Warren Chief

Agromite Monshoon's page

207 posts. Alias of Deylinarr.


Full Name

Agromite Monshoon

Race

Gnome

Classes/Levels

Rogue Trapsmith 1

Gender

M

Size

s

Alignment

Chaotic Good

Languages

Common, Gnome, Sylvan, Dwarven

Occupation

Tinker

Strength 10
Dexterity 17
Constitution 14
Intelligence 13
Wisdom 14
Charisma 12

About Agromite Monshoon

History:
Growing up Agromite was always a bit of a trouble-maker, just not when anyone was looking. He was blamed for lots of things but was rarely punished because he never got caught. He always seemed to know the right moment to act that would make the most trouble with the least amount of risk to himself.

It started out with simple pranks, but as time went by they got more elaborate. The tricks he devised started becoming more sophisticated, starting to more closely resembling traps than mere pranks. The worst part of it was much of the trouble he caused came from his love for fire - watching things burn was one of his favorite passtimes.

Not everybody was as amused as Agromite was, and as a result he needed to defend himself. Fairly often. He was not the strongest but he learned quickly that fighting fair was no where near as important as winning the fight.

As he got older his love of building tricks started to develop into a true "calling" - tinkering with traps and other complicated devices became almost an obsession for him. No one was more surprised than he was when his life took a turn from juvenile delinquent to useful craftsmen. He enjoyed taking things apart to figure out how they work, then putting them back together so no one would ever know he had been there. He continued to search for bigger challenges, more unique puzzles and devices. When not working on a task Agromite can often be found with his hands in his pockets, tinkering with the bits and baubles he has collected throughout the day. Sometimes it is just a mixture of random pieces, sometimes it is an improvised tool, most oftern it is an implement that could be used in a future prank. He still likes to blow things up of course, but he wants to make sure he knows how it works first.

He learned about the Dungeon a few years ago and knew that he had to test himself against it. The thought of all those devices to be discovered, all the things he could learn from taking them apart, the challenge of beating traps created by greater beings....it was almost too much to bear. He began learning as much as he could about dungeons in preparation for a journey into the legendary place. When the call went our for adventurers, he grabbed his gear and headed out to face the Dungeon himself.

Statistics:

Agromite Monshoon
Male Gnome Rogue (Trapsmith) 1
CG small Humanoid
Init +3; Perception + 8 (+9 vs traps)
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Defense
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AC 16, touch 14, flat-footed 13 (+2 armor, +3 Dex)
hp 11 (1d8 +2 Con +1 favored)
Fort +2, Ref +5, Will +2;
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Offense
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Speed 20 ft.
Melee
Short Sword +4 (1d4+0, 19-20/x2)
Dagger +4 (1d3+0, 19-20/x2)
Ranged
Dagger +4 (1d3+0, 19-20/x2) range 10
Special Attack Sneak Attack 1d6+1(trait)

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Statistics
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Str 10 (12-2), Dex 17, Con 14 (12+2), Int 13, Wis 14, Cha 12 (10+2)
BAB +0; CMB -1; CMD 12
Feats Weapon Finesse
Traits
- Collector (+2 trait bonus on Disable Device)
- Backstabber (+1 precision damage when flanking)
Languages Common, Gnome, Sylvan, Dwarven

Racial Abilities:
Low-light Vision: Gnomes can see 2x as far as humans in dim light.
Keen Senses: +2 racial bonus to Perception
Academician: +2 racial bonus on Knowledge (dungeoneering). (replaces obsessive).
Master Tinker: Gnomes experiment with all manner of mechanical devices. +1 racial bonus on Disable Device and Knowledge (engineering) checks. They are treated as proficient with any weapon they have personally crafted. (replaces defensive training and hatred).
Pyromaniac: Gnomes with this racial trait are treated as one level higher when casting spells with the fire descriptor, using granted powers of the Fire domain, using the bloodline powers of the fire elemental bloodline or the revelations of the oracle's flame mystery, and determining the damage of alchemist bombs that deal fire damage (this ability does not give gnomes early access to level-based powers; it only affects the powers they could use without this ability). Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, flare, prestidigitation, produce flame. The caster level for these effects is equal to the gnome's level; the DCs are Charisma-based. (replaces gnome magic and illusion resistance).
Weapon Familiarity: Gnomes treat any weapon with the word "gnome" in its name as a martial weapon.

Skills:
9 ranks: 8(Rogue) +1(Int)
+7 Acrobatics: 1(ranks) +3(class) +3(DEX)
+5 Craft(Alchemy): 1(ranks) +3(class) +1(INT)
+5 Craft(Traps): 1(ranks) +3(class) +1(INT)
+12 Disable Device: 1(ranks) +3(class) +3(DEX) +2(race) +1(half level) +2(trait)
+7 Knowledge(Dungeoneering): 1(ranks) +3(class) +1(INT) +2(race)
+6 Knowledge(Engineering): 1(ranks) +3(class) +1(INT) +1(race)
+8 Perception: 1(ranks) +3(class) +2(WIS) +2(race); +9 vs finding traps
+6 Sense Motive: 1(ranks) +3(class) +2(WIS)
+11 Stealth: 1(ranks) +3(class) +3(DEX) +4(race)

Worn/Carried:
(Total Weight: 18 lbs)
Leather Armor (10 gp, 8 lbs)
Shortsword (10 gp, 1 lbs)
Dagger (2 gp, 0.5 lbs)
Belt Pouch (1 gp, 2.5 lbs loaded)
- 3 pieces Chalk (3 cp)
- Thieves’ Tools(30 gp, 0.5 lbs)
- Ioun Torch (75 gp)
- 1 Acid Flasks (5 gp crafted, 1 lbs)
Backpack (2 gp, 6 lbs loaded)
- Dagger (2 gp, 0.5 lbs)
- Trail Rations (10 days) (5 gp, 2.5 lbs)
- Sack (empty) (1 sp, 0.5 lbs)
- Bedroll (1 sp, 1.5lbs)
Small Waterskin (1 gp, 1 lbs)

Coins: 7cp, 7 sp, 6 gp

Appearance/Personality:
Agromite has the stereotypical Gnomish large eyes and nose but it is his fiery red hair that most people notice first. He dresses in plain clothes made much more for utility than fashion, covered with pockets, pouches, and tool hooks. He speaks with the confidence of someone who knows his subject well, but it is hard not to notice the gleam of mischief in his eyes.