Demon Slayer

Agnis Zamir's page

55 posts. Alias of Budd the C.H.U.D..


Full Name

Agnis Zamir

Race

Suli

Classes/Levels

Unchained Barbarian 4 | hp 45 | AC 17 / t11 / ff17 | Fort +6, Reflex +2, Will +2 | Init. +1 | Perception +8, Darkvision 60ft.

Gender

Male

Alignment

Chaotic Neutral

Location

Kaer Maga, Varisia

Strength 18
Dexterity 12
Constitution 14
Intelligence 10
Wisdom 12
Charisma 12

About Agnis Zamir

Agnis Zamir
Male Suli Unchained Barbarian 4
CN Medium Outsider (Native)
Init +1; Senses darkvision 60 ft., low-light vision, Perception +8

--DEFENSE--
AC 17, touch 11, flat-footed 17 (+6 armor, +1 Dex)
hp 45 (4d12+12)
Fort +7, Ref +3, Will +3, +1 Reflex to avoid traps (Danger Sense)
Defensive Abilities danger sense +1, uncanny dodge; Resist acid 5 , cold 5 , electricity 5 , fire 5

--OFFENSE--
Melee +1 greatsword +10 (2d6+7); Power Attack +8 (2d6+13)
Ranged throwing axe (thrown) +5 (1d6)
Special Attacks elemental assault

--STATISTICS--
Str 18, Dex 12, Con 14, Int 10, Wis 12, Cha 12
Base Atk +4; CMB +8; CMD 19
Feats Power Attack, Weapon Focus (Greatsword)
Languages Common, Ignan
SQ energy resistance, fast movement, negotiator, rage, rage, resistance to acid 5, resistance to cold 5, resistance to electricity 5, resistance to fire 5

--SPECIAL ABILITIES--
Elemental Assault (Ex) 1/day as a swift action, shroud arms in energy to add +1d6 energy damage for 4 rounds.
Fast Movement +10 ft movement speed
Negotiator (Ex) Suli have a +2 racial bonus on Diplomacy and Sense Motive checks.
Uncanny Dodge You can react to danger before your senses would normally allow you to do so. You cannot be caught flat-footed, nor do you lose your Dexterity bonus to AC if the attacker is invisible. You still lose your Dexterity bonus to AC if immobilized. You can still lose your Dexterity bonus to AC if an opponent successfully uses the feint action against you.
Danger Sense At 3rd level, a barbarian gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks by traps. In addition, she gains a +1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 levels thereafter (to a maximum of +6 at 18th level). This ability counts as trap sense for any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (if the barbarian has trap sense from another class).
Rage (See spoiler below for adjusted stats during Rage)

Rage:

Rage - 12 rounds/day - +2 to melee attack and damage rolls, thrown weapon damage rolls, and Will saving throws. In addition, he takes a -2 penalty to AC. He also gains 2 temporary hp per hit die (+8 temporary hp). He is fatigued for 1 minute after ending a Rage.

Melee - Rage +1 greatsword +12 (2d6+9); Power Attack +10 (2d6+15)
Ranged - Rage throwing axe (thrown) +5 (1d6+2)

Rage Powers
Accurate Stance (Ex): The barbarian can focus her strikes. She gains a +1 competence bonus on melee attack rolls and thrown weapon attack rolls. This bonus increases by 1 for every 4 levels the barbarian has. This is a stance rage power. (Current Bonus +2)
Deadly Accuracy (Ex): If the barbarian scores a critical threat while in the accurate stance, she applies double the accurate stance's bonus when rolling to confirm the critical. A barbarian must have the accurate stance rage power and be at least 4th level to select this rage power. (Current Bonus +4)

--SKILLS--
Adventuring Skills:
Acrobatics +8
Climb +8
Diplomacy +3
Disable Device +11
Intimidate +5
Perception +8
Sense Motive +3
Survival +5
Swim +8
Background Skills:
Lore (Theater Arts) +7
Sleight of Hand +8

--GEAR--
Combat Gear potion of barkskin +2 (2), potion of cure light wounds (4), potion of cure moderate wounds (2), potion of haste; Other Gear masterwork breastplate, greatsword +1, throwing axe (2), cloak of resistance +1, thieves' tools (masterwork), backpack, common, canteen, cards (common), crowbar, dice, grooming kit, marbles, mirror (small/steel), shaving kit, soap (per lb.), whetstone

--TRAITS--
Armor Expert You have worn armor as long as you can remember, either as part of your training to become a knight's squire or simply because you were seeking to emulate a hero. When you wear armor of any sort, reduce that suit's armor check penalty by 1, to a minimum check penalty of 0.
Vagabond Child (urban) (Disable Device) You grew up among the outcasts and outlaws of your society, learning to forage and survive in an urban environment. Select one of the following skills - Disable Device, Escape Artist, or Sleight of Hand. You gain a +1 trait bonus on that skill, and it is always a class skill for you.

--BACKGROUND and PERSONALITY--
You can't pick your parents. Agnis has lamented this fact his entire life; his mother was an uptight paladin from Lastwall, his father an eccentric arcane scholar from some far-off desert land or another. Theirs was a tale of high romance, or a comedy of errors, or somesuch- Agnis doesn't particularly care. They never really wronged him, so to speak, but he prefers not to think about them. At least, most of the time- there are moments where he is thankful to have inherited his mother's sword arm, and the janni blood that gives him his startling appearance and strength from his father's side comes in handy almost daily. They're probably still out there, somewhere. Agnis simply doesn't care to find out where.
He left home as early as he could, following the hundredth or so screaming match with the folks; his parents, despite the amount of hell he raised in his youth, tried their hardest to stop him. They couldn't. Agnis had absolutely no interest in a life of law and order and normalcy- and he set himself toward the one place he knew was as far from that as he could imagine... Kaer Maga.

Agnis is not a patient man, and he lacks discipline, so there was no place for him in any sort of real organization of fighting men... but in an anarchic city like Kaer Maga, there was always some kind of work to be found for a hard-bodied, hot-tempered young man who wasn't afraid to bust a few skulls. His bronze skin and fire-red hair would mark him as an outsider anywhere but here, and he loves that. He loves Kaer Maga. The strange crowds, the constantly-shifting social tides, the plentiful opportunity to turn his violent tendencies toward useful ends... This city is the perfect playground for him.

Of course, while he would no doubt like for everyone to believe that he is little more than a blunt instrument to be set loose on those who earn the ire of his various employers, Agnis is not truly so simple. His frequent visits to the Oriat have nurtured within him a love and appreciation for the arts, especially performance; he is seen among the crowds in the local theaters and art galleries there as much as he is the brutal dives and fighting pits of the less-civilized areas of town. His personal life is another thing he would prefer be kept secret, especially considering how hard he works to maintain his reputation as a "tough guy." He has a girlfriend named Gemma, a human bard-in-training studying at the Lyceum, the one completely normal thing in his life. His best friends- yes, he does have more than one!- include a troll augur named Gorza he keeps running into while drunk (though Agnis does not speak Giant), and a young ratfolk card shark named Fingers who has swindled Agnis out of his money more than once.

Agnis himself is an odd cocktail of complexes and quirks and fetishes and phobias. He admits gladly to most of these things, unless he feels they betray any weakness in him- hence the many rumors that he is a regular customer of the local Payride houses, despite having never actually partaken in the use of any such escorts.