Tamir

Almon Farrel's page

53 posts. Alias of Rabscuttle.


Full Name

Almon Farrel

Race

| HP 11/11 | AC: 12 Touch: 12 FF: 10 | CMB: 0 CMD: 11 CMD-FF: 10| Fort: +3 Ref: +3 Will: +3 | Init: +1 | Low-light vision Perc: +10 Sense Motive: +6

Classes/Levels

| Speed 30ft | Inspiration: 3/3 | Extracts 1st: 2/2 | Active Conditions: Spooked (-2 Perception, Saves vs Fear; +1 to Initiative), Ant Haul

Gender

Male CN Half-Elf Investigator 1

Size

Medium

Age

36

Alignment

CN

Deity

Callistra

Languages

Elven, Common, Goblin, Cyclops, Giant, Draconic, Polyglot

Occupation

Trader of Antiques and Curiosities

Strength 10
Dexterity 13
Constitution 16
Intelligence 16
Wisdom 12
Charisma 10

About Almon Farrel

Statistics:
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
Ref: 3 = Base: +2; DEX: +1
Will: 3 = Base: +2; WIS: +1

(+2 racial on saves vs enchantment spells and effects, +1 trait on saves vs illusions)

AC: 12 = Base: (+10); Dexterity: (+1); Dodge: (+1) Dodge
Touch: 12
FF: 10

BAB: 0
CMB: 0 = BAB: (+0); Strength: (+0)
CMD: 11 = Base: (+10); BAB: (+0); Strength: (+0); Dexterity: (+1)

Init: +1 = +1 DEX
Speed: 30ft
HP = 11 = 1d8; +3 CON

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
1st (DC 14): TBA, TBA

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.
- Used to the finer things in life, likes rich food and well-made clothes.
- Smarter than he makes out to be.
- A dealer in antiques and curiosities, occasional involved in enabling smuggling operations.
- Travelling to Sargava because he has a lead on purchase some rare artefacts cheaply.

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.

  • Almon keeps his dealings outside the law to himself as much as possible.
  • Unbeknowst to Almon, the journey he's been sent on is a trap. Icor Grellan, who Almon has blackmail info on, has managed to send him off on a fake lead, and the plan was to attack him with assassins once the Jenivere arrived in Sargava.

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.

  • Jaal Wiseshade: A well-known rich dwarven businessman who employs Almon mainly for his knowledge on antiques, but also occasionally for assistance with smuggling operations.
  • Icor Grellan (Enemy): A human official in Magnimar's harbour. There was always animosity between them, but Almon uncovered evidence that Icor Grellan has murdered a few people, and he uses this as leverage to get specific permits and such for Jaal's smuggling operations.
  • Parents: Elene Frond, his human mother died of old age some years ago. All he knew of his Elven father was his name, Deisil. He doesn't have any siblings.
  • Almond is familiar with other dealers of antiques and curiosities in Magnimar.

5) Three key memories that define your character as the person they are at the time of submission.

  • The first time he spotted an antique brooch that had been misidentified by the seller, and he was able to purchase he very cheaply.
  • When he figured out that Icor Grellan had a secret (murder!) and he managed to work out proof of it.
  • When he started making good money and after a decadent meal decided to enjoy fine food and wine as much as possible.

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.

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)
Alchemy Crafting Kit
Thieves' tools
Masterwork backpack
Sword Cane
Dagger
Light crossbow + bolts
Leather Armor

Waterskin
Potion of CLW
Hand Mirror
Hand Fan
Grooming Kit
Pith Helmet
Flint and Steel