Velho-D&D:Agmor

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Agmor

Agmor doesn't know where he was born or who his parents are, but he has lived in Tephu as far as he can remember. He's renowned in Tephu for making the best (and the strongest) booze and spirits available and for probably being the least charismatic person in the city. He spends much of his time in the Great Library of Tephu, though most people visiting would never notice him.

Agmor's skin is rather scarred from failed alchemical experiments. He's rather harmless unless someone tries to touch his tail or steal his booze (though he's happy to share some if asked.)

Basics

  • Tiefling
  • Male
  • Age 27
  • Height 165cm
  • Weight 100 lbs
  • Eyes silvery
  • Hair sanguine
  • Str 7, Dex 23(+4/+8 with Mutagen), Con 14, Int 16(+6), Wis 10, Cha 5
  • Empiricist Investigator 10, Inspired Blade 1
  • HP = 101
  • AC = 10 + 8dex + 4armor + 3shield = 25
  • Fort = 10
  • Ref = 21
  • Will = 11 (+4 against will disbelief)
  • AB = +9 BAB + 8 dex + 1 enh + 5 insight + 1 focus = +24/+19 (15-20x2)
  • Damage = 1d6 + 8 dex + 1 enh + 5 insight (+4d6 studied strike) = 1d6 + 14
  • Spell Save DC = 10 + 7 = 17 + level

Features

  • Favored Class: Investigator
  • Tiefling: +2 int, +2 dex, -2 cha
  • Maw (1d6 bite attack)
  • speed 30ft
  • Prehensile Tail
  • Resist 5 fire, cold, electricity
  • Languages: Infernal, Common, Draconic, Elven, Goblin, Dwarven, Ancient Osirian, Sphinx, Necril
  • Studied Strike +4d6
  • Trapfinding
  • Trap Sense 3
  • Alchemy
  • Inspiration (d8, 11/d)
  • Investigator talents (Mutagen, Quick Study, Expanded Inspiration, Amazing Inspiration, Infusion)
  • Keen Recollection
  • Studied Combat 5
  • Ceaseless Observation
  • Unfailing Logic
  • Inspired Panache (7)
  • Inspired Finesse
  • Deeds (Derring-Do, Dodging Panache, Opportune Parry and Riposte)
  • Proficiences: buckler, all Light, simple and martial

Traits

Reactionary, Resilient

Feats

1b: Weapon Finesse
1b: Weapon Focus (Rapier)
1: Fencing Grace
3: Combat Reflexes
5: Potion Glutton
7: Piranha Strike
9: Extra Investigator Talent
11: Improved Critical

Skills

(ranks+stats+trained+bonus+misc)

  • Acrobatics 11+8+3 = 23
  • Arcane 11+6+3 = 21
  • Athletics 11-2+3 = 13
  • Craft (Alchemy) 11+6+3+13 = 32
  • Deception -1
  • Diplomacy 1-3+3 = 1 (+10 to gather information)
  • Dungeoneering 1+6+3 = 10
  • Handle Animal 2-3+3 = 2
  • Heal 1+3 = 4
  • History 11+6+3 = 21
  • Intimidate -3
  • Linguistics 3+6+3 = 12
  • Nature 11+6+3 = 21
  • Perception 11+6+3+5 = 26(31 trapfinding)
  • Perform -3
  • Profession -
  • Religion 11+6+3 = 21
  • Sense Motive 11+6+3 = 21
  • Stealth 11+8+3+2 = 25
  • Survival 0
  • Thievery 11+8+3 = 23 (30 disable device)
  • Use Magic Device 11+6+3 = 21

+1d8 to all knowledge, linguistics, perception, heal, diplomacy, profession and sense motive checks (inspiration)

Equipment

  • Weapon: Effortless Lace Adamantite Rapier +1
  • Armor: vaatteet
  • Shoulder: Cloak of Resistance +4
  • Belt: Belt of Incredible Dexterity +4
  • Wand of Mage Armor
  • Eyes of the Eagle
  • Masterwork Thieve's Tools
  • Buckler +2
  • Cracked Dusty Rose Prism
  • Mask of the Forgotten Pharaoh
  • 175gp

Extract Slots

1st - 5+2 = 7
2nd - 4+2 = 6
3rd - 3+2 = 5
4th - 1+1 = 2

Extracts

1st
Comprehend Languages, Detect Secret Doors, Identify, Disguise Self, Jump, Long Arm, True Strike, Heightened Awareness, Ant Haul
2nd
Barkskin, Acute Senses, Invisibility, Alchemical Allocation, Protection from Arrows, See Invisibility
3rd
Channel Vigor, Heroism, Fly
4th
Dragon's Breath, Fluid Form