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About Almon FarrelStatistics:
STR: 10 = Base: 10
DEX: 13 = Base: 13 CON: 16 = Base: 16 INT: 16 = Base: 14; Racial: (+2) Half-elf WIS: 12 = Base: 12 CHA: 10 = Base: 10 Fort: 3 = Base: +0; CON: +3
(+2 racial on saves vs enchantment spells and effects, +1 trait on saves vs illusions) AC: 12 = Base: (+10); Dexterity: (+1); Dodge: (+1) Dodge
BAB: 0
Init: +1 = +1 DEX
Attacks:
Melee Dagger +0 (19-20/x2, 1d4) Unarmed Strike +0 (20/x2, 1d3 non-lethal, provokes aoo) Ranged Dagger +1 (19-20/x2, 1d4, 10ft increment) Skills:
Acrobatics: 1 = +1 DEX Appraise: 7 = +1 rank; +3 INT; Misc: (+3) Class Skill Bluff: 4 = +1 rank; +0 CHA; Misc: (+3) Class Skill Climb: 0 = +0 STR Craft (Alchemy): 7 = +1 rank; +3 INT; Misc: (+3) Class Skill Diplomacy: 0 = +0 CHA Disable Device: 6 = +1 rank; +1 DEX; Misc: (+1) Trapfinding, (+3) Class Skill Disguise: 0 = +0 CHA Escape Artist: 1 = +1 DEX Fly: 1 = +1 DEX Heal: 1 = +1 WIS Intimidate: 0 = +0 CHA Knowledge (history): 7 = +1 rank; +3 INT; Misc: (+3) Class Skill Knowledge (local): 7 = +1 rank; +3 INT; Misc: (+3) Class Skill Knowledge (planes): 7 = +1 rank; +3 INT; Misc: (+3) Class Skill Knowledge (religion): 7 = +1 rank; +3 INT; Misc: (+3) Class Skill Linguistics: 7 = +1 rank; +3 INT; Misc: (+3) Class Skill Perception: 10 = +1 rank; +1 WIS; Misc: (+3) Class Skill, (+3) Skill Focus; Racial: (+2) Keen Senses Ride: 1 = +1 DEX Sense Motive: 6 = +1 rank; +1 WIS; Trait: (+1) Hardly a Fool; Misc: (+3) Class Skill Spellcraft: 7 = +1 rank; +3 INT; Misc: (+3) Class Skill Stealth: 1 = +1 DEX Survival: 1 = +1 WIS Swim: 0 = +0 STR Race Features:
Low-Light Vision (CRB 24): You can see twice as far in conditions of dim light.
Adaptability (CRB 24): You receive Skill Focus as a bonus feat.* Elf Blood (CRB 24): You are a humanoid with human and elf subtypes and count as both an elf and human for any effect related to race. Elven Immunities (CRB 24): You are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects. Keen Senses (CRB 24): You receive a +2 racial bonus on Perception skill checks.* Multitalented (CRB 24): You choose two favored classes at first level. Class Features:
Armor Proficiency: You are proficient in Light Armor. *
Weapon Proficiency: You are proficient with all Simple weapons. Additionally you are proficient with the following weapons: Crossbow, hand; Rapier; Sap; Shortbow; Sword, short; Sword cane Alchemy (Su) (ACG 30): When using Craft (alchemy) to create an alchemical item, you gain a +1 competence bonus. You can use Craft (alchemy) to identify potions as if using detect magic. You can cast spells like an alchemist. Inspiration (Ex) (ACG 31) (3 /day): You begin each day with 3 inspiration points in your pool. You can expend one use of inspiration to add 1d6 to the result of an ability or skill check (including taking 10 or 20). This choice is made after the check is rolled and before the results are revealed. You can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided you are trained in the skill. You can also use inspiration on saving throws (as an immediate instead of free action) and attack rolls, but doing so expends two uses of inspiration from your pool. Trapfinding (ACG 31): You add +1 to Perception skill checks made to locate traps and to Disable Device checks. You can use Disable Device to disarm magical traps. Traits:
Mwangi Scholar (APSS 10): You gain Polyglot as a bonus language* and receive a +1 trait bonus on all Knowledge (history) checks regarding the Mwangi Expanse.
Hardly a Fool (CoP 11): You gain a +1 trait bonus on Sense Motive checks* and a +1 trait bonus on saving throws against illusion effects. Feats:
Dodge (Core 122): You gain a +1 dodge bonus to your AC.*
Skill Focus (Perception) (Core 134): You get a +3 bonus on all checks involving the chosen skill.* Equipment:
Offense: Defense: Other: Formula book, Spell component pouch, Thieves' tools, Pith helmet, waterskin, grooming kit, hand mirror Coins: Extracts:
Investigator (Formula Book) 1st (DC 14): Ant Haul, Cure Light Wounds, Endure Elements, Shield, True Strike Prepared
5 minute background:
1) I'd like 5 points that capture the concept and story of the character. More are welcome, but no less than five.
- Overweight and sweaty - doesn't find the humid jungle environment very hospitable.
2) Two goals that you'd like the character to accomplish in-game. Almon would like to become a) rich b) famous. Uncovering a priceless artefact from the region could accomplish both of these, but he would be content with doing them separately. 3) Two secrets, one the PC keeps to himself, and one kept from the PC. I'll come up with a third that both the character and player aren't aware of, in hopes of shocking surprises within the storytelling.
4) 3-5 people that are tied to your PC by blood, love, rivalry, honor, etc. I'd like at least one enemy in a set of three or four, with no more than two for a set of five. PLEASE consider the players reference guide for ideas.
5) Three key memories that define your character as the person they are at the time of submission.
6) Finally, I'd like you to include with your submission a fear or paranoia that causes your character to shiver, cower, or panic. Almon has a fear of heights.
Appearance:
Shipboard Encounter sample:
The sun is setting as Almon makes his way into the common room after the evening meal. Dressed in his customary white suit and with his fancy gold-topped cane in hand, he makes his way across to a wide chair, which creaks in protest as he lowers his hefty frame into it. "Well," he remarks to Gelik, already seated across a small table, "I note our illustrious chef remains resolute in his determination to keep our food as unflavoured as possible." Taking a monogrammed silk hankerchief out of his pocket, he dabs at the sweat beading on his forehead while his eyes dart around taking in all the occupants of the room. "I had hoped we might picked up some more spices at one of the stops, but apparently not. I suppose he thinks any flavour might cause seasickness in some of the more delicate passnegers, but the sea has been so smooth so far. I don't suppose you've seen such a fair sea in your travels?" As the gnome answers, telling another of his travel stories, Almon motions a steward over and orders his usual drink. "Really?" he remarks cordially once the tale winds down. "You've certainly seen a lot. If I'd known life on a boat could be as pleasant as this, I'd have started years ago. But I'd heard too many tales about others' unpleasant experiences - it took a lucrative business opportunity to make me set out." He pauses, looking out across the sea, now lit by moonlight. "Still, I suppose once I return home, my stories of the trip will be about the food - it's more fun to complain." he chuckles. "Well, it's finally cooling down so I'll be heading down to my cabin to get some sleep. The heat in the day is becoming increasingly suppressive." Heaving himself to his feet, he bids adieu to the gnome, and nods at the other occupants as he makes his way back out and down to his quarters. 15 Items:
Formula book and extract making supplies in waterproof bag (class specific)
Thieves' tools Sword Cane Dagger Light crossbow + bolts Leather Armor Waterskin Hand Mirror Grooming Kit Pith Helmet |