Thomas Grayse, level 3
Fighter Talents: Tempest Technique
FINAL ABILITY SCORES
Str 18, Con 13, Dex 16, Int 10, Wis 14, Cha 10.
STARTING ABILITY SCORES
Str 16, Con 13, Dex 16, Int 10, Wis 14, Cha 10.
AC: 20 Fort: 19 Reflex: 17 Will: 15
HP: 40 Surges: 10 Surge Value: 10
Intimidate +6, Streetwise +6, Athletics +9, Stealth +8, Thievery +8
Acrobatics +3, Arcana +1, Bluff +1, Diplomacy +1, Dungeoneering +3, Endurance +1, Heal +3, History +1, Insight +3, Nature +3, Perception +3, Religion +1
Human: Weapon Proficiency (Rapier)
Level 1: Sneak of Shadows
Level 2: Weapon Proficiency (parrying dagger)
Fighter at-will 1: Dual Strike
Fighter at-will 1: Footwork Lure
Fighter encounter 1: Distracting Spate
Fighter daily 1: Harrier’s Ploy
Fighter utility 2: Pass Forward
Fighter encounter 3: Rain of Blows
Adventurer’s Kit, Vicious Rapier +1, Hide of Necrotic Resistance +1, Parrying dagger, Talon Amulet +1, Silent Grappling Hook, Longbow, Arrows (60), Climber’s Kit
An abandoned child in the slums of Dunkirk, Thomas grew up around gangs and thieves since he could remember. Things turned one day when Thomas’s gang robbed the house of an old man. The old man was Armand Grayse, a famed and skilled swordsman who easily defeated the motley gang of youths. Thomas, despite himself, impressed the elderly duellist with his agility and toughness. Instead of killing the boy or turning him over to the authorities, he took him in instead.
There were rough patches in the beginning, but Thomas has since become the old man’s constant companion – seeing him as the closest thing to a father figure he’s ever had. When Armand left Dunkirk for Rocky Point, Thomas went with him as his son.