Jagrin Grath

Agrimar the Snake's page

48 posts. Alias of PorterMacShack.


Full Name

Agrimar son of Dilin

Race

Human Brawler (Snakebite Striker) 1

Classes/Levels

Init +3 | Per +3 | AC 16, T 13, F 13 | CMD 18 | HP -3/11 | Fort +3, Ref +5, Will -1

Gender

Male

Size

Medium

Age

32

Alignment

CN

Deity

Hei Feng

Languages

Common, Tengu, Elven

Strength 17
Dexterity 17
Constitution 12
Intelligence 14
Wisdom 9
Charisma 8

About Agrimar the Snake

Human brawler (snakebite striker) 1
CN Medium Humanoid
Initiative + 3
Perception: + 3
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Defence
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AC = 16 + 3 DEX + 3 Armour
Touch 13
Flat-Footed 13

Saves:
FORT +3
REF +5
WILL -1

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Offence
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Speed 30 ft.
Melee:
Brawler's Flurry +2/+2 (1d6+3 B)/(1d6+3 B)
Cold Iron Dagger +4 (1d4+3 P/S) [19-20 x2]
Unarmed Strike +4 (1d6+3 B)
Ranged:
Cold Iron Dagger 10' +4 (1d4+3 P/S) [19-20 x2]
Light Crossbow 80' +4 (1d8 P) [19-20 x2]
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Statistics
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STR 17 +3
DEX 17 +3
CON 12 +1
INT 14 +2
WIS 9 -1
CHA 8 -1
BAB +1
CMB +4
CMD 18
Skills:
Bold=Class Skill
Acrobatics +3
Appraise +2
Artistry (philosophy) +2
Bluff -1
Climb +3
Craft (Traps) +2
Diplomacy +1
Disable Device +3
Disguise +1
Escape Artist +4 [1 Rank]
Fly +3
Handle Animal +1
Heal +1
Intimidate +0 [1 Rank]
Knowledge (arcana) +2
Knowledge (dungeoneering) +2
Knowledge (engineering) +2
Knowledge (geography) +2
Knowledge (history) +2
Knowledge (local) +2
Knowledge (nature) +2 [1 Rank]
Knowledge (nobility) +2
Knowledge (planes) +2
Knowledge (religion) +2
Linguistics +2
Lore (Tengu History) +6 [1 Background Rank]
Perception +3 [1 Rank]
Profession (Miner) +4 [1 Rank]
Ride +3
Sense Motive -1
Sleight of Hand +3
Spellcraft -1
Stealth +7 [1 Rank]
Survival +3 [1 Background Rank]
Swim +3
Use Magic Device -1

Feats:
Combat Reflexes (Can make AoO while flat-footed; Up to DEX+1=4 AoOs/round)
Surge of Success (Nat 20 save or confirmed crit attack gives +2 to one attack, save, skill check, or ability check before end of next turn)
Traits:
Hill Fighter (Run/charge up to 30' downhill on steep slopes without check)
Orphaned (+1 Survival, Survival is a class skill)
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Gear
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3.9 GP
Bolts (80)
Cold Iron Dagger
Crowbar
Flint and Steel
Grappling Hook
Light Crossbow
Mwk Backpack
Mwk Hide Shirt
Silk Rope (50')
Spring-loaded Wrist Sheath
Torch (10)
Trail Rations (20 days)
Traveler's Outfit
Total Weight: 77 lbs. (light load)
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Special Abilities
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Heart of the Mountains Humans born in the mountains are skilled at negotiating heights and precipices. They gain a +2 racial bonus on Climb checks and Acrobatics checks to move on narrow surfaces and uneven ground. Furthermore, they are considered acclimated to the effects of high altitude. This racial trait replaces skilled.
Martial Training At 1st level, a brawler counts her total brawler levels as both fighter levels and monk levels for the purpose of qualifying for feats. She also counts as both a fighter and a monk for feats and magic items that have different effects based on whether the character has levels in those classes (such as Stunning Fist and a monk’s robe). This ability does not automatically grant feats normally granted to fighters and monks based on class level, namely Stunning Fist.
Unarmed Strike At 1st level, a brawler gains Improved Unarmed Strike as a bonus feat. A brawler may attack with fists, elbows, knees, and feet. This means that a brawler may make unarmed strikes with her hands full. A brawler applies her full Strength modifier (not half ) on damage rolls for all her unarmed strikes. Usually, a brawler’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling. A brawler’s unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that modify either manufactured weapons or natural weapons. A level 1 brawler deals 1d6 damage with her unarmed strike.
Sneak Attack At 1st level, the snakebite striker can make a sneak attack. This is as the rogue ability of the same name. At 1st level, her sneak attack damage is +1d6. This increases by 1d6 at 6th, 10th, 12th, and 20th levels. If she gets a sneak attack bonus from another source, the bonuses on damage stack. This ability replaces martial flexibility.
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Backstory
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Agrimar's earliest memory is a vague recollection of being attacked by a wolf at the age of perhaps two or three. A sword wielding figure jumped between him and the wolf, and drove it off. The figure was a childless Tengu named Dilin, who took Agrimar in and raised him as a son. However, unbeknownst to Agrimar, the wolf inflicted a vicious injury on Dilin's leg, and it never quite healed properly. Every day for the next twenty years was the same punishing routine. Wake up at dawn, eat, train with blades until noon, eat, train until sundown, eat, sleep.
Fast Forward 20 years
It was early morning, and Agrimar had been sparring with Dilin for about ten minutes, when suddenly his father stumbled. Being as nimble as he was, he managed to avoid falling. Agrimar was worried. For the past few years, he had noticed Dilin's leg becoming slightly stiffer and stiffer. It was hardly noticeable, but Agrimar could see it. As he stopped to help him up, he decided to ask again what happened. But Dilin gave only the same answer he always gave: "Do not worry. It is only a minor injury." They were interrupted by a rumbling Agrimar could feel in the ground more than hear. Dilin's eyes grew wide. "Agrimar. Mudslide. Get in the cellar." He started to protest, but Dilin shoved him through the door. The next thing he knew, Agrimar was lying stunned in the cellar of what had been his home for his whole life. He looked up to see if Dilin was coming, but the aging Tengu was sprawled on the floor, his face tight with pain. He looked up, smiled, and said, "I love you, my son. But my time in this world has come to an end." The sound of the mudslide had risen to a roar, and the force of the countless tons of rock and mud slammed the cellar hatch shut.
When the sound of the mudslide had abated, Agrimar managed to force the hatch open and dig through the layer of mud that had buried everything he had ever known. No matter how hard he tried, he could not find his father's body. With a heavy heart, he took his blade, some food from the cellar, and left to find a new home. For the next seven or eight years, Agrimar roamed across the mountain, managing to survive from one day to the next, to put one foot in front of the other, and keep moving. One day, when he ventured further down the mountain than he normally did, he heard something he hadn't heard in years: another person's voice. Staying carefully behind the treeline he sneaked forward. What he had discovered was a seaside elven settlement, which in hindsight was not nearly as enormous as it seemed to him at the time, and there he stayed, homeless.
Fast Forward 6 months
Agrimar was awakened by the sound of commotion. He looked up to see a large boat pulling into the dock, and several merchants came onshore. In all the hustle and bustle, nobody noticed a young man slip on board the SS Commonwealth, and it slipped by everyone nearby when he hid himself aboard the ship and prepared for the ride to a new land. When the ship docked, Agrimar snuck off while the merchants were distracted. He headed off into the wilderness to find a new home.
This is where the story can go one of two ways, depending on whether one of the other PC's gets the slave background. I have a rank in Profession (miner), but the slave background covers that as well, and while I'm fine with either, I would prefer to be the PC introduced as a slave. If someone else gets it, though, I have a backup backstory (Option 2).

Option 1: Slave Background:
Agrimar was awoken by the sound of foot steps in the middle of the night. He reached for his knife, but before he could get up a heavy sap cracked down on his skull and he was knocked unconscious. Some time later, Agrimar awoke when a bucket of icy water splashed onto his face. He tried to get up, only to find his wrists bound with manacles that allowed only a few inches of slack, and his ankles in only slightly more generous fetters. Staring down at him was an ugly, grinning brute of a man. "On your feet, maggot!" Still groggy, Agrimar stumbled to his feet, trying to think of how to escape. He made his way out of the tent and had a pick shoved into his hands. In front of him was a large patch of exposed rock, with a few others mining away, watched by two burly guards who didn't hesitate to whip a worker who stopped to catch a breath. Still doing his best to put together a plan through his throbbing headache. He went to work, day after day, for nearly a year, surviving on meager rations that were barely enough to keep him alive until one day. In the mid-afternoon, the man who had awoken him and seemed to be in charge came out of the tent and blew a whistle. "Saddle up, you lot! We should be able to reach Mulberry's End in a few days." Agrimar and the others were herded like cattle towards a long wagon with two benches where their manacles were attached to a sturdy metal bar running along the length of it. For four days they rode, setting up tents for the slavers and leaving the slaves in the wagon each night. At this point they reach Mulberry's End, and we're all caught up.

Option 2: Non-Slave Background:
After a few days' worth of hiking, Agrimar stumbled across the small town of Mulberry End. He realized that he knew only basic Common, and so he became a miner, as he was strong and wouldn't particularly need fine language skills. His fellow workers gave him his nickname "Agrimar the Snake" for his wiry frame and quick reflexes.

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Description
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Agrimar is about 5'7", and inherited a hunched posture from his Tengu upbringing, with a lean frame. He is bald, tan, and has black eyes that are much more serious than a man of his relative youth would normally have. He has a somewhat gravelly voice, and Common is not his first language. Because of this, people tend to assume Agrimar is less intelligent than he is, and he has learned to use this to his advantage.
Agrimar is suspicious of most people, having only ever gotten close to one other person, Dilin, and spent the majority of his life out of contact with the rest of the world. Once he knows he can trust someone, though, the bond is very strong. He is outwardly quite serious, due to the majority of his early years involving training with blades, with no socialization. This also leads to most people finding him uncomfortable to be around. He claims to prefer solitude to being in the company of others, and he does find a certain comfort away from crowds. Inwardly, though, being completely on his own reminds him of the brutal years after the death of his adopted father.