Ratfolk Caravan Guard

Agiz ibn Aziz's page

No posts. Organized Play character for Mystery Cult.


About Agiz ibn Aziz

M Ratfolk Alchemist (Eldritch Poisoner) III x Swashbuckler (Inspired Blade) I
NG small humanoid (ratfolk) | Art |
Init +4/+6; Perception +9/+8, Low-Light Vision
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Str 10 | Deх 18 (+4) | Con 17 (+3) | Int 16 (+3) | Wis 10 | Cha 8 (-1)
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Defense
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AC 20, touch 15, flat-footed 16 (+5 armor +4 dex +1 size +2 mutagen dex +2 natural +4 shield)
hp 36 (4d8 +1d10 +12 con)
Fort +7, Ref +10/+12, Will +1/0
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Offense
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Base Atk +3; CMB +2, CMD 16/18, +2 vs disarm
Speed 30 ft.;
Ranged
Light Crossbow +8 (1d6; 19-20x2; P)
Melee
Mwk Rapier +10 (1d4+4; 18-20x2; P) or +12 (1d4+6)
Special
Mutagen (30 min); Sneak Attack (1d6); Arcanotoxin (6/day; DC14 F; 1d3 dex dmg; 2 rounds; cure 1 save); Panache (4)
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Skills:

Stealth +15/+17 (+4 rank +3 rank +4 dex +4 size)

Disable Device +10/+12 (+1 rank +3 class +4 dex +2 tools)

Acrobatics +10/+12 (+3 rank +3 class +4 dex)

Diplomacy +10 (+4 rang +3 class +3 int) +2 on lycanthropes & Taldor's nobles; -4 on gather information

Perception +9 (+4 rank +3 class +2 race)

Escape Artist +8/+10 (+1 rank +3 class +4 dex)

Bluff +7 (+1 class +3 rank +3 int) +1 on demon cultists etc.

Handle Animal +3 on rodents

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Craft (Alchemy) +18 (+4 rank +3 class +3 int +3 feat +2 race +3 class) +2 on poisons & antitoxins

Knowledge (Arcana, Nature) +8 (+2x4 rank +3 class +3 int)

Knowledge (Local, Nobility) +7 (+1x2 rank +3 class +3 int)

Spellcraft +7 (+1 rank +3 class +3 int)

Knowledge (Geography, Religion, Planes*) +4 (+1x3 rank +3 int) *+1 on demons

Special:

Critical Hit: Each time the swashbuckler confirms a critical hit with a rapier, he regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or a creature that has fewer HD than half the swashbuckler’s character level doesn’t restore panache.

Derring-Do (Ex): At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).

Opportune Parry and Riposte (Ex): At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If her result is greater than the attacking creature’s result, the creature’s attack automatically misses. The swashbuckler must declare the use of this ability after the creature’s attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach. This deed's cost cannot be reduced by any ability or effect that reduces the number of panache points a deed costs.

Equipment:

Wand of CLW [50/50] - 750 gp
Wand of CLW [10/50] - 2 PP
Wand of Heightened Awareness [5/10] - 150 gp
Spring-loaded Wrist Sheath [2] - 10 gp

Noble Outfit [FREE]

Cloak of Resistance +1 - 1000 gp
+1 Mithral Chain Shirt - 1100 gp
Light Crossbow - 35 gp
Bolts (20) 2 gp
Mwk Dagger - 302 gp
Tailblade - 11 gp

Mwk Rapier - 320 gp
Mwk Silver Scimitar + Jewelry - 330 gp + 50 gp

Kit, alchemist’s - 40 gp
Mwk Thieves’ Tools - 100 gp
Wayfinder - 250 gp

Craft

Adamantine Weapon Blanch [3]
Cold Iron Weapon Blanch [3]
Silver Weapon Blanch [3]

Alchemical Fire [6]
Antiplague [3]
Antitoxin [3]
Drow Poison [1]
Smoke Stick [6]
Tanglefoot Bag [3]

Sold

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Spend

Scroll of Masterwork Transformation - 150 gp
Retrain Feat - 100 gp 5 PP

Coin

Left: 1673 gp 4 sp & 7 PP

Traits & Languages:

Formulae: Shield, Detect Secret Doors, Detect Undead, Crafter’s Fortune, Long Arm, Identify (3/day)
Feats: Weapon Finesse (Rapier only), Weapon Focus (Rapier), Combat Reflexes, Fencing Grace
Discovery: Mutagen
Traits: Heirloom Weapon (Scimitar), Student of Philosophy
Racial Traits: Surface Sprinter, Rodent Empathy, Swarming, Tinker
Favorite class: Alchemic (+2 to bonus discovery)
Languages: Common, Undercommon, Gnoll, Aklo.

Advancement:

# 198870-16

0 XP - 150 gp
1 XP - 478 gp 6 sp + 2 PP [The Shores of Heaven]
2 XP - 510 gp + 2 PP [Honor's Echo]
3 XP - 586 gp + 2 PP [Trial by Machine]
4 XP - 1212 gp + 2 PP [Risen from the Sands]
5 XP - 718 gp + 2 PP [Slave Ships of Absalom]
6 XP - 528 gp + 2 PP [Birthright Betrayed]
7 XP - 1275 gp + 2 PP [Among the Dead]
8 XP - 1046 gp + 2 PP [Signs in Senhor]
7 XP - 1300 gp + 2 PP [Sity of Strangers 2]
7.5 XP - + 1 PP [From Under Ice] (Slow)

Total: 6767 gp x 17 PP

Boons:

Games:

- [ ] [ ] Heavenly Scholar: 1d6 to Knowledge (Religion) check (The Shores of Heaven).
- [ ] Take 1 PP if earn 0 PP in the end of adv., if at least one encounter was in Absolom (Slave Ships of Absalom).

Books:

- Liar’s Intuition (Liar’s Blade): For the duration of one scenario, you gain a +1 circumstance bonus on Sense Motive checks for 1 hour against any creature that you have successfully deceived using the Bluff skill. For every additional successful lie that you tell that creature, the bonus increases by 1 (maximum +5). You can only benefit from this boon against one creature at a given time.

- Motley Crew (Pirate’s Honor): You can activate this boon as a standard action while aboard a waterborne vessel to gain one of the following bene ts for as long as you remain aboard the vessel: +2 on Bluff checks, +2 on concentration checks, +2 on Intimidate checks, or +1 to Armor Class.

- Slay the Hidden Beast (Stalking the Beast): You can use this boon as a standard action to gain blindsense out to a range of 5 feet for 1d3 rounds. If you have taken damage from an invisible or otherwise hidden creature since the beginning of your last turn, you may instead use this boon as a swift action.

- Unwitting Spelunker (Called to Darkness): For the duration of one scenario, you may make Knowledge (dungeoneering) checks untrained. In addition, you gain a +1 luck bonus on initiative checks and Perception, Stealth, and Survival skill checks while underground. This bonus increases to +2 for any of these 3 skills in which you have no ranks. When you use this boon, cross it of your Chronicle sheet.

- Subterranean Slayer (Called to Darkness): You may use this boon before making an attack roll against a dinosaur or giant. You gain a +2 bonus on the attack and damage roll, and your weapon’s critical multiplier increases by 1 for that attack. When you use this boon, cross it of the Chronicle sheet.

- Distrust of Witches (Winter Witch): You gain a one-time +4 bonus on a saving throw against a single witch hex, curse effect, or spell or effect with the pain descriptor. When this bonus is used, cross it o your Chronicle.

- Magical Scrivener (Winter Witch): When casting a spell from a scroll, you may increase the scroll’s caster level by 2. When this boon is used, cross it on your Chronicle.

- Master of Shadows (Plague of Shadows): You gain a one-time +5 circumstance bonus on any Knowledge check concerning the Shadow Plane and shadow magic. When this bonus is used, cross this boon on your Chronicle.

- Revolutionary Bluster (Plague of Shadows): You gain a one-time +5 circumstance bonus on any Disguise or Bluff check against someone from Galt. When this bonus is used, cross this boon on your Chronicle.

- Opportunistic Strike (The Worldwound Gambit): When fighting a creature of the demon subtype, you may recognize an opening for an opportunistic strike. As an immediate action, you may declare a single attack roll to be an opportunistic strike, allowing you to bypass the demon’s damage reduction of a value equal to your base attack bonus on a single attack. Once this attack has been made, the GM should cross o this boon.

- Fugitive from Numeria (City of the Fallen Sky): When you would be targeted or a ected by an activated magical item, as a free action you gain a +2 bonus to AC and on saving throws against that item’s effects for 1d4 rounds. When this boon is used, cross it on your Chronicle sheet.

- Shameless Opportunist (City of the Fallen Sky): When you hit with an attack against a flat-footed target, as a free action you may increase the damage dealt by 4. When this boon is used, cross it off your Chronicle sheet.

- Nidalese Apostate (Nightglass): When you are affected by a magical effect with the pain or shadow descriptor, as a free action you gain a +2 bonus on all saving throws against the effect. When this boon is used, cross it on this Chronicle sheet.

- Strix-Slayer (Nightglass): As a free action, you gain a +2 circumstance bonus to hit on a single melee or ranged attack against a flying creature. If the attack hits, it deals an additional 1d6 points of damage and increases the Fly check DC needed for the creature to avoid losing altitude by +10. Creatures immune to critical hits are immune to this extra damage. This damage is not multiplied on a critical hit. When this boon is used, cross it off this Chronicle sheet.

- Attuned to the Citysong (Blood of the City): At the start of an adventure, you may select a settlement that has at least 1,000 inhabitants. For the duration of the adventure, you gain a +1 bonus on initiative checks and Knowledge (local), Perception, Stealth, and Survival skill checks while within the limits of the selected settlement. If you select Magnimar as your settlement of choice, increase this bonus to +2. Once you have used this boon, cross it of the Chronicle sheet.

- Urban Tenacity (Blood of the City): As an immediate action when you are reduced to negative hit points and dying, you automatically stabilize. If you use this ability while in the community you chose as part of the Attuned to the Citysong boon, you also receive a +1 morale bonus on attack rolls, saving throws, and skill checks for the remainder of the encounter. Once you use this boon, cross it of the Chronicle sheet.

- Insights of the Shadowless Sword (Queen of Thorns): As an immediate action, you gain a +4 bonus on Perception checks to see through a disguise and a +2 bonus on Will saving throws to disbelieve illusions, both lasting 2 rounds. Alternatively, as a swift action, you gain the benefits of haste for 2 rounds (CL 10th). When you use either of these abilities, cross this boon of the Chronicle sheet.

Faction:

- [ ] [ ] [ ] Aspis Profiteer (2+ goals): You have learned to spin others’ frustration against the Aspis Consortium into profit. When you participate in a scenario that features the Aspis Consortium, ask your GM to initial a box before this boon. Once per adventure, you can cross off an initialed box to obtain an item whose gp price is no more than 75 gp × the number of goals you have completed. These items have a resale value of 0 gp.
x Showmanship (4+ goals): Once per adventure, you can use your bonus for any Craft or Profession skill in place of your bonus for a Disable Device, Knowledge (engineering), or Use Magic Device check as if you were trained in that skill.
x Unparalleled Supplier (7+ goals): Your access to superior resources makes your team deadlier. You can re-roll a total number of your or your allies’ weapon or spell damage dice per day equal to your number of goals completed; you must use the new result.
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[x] Visit one of the following cities during the course of an adventure: Bloodcove, Eleder, Kibwe, Kalabuto, Nantambu, or Senghor. While in the city, purchase or sell an item worth at least 100 gp × your character level.
[x] Recruit a named NPC merchant, smuggler, trader, or similar gure to cooperate with the Exchange. Doing so requires a successful Diplomacy or Profession (merchant) check with a DC equal to 15 + your character level.
[x] [ ] Resolve a combat encounter nonviolently through bribery, diplomacy, trickery, or a similar tactic.
[x] [x] Gain access to a unique or variant item during the course of an adventure whose rules are printed on your Chronicle sheet.
[ ] [ ] Create a lasting impression on a sentient creature by exceeding the DC of the Intimidate check to make the creature friendly by 10 or more. Alternatively, foster peaceful interactions by learning how to speak and read seven or more languages, at least one of which must be Polyglot. If you do so, check both of this goal’s boxes.
[ ] Undermine a rival entrepreneur or merchant so that you can claim his market share. Doing so requires a successful Bluff, Intimidate, or Profession (merchant) check with a DC equal to 15 + your character level.
[x] [ ] Create a new trade route, either by mapping a legitimate path or opening doors to a smuggling enterprise. Doing so requires a successful Intimidate, Knowledge (geography), or Survival check with a DC equal to 15 + your character level.

Craft:

Craft (Alchemy) +20 (+3 rank +3 class +3 int +3 feat +2 race +5 crafter’s fortune)

05 - 1 gp
10 - 5 gp
15 - 10 gp
20 - 20 gp
25 - 50 gp
30 - 75 gp
35 - 100 gp
40 - 150 gp