Risi Nairgon

Teofila Agarici's page

119 posts. Alias of rdknight.


Full Name

Teofila Agarici

Race

Half-Elf

Classes/Levels

Inquisitor 2 | HP: 17/22 | AC: 17 (T: 13, F: 14) | CMB: +3, CMD: 16 | F: +5, R: +3, W: +7 (+1 vs Poisons) | Init: +5| Perc: +9, SM: +6 | Speed 30' | Sanity 39 - Threshold 2 - Edge 19

Gender

Female

Size

Medium

Age

22

Alignment

NG

Deity

Pharasma

Location

Ustalav

Languages

Taldane, Elven, Varisian, Necril

Strength 14
Dexterity 17
Constitution 14
Intelligence 13
Wisdom 14
Charisma 12

About Teofila Agarici

Teofila Character Art #1

Teofila Character Art #2

Statistics:
Female Half-Elf Inquisitor (Sanctified Slayer - Royal Accuser) 2
NG Medium Humanoid (Human)

Init +5; Senses Perception +9
------------------------------
DEFENSE
------------------------------
AC 17, touch 13, flat-footed 14 (+4 Armor, +3 Dex)
hp 22
Fort +4, Ref +3, Will +6 (+1 vs Poison)
------------------------------
OFFENSE
------------------------------
Speed 30 ft.

Melee +3 (+4 Elven Curve Blade)

Ranged +4
------------------------------
STATISTICS
------------------------------
Str 14, Dex 17, Con 14, Int 13, Wis 14, Cha 12

Base Atk +1; CMB +3; CMD 16
.
.
.
.

Traits

Corpse Hunter (Religion):
Requirement(s) Pharasma
You have dedicated yourself to the destruction of undead, and gain a +1 trait bonus on attacks made against undead.

Armor Expert (Combat):
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. Your childhood armor wasn’t the real thing as far as protection, but it did encumber you as much as real armor would have, and you’ve grown used to moving in such suits with relative grace. When you wear armor of any sort, reduce that suit’s armor check penalty by 1, to a minimum check penalty of 0.

Desperate Focus (Magic):
You’ve often found yourself in situations where a lack of focus can lead to worse than a lost spell. You gain a +2 trait bonus on concentration checks.

Signature Moves (Social):
You’re known for some unique item that has become your trademark. Your starting equipment includes a single masterwork item worth less than 900 gp, and you gain a +1 trait bonus on Bluff and Intimidate checks while wielding this item in one or both hands.

Overprotective (Drawback):
In your youth, you saw a younger friend or loved one suffer a grievous injury or die, and you blamed yourself for not having been there to help, even if there was nothing you could have done. If one of your allies should fall unconscious from hit point damage, you take a –2 penalty on attack rolls and skill checks as long as you are farther than 10 feet away from your fallen ally.

Bitter (Drawback):
You have been hurt repeatedly by those you trusted, and it has become difficult for you to accept help. When you receive healing from an ally’s class feature, spell, or spell-like ability, reduce the amount of that healing by 1 hit point.

Feats

Iron Will:
You are more resistant to mental effects.
Benefit: You get a +2 bonus on all Will saving throws.

Skills (18 points; 12 class, 2 INT, 4 Background)
ACP -2

SKILLS

Acrobatics* +7 = DEX 3+1+3
--------------------------------
Appraise +2 = INT 1+0+0
--------------------------------
Bluff +7 = CHA 1+1+3+2 (+2 Boritsi) (+1 Holding ECB)
--------------------------------
Climb* +2 = STR 2+0+0
--------------------------------
Craft +1 = INT 1+0+0
--------------------------------
Diplomacy +5 = CHA 1+1+3
--------------------------------
Disable Device*† +3 = DEX 3+0+0
--------------------------------
Disguise +1 = CHA 1+0+0
--------------------------------
Escape Artist* +3 = DEX 3+0+0
--------------------------------
Fly* +3 = DEX 3+0+0
--------------------------------
Handle Animal† +1 = CHA 1+0+0
--------------------------------
Heal +2 = WIS 2+0+0
--------------------------------
Intimidate +5 = CHA 1+1+3 (+1 Holding ECB)
--------------------------------
K (Arcana) +5 = INT 1+1+3
--------------------------------
K (Dungeoneering)† +5 = INT 1+1+3
--------------------------------
K (Engineering)† +1 = INT 1+0+0
--------------------------------
K (Geography)† +2 = INT 1+1+0 (+1 Background)
--------------------------------
K (History) +2 = INT 1+1+0 (+1 Background)
--------------------------------
K (Local) +5 = INT 1+1+3
--------------------------------
K (Nature)† +5 = INT 1+1+3
--------------------------------
K (Nobility)† +1 = INT 1+0+0
--------------------------------
K (Planes)† +5 = INT 1+1+3
--------------------------------
K (Religion)† +5 = INT 1+1+3
--------------------------------
Linguistics +2 = INT 1+1+0 (+1 Background)
--------------------------------
Perception +9 = WIS 2+1+3+2+1 (+2 Half Elf) (+1 Meticulous Inspection)
--------------------------------
Perform +1 = CHA 1+0+0
--------------------------------
Profession +2 = WIS 2+0+0
--------------------------------
Ride +3 = DEX 3+0+0
--------------------------------
Sense Motive +6 = WIS 2+1+3
--------------------------------
Sleight of Hand*† +4 = DEX 3+1+0 (+1 Background)
--------------------------------
Spellcraft +1 = INT 1+0+0
--------------------------------
Stealth +7 = DEX 3+1+3
--------------------------------
Survival +2 = WIS 2+0+0
--------------------------------
Swim* +6 = STR 2+1+3
--------------------------------
Use Magic Device +1 = CHA 1+0+0
--------------------------------

*ACP applies to these skills
Non-Standard Skill Bonuses

Languages Taldane, Elven, Varisian, Necril

Special Abilities:

------------------------------
SPECIAL ABILITIES

Half-Elf

Low-Light Vision:
Half-elves can see twice as far as humans in conditions of dim light.

Ancestral Arms (Elven Curve Blade):
Some half-elves receive training in an unusual weapon. Half-elves with this racial trait receive Exotic Weapon Proficiency or Martial Weapon Proficiency with one weapon as a bonus feat at 1st level. This racial trait replaces the adaptability racial trait.

Elf Blood:
Half-elves count as both elves and humans for any effect related to race.

Shadowhunter:
Those who understand the connection between shadows and the Negative Energy Plane know how to fight the spirits of darkness. Characters with this trait deal 50% weapon damage to incorporeal creatures when using nonmagical weapons (including natural and unarmed attacks), as if using magic weapons. They also gain a +2 bonus on saving throws to remove negative levels, and recover physical ability damage from attacks by undead creatures at a rate of 2 points per ability score per day (rather than the normal 1 point per ability score per day).
Half-elves can take this trait in place of elven immunities.

Keen Senses:
Half-elves receive a +2 racial bonus on Perception checks.

Fey Thoughts:
The character sees the world more like a native of the First World. Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (Nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character.

Boritsi Legacy:
+2 Bonus to Charisma.
Bluff is a class Skill and you gain a +2 Legacy Bonus to that skill.
+1 on Fortitude Saves vs. Poison.

Inquisitor (Royal Accuser-Sanctified Slayer):

Class Skills: A royal accuser adds Knowledge (local) to his list of class skills, instead of Knowledge (nature).
This alters the inquisitor’s class skills.

Weapon and Armor Proficiency:
An inquisitor is proficient with all simple weapons, plus the hand crossbow, longbow, repeating crossbow, shortbow, and the favored weapon of her deity. She is also proficient with light armor, medium armor, and shields (except tower shields).

Repose Domain:

Gentle Rest (Sp): Your touch can fill a creature with lethargy, causing a living creature to become staggered for 1 round as a melee touch attack. If you touch a staggered living creature, that creature falls asleep for 1 round instead. Undead creatures touched are staggered for a number of rounds equal to your Wisdom modifier. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Spells:
An inquisitor casts divine spells drawn from the inquisitor spell list. She can cast any spell she knows at any time without preparing it ahead of time, assuming she has not yet used up her allotment of spells per day for the spell’s level.
To learn or cast a spell, an inquisitor must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an inquisitor’s spell is 10 + the spell level + the inquisitor’s Wisdom modifier.
An inquisitor can cast only a certain number of spells of each spell level each day. Her base daily spell allotment is given on Table 2–3. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table 1–3 of the Pathfinder RPG Core Rulebook).
An inquisitor’s selection of spells is extremely limited. An inquisitor begins play knowing four 0-level spells and two 1st-level spells of the inquisitor’s choice. At each new inquisitor level, she gains one or more new spells as indicated on Table 2–4. (Unlike spells per day, the number of spells an inquisitor knows is not affected by her Wisdom score. The numbers on Table 2–4 are fixed.)
Upon reaching 5th level, and at every third inquisitor level thereafter (8th, 11th, and so on), an inquisitor can choose to learn a new spell in place of one she already knows. In effect, the inquisitor “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level inquisitor spell she can cast. The inquisitor may swap out only a single spell at any given level and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.

Studied Target (Ex):
At 1st level, a sanctified slayer gains the slayer’s studied target class feature. She uses her inquisitor level as her effective slayer level to determine the effects of studied target. This ability replaces judgment 1/day.
A slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target.
If a slayer deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll).
At 5th, 10th, 15th, and 20th levels, the bonuses on weapon attack, damage rolls, and skill checks and to slayer DCs against a studied target increase by 1. In addition, at each such interval, the slayer is able to maintain these bonuses against an additional studied target at the same time. The slayer may discard this connection to a studied target as a free action, allowing him to study another target in its place.
At 7th level, a slayer can study an opponent as a move or swift action.

Monster Lore (Ex):
The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.

Meticulous Inspection (Ex):
A royal accuser gains a morale bonus equal to 1/2 his inquisitor level on all Perception checks (minimum +1).
This ability replaces stern gaze.

Cunning Initiative (Ex):
At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.

Detect Monsters and Secrets (Sp):
At 2nd level, a royal accuser can use Detect Aberration, Detect Secret Doors, and Detect Undead at will. He can only use one of these at any given time.
This ability replaces detect alignment.

Track (Ex):
At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.

Spells:

------------------------------
Spells
------------------------------
0th (At Will) DC 12

Detect Magic
Disrupt Undead
Enhanced Diplomacy
Guidance
Light

1st (4/day) DC 13

Cure Light Wounds
Divine Favor
Protection from Evil

2nd (2/day)

Gear/Possessions:

------------------------------
GEAR/POSSESSIONS
------------------------------
+++++++++++++++++++++++++++++++
Consumables

Potion: CLW
Holy Water (1)
Antiplague (1)
Candles (10)
Torches (10)
+++++++++++++++++++++++++++++++

MWK Elven Curve Blade (+1 Legacy Weapon) (Cold Iron) - Signature Moves Trait
Battle Aspergillum (Alch. Silver)
Dagger (Cold Iron)
Dagger
Light Crossbow
Bolts (10) + (10 Cold Iron)
Leather Lamellar Armor
Explorer's Outfit
Holy Symbol
Thieves Tools
Pen & Ink
Parchment x3
Scroll Case
Journal
Belt Pouches x2
Spell Component Pouch
Mending Kit
Small Metal Mirror
Grooming Kit
Soap
Rope (50')
Pitons (4)
Hammer
Inquisitor's Kit:
-Backpack
-Bedroll
-Flint and steel
-Iron pot
-Manacles
-Mess kit
-Rope (50')
-Soap
-Spell component pouch (Spare)
-Waterskin

Carrying Capacity
Light 0-30 lb. Medium 31-60 lb. Heavy 61-90 lb.
Current Load Carried 18 lb.

Money 2 GP 8 SP 5 CP

Background:

Background

When she’s not traveling Teofila lives in Ardis, the same city where she was born. A lot of Teofila’s life is similar, repetition or retention of relics from the past. It can seem as if Teofila stepped into her father’s life when his turn with it ended, picking up and carrying on as if he had never died but instead taken over her body. Teofila feels she would have to agree with this observation much of the time.

Teofila’s mother is an elf who didn’t stick around for long. Teofila doesn’t remember her directly, only through what her father told her which wasn’t much. During her childhood, Teofila’s father was often away for work, sometimes for extended periods. Mostly she was raised by live-in nanny housekeepers. Ciprian, her father, taught her what he knew when he was present. Mostly that was weapons and armor, how to recognize the many, many, different dangers not part of the natural world that lurked and preyed in Ustalav, and how best to find the weaknesses she could use against them.

When Teofila was 19, her father didn’t come back from the work trip he had left on. Only a box containing some of his possessions, along with a note informing her of his death arrived. The news was painful for Teofila, but not surprising. Her father’s family had been in the same line of work for several generations. Nobody had retired to enjoy their golden years because they didn’t make it to those years. Ever since she was old enough to really understand what her father did, she had been waiting for the other shoe to drop every time he went away. Finally it had.

There was enough money stashed away to pay for a year at the university in Lepidstadt. Teofila could have gone to the university in Ardis for less, but she wanted to experience something new. Besides, the university in Lepidstadt had a reputation for being a place where more “eccentric” subjects were pursued by faculty. Teofila didn’t pursue a degree or affiliate with any particular subject of study. Instead she selected the courses that could give her the most immediate and practical gains. A couple of those class were taught by Dr. van Richten. She often sought out Dr. van Richten outside of class, plying him with questions or asking for advice. They made an impression on each other.

At the end of the year Teofila returned to Ardis and moved back into the old family home. She needed to start bringing in some income so she took up her father’s position. The charter granting the head of the Agarici family rights and privileges as a Royal Accuser were among her father’s possessions returned to her, and she was the head (and sole member) of the Agarici household. In the past couple of years since she started her career, things have been slow and hand to mouth as Teofila tries to establish a reputation. It has she some that she is half elven, and her weapon of choice is a distinctly elven blade. As far as she knows, that is her unique brand among the various Royal Accusers out there. She’s even met a couple of others since the started, and found them to be not particularly friendly or cordial.

Appearance and Personality:

Height: 5'8” | Weight: 130 | Hair: Honey Blonde | Eyes: Blue

Appearance

Personality