Abra Lopati

Generic Character Name's page

1 post. Alias of Acre.


Full Name

Ibid. Oxley Abel

Race

Human Male

Classes/Levels

Investigator 1/Ranger (Guide) 1

Stats:
HP 14/14, AC 15, Touch 13, Flat-footed 12, Init +3, Fort. +2, Refl. +7, Will +2.

Size

Medium

Age

18

Alignment

CG

Deity

Desna

Languages

Common, Draconic, Dwarven, Elven, Halfling

Occupation

Treasure Hunter

Strength 14
Dexterity 16
Constitution 10
Intelligence 16
Wisdom 11
Charisma 9

About Generic Character Name

Ibid. Oxley Abel
Male Human Investigator 1/Ranger (Guide) 1
CG Medium humanoid (human)
Init +3; Senses Perception +5

Defense
AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 14 (1d10+1d8)
Fort +2, Ref +7, Will +2

Offense
Speed 30 ft.
Melee
dagger +3 (1d4+2/19-20) and
longsword +3 (1d8+2/19-20) and
whip -1 (1d3+2 nonlethal)
Ranged
Basic Attack: composite longbow +4 (1d8+2/×3)
Within 30': composite longbow +5 (1d8+3/×3)
Within 30' w/ Deadly Aim: composite longbow +4 (1d8+5/×3)
Beyond 30' w/ Deadly Aim: composite longbow +3 (1d8+4/×3)

Special Attacks
ranger's focus

Investigator Spells Prepared (CL 1st; concentration +4):
1st—cure light wounds, shield

Statistics
Str 14, Dex 16, Con 10, Int 16, Wis 11, Cha 9
Base Atk +1; CMB +3; CMD 16
Feats
Deadly Aim, Point-Blank Shot
Traits
sacred touch, prehensile whip

Skills
Acrobatics +7
Climb +6
Disable Device +8
Escape Artist +7
Heal +4
Knowledge (dungeoneering) +7 (+ additional 1d6 from inspiration)
Knowledge (geography) +7 (+ additional 1d6 from inspiration)
Knowledge (history) +7 (+ additional 1d6 from inspiration)
Knowledge (local) +7 (+ additional 1d6 from inspiration)
Knowledge (nature) +7 (+ additional 1d6 from inspiration)
Knowledge (planes) +7 (+ additional 1d6 from inspiration)
Knowledge (religion) +7 (+ additional 1d6 from inspiration)
Linguistics +7 (+ additional 1d6 from inspiration)
Perception +5 (+ 6 to locate traps)
Spellcraft +7 (+ additional 1d6 from inspiration)
Stealth +8
Survival +4 (+5 to track)
Swim +6
Use Magic Device +3

Languages Common, Draconic, Dwarven, Elven, Halfling
Racial Modifiers alchemy
SQ
inspiration, track, trapfinding +1, wild empathy

Gear
formulae book, leather armor, arrows (100), blunt arrows (60), composite longbow, dagger, longsword, whip, backpack, bandolier, bedroll, belt pouch, blanket, winter blanket, chalk, satchel (worth 2 gp, 2 lb), silk rope, thieves' tools, thread (50 ft.), torch (2), trail rations (7), whetstone, 9 sp, 8 cp

Special Abilities
Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Sacred Touch - You were exposed to a potent source of positive energy as a child, perhaps by being born under the right cosmic sign, or maybe because one of your parents was a gifted healer. As a standard action, you may automatically stabilize a dying creature merely by touching it.
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Inspiration (+1d6) (3/day) (Ex) Use 1 point, +1d6 to skill or ability check. Use 2 points, to add to attack or save.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Ranger's Focus +2 (1/day) (Ex) +2 to hit and damage focused target.
Track +1 Add the listed bonus to survival checks made to track.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Ibid.'s Background:
Ibid isn’t a real name, it is a reminder of failed potential. A poor attempt at humor and a tribute to an older sibling, who was the measure and reference for everything Ibid tried to live up to. He’d given the name to himself, after washing ashore on an unfamiliar beach, hundreds of miles from home, nearly burned to death. He’d always been compared to his elder brother, they were the same but only years apart, and after surviving a harrowing wreck at sea, Ibid’s new goal in life was to live up to this comparison.

Born to a family of privilege and learning, on the island nation of Hermea. The red sandstone walls of Promise and the resolute will of Mengkare protected his childhood, leaving sixteen years of structured, regimented study, pondering countless curriculums and intellectual musings. His mother and father were scholars of no small note, each targeted from separate, far-flung corners of the Inner Sea and recruited for citizenship by agents of Hermea. His elder brother seemed greater than the sum of their individual parents, delivering astonishing breakthroughs within the fields of alchemy, natural science, engineering, and the arcane arts; recognized for his unlimited potential and as one who could be the long awaited realization of Mengkare’s Glourious Endeavor.

And yet, when it was Ibid’s time to shine, he failed spectacularly. At the age of 16 he was unable to secure his citizenship by passing the trial set before him, required of all citizens of Hermea. And in one night, found himself no longer apart of his family- not by their choosing, but by his own. The unforgivable shame and dishonor he felt, drove him to skulk beyond the red sandstone walls of Promise and barter passage off the island of Hermea on a departing Sargavan vessel. He knew he did not deserve to be a part of this Glorious Endeavor, and chose a lonely, desolate exile warranted by his failures.

But the Sargavan vessel never reached its destination, and days after setting out from Promise, the half-charred and nearly drowned body of Ibid washed ashore on the western coast of Cheliax. He could not remember what happened in detail, and found only vague effigies in sleep of the agonizing sear of fire and the dread of slipping beneath dark, ravenous waves.

The looming failures of his past drove Ibid to a continued escalation of greater and more perilous undertakings, as if to redeem his past misgivings. An attempt to prove his worth and earn the citizenship he failed to earn. A childhood spent in stuffy, ordered lectures left Ibid with a desire to explore the world and to keep others from the monotony and torture of strictly regimented life, which in turn lead him to Desna. This drive eventually led to his arrest, following a foolishly laughable attempt at skullduggery, when trying in vain to help slips slip their bonds.

Ibid was only saved from death when he began an impromptu lecture, while bound in a dungeon, regarding the true malicious intentions of the character named Ilsandra in the Six Trials of Larazod. This discourse caught the ear of an imposing agent of House Thrune, and it was thought that this burned wretch might be put to better use than the chain or noose.