to their base speed.

Focused Study: At 1st, 8th, and 16th level, members of this race gain Skill Focus in a skill of their choice as a bonus feat.

Quick Reactions: Members of this race receive Improved Initiative as a bonus feat.

Weapon Familiarity: Choose up to two weapons, or one weapon and a racial weapon group. When choosing a racial weapon group, you must choose a group that includes the same name as one of your subtypes. Members of this race are proficient with those weapons. For the purposes of weapon familiarity, all bows are considered one weapon.

Sword-Breaker Dagger and Dueling Sword

Dual-Minded: Members of this race gain a +2 bonus on all Will saving throws.

Fearless: Members of this race gain a +2 racial bonus on all saving throws against fear effects.

Undead Resistance: Members of this race gain a +2 racial bonus on saving throws against disease and mind-affecting effects.

Acid Vulnerability: Weakness: Pick one of the following energy types: acid, cold, electricity, or fire. Members of this race have vulnerability to the chosen energy type. They cannot posses any racial trait that grants them resistance or immunity to this energy type.

Light Vulnerability: Weakness: Pick one of the following energy types: acid, cold, electricity, or fire. Members of this race have vulnerability to the chosen energy type. They cannot posses any racial trait that grants them resistance or immunity to this energy type.

Unchained Rogue Abilities
Sneak Attack: 4d6

Finesse Training (Ex) - At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.

Evasion (Ex) - At 2nd level, a rogue can avoid even magical and unusual attacks with great agility. If she succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Debilitating Injury (Ex) - At 4th level, whenever a rogue deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special ability). The rogue can choose to apply any one of the following penalties when the damage is dealt.

Bewildered: The target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –2 penalty to AC against all attacks made by the rogue. At 10th level and 16th level, the penalty to AC against attacks made by the rogue increases by –2 (to a total maximum of –8).

Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8).

Hampered: All of the target’s speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.

Uncanny Dodge (Ex) - At 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.

Rogue's Edge (Ex) - At 5th level, a rogue has mastered a single skill beyond that skill’s normal boundaries, gaining results that others can only dream about. She gains the skill unlock powers for that skill as appropriate for her number of ranks in that skill. At 10th, 15th, and 20th levels, she chooses an additional skill and gains skill unlock powers for that skill as well.

Lvl 5 Skill Unlock - Sense Motive
5 Ranks: If you were aware of an opponent before rolling initiative (such as when you ambush an enemy or negotiations break down into combat, but not when both sides happen upon each other or you are surprised), you can attempt a Sense Motive check as part of your initiative check (DC = 11 + the highest Bluff modifier among your opponents or DC 15, whichever is higher). If you succeed, you gain a +1 bonus on the initiative check, plus an additional +1 for every 5 by which you exceeded the DC.

Dimensional Jaunter
Jaunting (Su) - A dimensional jaunter gains the benefits of the Jaunter’s Hop rogue talent at 1st level. This ability replaces trapfinding.

Disappearing (Su) - At 3rd level the jaunter knows how to use her special distortion ability to deceive the senses of her observers. Every day she gains a pool of stealth points equal to her jaunter class level. These points refresh at the start of each day. Before making a Stealth check, she can choose to put stealth points into the roll, gaining a bonus on Stealth checks equal to the number of stealth points she puts into the roll. If she gains a bonus to Stealth checks because of a feat (such as Skill Focus [Stealth]), she adds a number of points to her stealth pool equal to the bonus the feat grants. This ability replaces the trapsense gained at 3rd level.

Remove any Trace (Su) - At 6th level the jaunter knows how to dispose of trace evidence using her special distortion abilities, such as removing blood, hair, footprints, fingerprints, etc. though not major evidence such as a body or disposing of a weapon. She can use her stealth points to increase the DC to track her using Survival and on Disguise skill checks. If she gains a bonus on Disguise checks because of a feat (such as Skill Focus [Disguise]), she adds a number of points to her stealth pool equal to the bonus the feat grants. This ability replaces the trapsense bonus gained at 6th level.

Rogue Talents
Offensive Defense (+4): When a rogue with this talent hits a creature with a melee attack that deals sneak attack damage, the rogue gains a +1 dodge bonus to AC for each sneak attack die rolled for one round. The dodge bonus only applies against the creature you sneak attacked, and the dodge bonus does not stack with itself.

Jaunter's Hop (40ft): Each day, the rogue gains a pool of supernatural motes of movement equal to three plus her rogue class level. Using a mote of movement does not provoke an attack of opportunity nor does teleporting.

You can use these motes to perform a number of effects but you can only expend one mote of movement each round.


 * Instant Liberation (Su): As a swift action, the rogue can expend a mote of movement to instantaneously teleport to a standing position from prone position or whisks herself out of a grapple losing the grappled and pinned conditions and is teleported to the nearest unoccupied square the rogue chooses.
 * Instant Escape (Su): The rogue automatically expends a mote of movement to instantly blink to avoid any confirmed critical hit or any attack that would reduce her to 0 hit points or less, this ability only operates if the rogue chooses to avoid the critical hit. Avoiding the hit requires a successful Reflex save (DC 10 + ½ the attack bonus or the DC of the spell/effect) though she adds her Charisma modifier to this save rather than her Dexterity modifier. In the case of a damaging spell or ability that would reduce the character to 0 hit points or less, this effectively grants the rogue a second saving throw to negate the spell or effect. This ability expends a mote of movement even if the rogue has used one already for this round, however this ability can only function once per round. If you the rogue is at least 10th level you she does not need to spend a mote of movement to use the narrow escape ability; she need have at least one point in her mote of movement pool.
 * Dimensional Hop (Su): As a move action the rogue can expend a mote of movement to instantaneously teleport to any other spot within 25 ft. + 5 ft./2 rogue class levels If the spot the rogue chooses is within line of sight, the rogue arrive there unerringly. If the destination is not in line of sight, the rogue must be able to visualize the spot or state the direction and distance to it, but the hop has a 25% chance of a mishap and the rogue cannot take any further actions until the rogue’s next turn. No matter what the rogue’s destination, the rogue can transport only herself and a maximum 100 lbs. (or your maximum load, whichever is less) of objects you carry or touch. You cannot transport any creature except for the rogue’s familiar or an animal companion or cohort of up to Tiny size (whose weight counts against your load limit). If the rogue suffers a mishap or arrives in a place already occupied by a solid body, the rogue and any creatures with her take 1d6 points of damage and are shunted to closest random open space on a suitable surface of the intended location. If the rogue is at least 8th level this can functions as dimension door instead.

Jaunter's Strike (170ft): As a move action the rogue can expend a mote of movement to momentarily whisk herself off to another location within 100 ft. + 10 ft./rogue class level, returning to her previous location seconds later. Upon activating this ability, you instantaneously appear anywhere within the ability’s range. You have enough time to perform a single standard action before you are transported back to where you were when you active the ability.

Jaunter's Filch (40ft, DC18): As a move action, the rogue can expend a mote of movement to teleport one unattended object within 25 ft. + 5 ft./2 rogue class levels to any other location within the same range, including into the rogue’s hands. If used on any object attended by a creature, the subject gets a Will Save (DC 10+1/2 the rogue’s class level + her Charisma modifier) to negate and the subject is aware something attempted to teleport the object. This is considered a spell-like ability with a caster level equal to the rogue’s class level. If the rogue is at least 14th level she can expend 3 motes and this functions as teleport object.

Extra Motes of Movement: Your pool of moments of movement increases by 2.

Notable Items
+1 Dueling Sword - Flavored as an Elven Curved Blade - (19-20 x2) You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a dueling sword sized for you, even though it isn’t a light weapon. Has 2 inscriptions on it, a rune of some kind on one side and a longer inscription on the other. They look to be in different languages.

Swordbreaker Dagger (Masterwork) - Add +4 on your disarm or sunder attempts against bladed weapons.

+1 Darkleaf Cloth Lamellar (leather) - Armor Bonus +5, Max Dex Bonus 5, Armor Pen 0

Buckler (Masterwork) +1 AC

Boots of the Earth - As a move action, the wearer can plant her feet and draw strength from the earth, gaining fast healing 1 and a +4 bonus to CMD to resist bull rush, reposition, and trip combat maneuver attempts. These effects end if the wearer moves or is moved, knocked prone, or rendered unconscious.

Cloak of Resistance (+2) - This garment offers magic protection in the form of a +1 to +5 resistance bonus on all saving throws (Fortitude, Reflex, and Will).

Ring of Protection (+1) - This ring offers continual magical protection in the form of a deflection bonus of +1 to +5 to AC.

Pickpocket's Outfit w/ hood - Outfitted with concealed pockets, this clothing gives you a +2 bonus on hiding small objects on your person.

Concealable Thieves’ Tools (Masterwork): You gain a +4 bonus on Sleight of Hand skill checks to conceal these tools on your body. They otherwise function as masterwork thieves tools (granting a +2 circumstance bonus on Disable Device checks).

Forger's Kit - It grants a +2 circumstance bonus on Linguistic checks made for the purpose of making forgeries.

Tattoo Kit (Masterwork) The golden needles in this kit make the application of ink to skin much easier, adding a +2 bonus to the artist’s skill check. The ink for this kit is the same as for a non-masterwork kit.

Flask - Rayen knows that this flask holds an elixir that Fynn has that helps suppress his disease.

Glass Cutter - If you succeed at a DC 15 Sleight of Hand check, you can break the glass very quietly (DC 15 Perception check to hear). Most thieves use glue paper with a glass cutter to reduce noise and capture glass fragments.

Glue Paper - If you apply glue paper to a window before you break it, the broken pieces stick to the glue rather than noisily falling to the ground. Glue paper is good for a single use.

Mythic Ascension
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Path Abilities
Tier 1 -

Mythic Feats
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Trivia
Fynn was heavily influenced by pop culture.

His name comes from 2 Magic The Gathering cards: Fynn, the Fangbearer and Tergrid, God of Fright

I like to think of his a a meld of Nightcrawler and Quicksilver.

His dagger is named Fang, so he is the Fang bearer (see above).

His sword is named (XXXXXXXXX) in all caps after (XXXXXXXXXX).

The inscription on his sword says (XXXXXXXXX) in (XXXXXXXX)