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Chelitoth NG Thox (Med Abberation) Archivist 13 Base Speed: 40 ft, climb 20 ft HP: 1d8 + 13d6 + 26 = 106 HP Str: 10 (Mod: 0) Dex: 15 (Mod: +2) Int: 20 (Mod: +5) Wis: 13: (Mod: +2) Con: 14 (Mod: +2) Cha: 12 (Mod: 1) Fort Save: +10 Ref Save: +9 (+ 5 Insightful Reflexes) Will Save: +8 EXP: 15100 Armour Class: 10 + 2 (dex) + 2 (tough hide) + 9 (+5 Mithral Scale Mail) = 23 Initiative: +2 Base Attack : +6/+1 Abilities: Dark Knowledge 7/day (tactics. puissance. foe, dread secret) Tactics: Grants allies +1 bonus on attack rolls made against targetted creature (+2 if knowledge check succeeds by 10 or more, +3 if succeeds by 20 or more) Puissance: Grants allies +1 bonus on saving throws against target creature abilities (+2 if knowledge check succeeds by 10 or more, +3 if succeeds by 20 or more) Foe: Grants allies bonus to weapon damage rolls made against target creature by 1d6 (2d6 if knowledge check succeeds by 10 or more, 3d6 if succeeds by 20 or more) Dread secret: Can dazzle a target for 1 round (dazed if knowledge check succeeds by 10 or more, stunned if knowledge check succeeds by 20 or more) Still Mind: Gains +2 bonus to saving throws against spells and effects from the Enchantment School Lore Mastery: Gains +2 bonus to all decipher script checks and to all checks of any one knowledge skill of his choice. Can be applied again at level 7, 13, and 17. (Chelitoth has had it applied three times to arcana, local, and Religion) Bonus Feat: Gets a bonus feat at level 10 and 20 Racial Ability: Tough Hide: A Thox gains +2 natural armor Speechless: A Thox cannot speak, but can use telepathy to communicate with others Inquisitiveness: A Thox gains a +3 bonus to any knowledge checks provided that they have at least 5 ranks in that knowledge skill Darkvision: Thox have darkvision up to 60 feet Spells( including bonus spells): 5/6/5/5/5/4/3/2 Spells prepared (Most likely): 0 level: Detect Magic, Read Magic (Free Spell), Purify Food and Drink, Guidance, Mending, Detect Poison 1st level: Sanctuary, Cure Light Wounds, Bless Water, Endure Elements, Magic Missile, Resist Energy 2nd level: Divine Insight, Swift Haste, Consecrate, Wind Wall, Status 3rd Level: Prayer, Bestow Curse, Water Walk, Dispel Magic, Call Lightning 4th: Restoration, Tree Stride, Ice Storm, Death Ward 5th Level: Heal, Revivify, Spell Resistance, Righteous Wrath of the Faithful 6th Level: Mass Cat's Grace, Harm, Spider Plague 7th Level: Fortunate Fate, Mass Restoration Feats: Master of Knowledge, Scribe Scroll, Insightful Reflexes, Magical Aptitude, Knowledge Devotion, Nonverbal Spell Skill Points: (4+5) x 4 = 36 + 90 = 135 Skills: Concentration 16 (+2 Con Modifier), Craft: Alchemy 9 (+5 Int Mod), Decipher Script 17 (+5 Int, +2 Lore Mastery), Diplomacy 8 (+1 Cha Modifier), Gather Information 18 (+1 Cha Mod, +2 Knowledge synergy), Heal 8 (+2 Wis Mod), Knowledge( Add +1 to all through Master of Knowledge, +5 Int Modifier, +5 Elysium Library Enhancement, +5 Tome of the World): The Planes 21 (+3 inquisitiveness), dungeoneering 19 (+3 Inquisitiveness), arcana 16 (+3 Inquisitiveness, +2 Lore Mastery ), religion 14 (+3 with Inquisitiveness), Nature 15 (+3 with inquisitiveness,), Local 16 (+3 inquisitiveness, +2 Lore Mastery) Profession: Journalist 10 , Search 20 (+5 Int Mod,) Spellcraft 19 (+5 Int Modifier, +2 Arcana Synergy), Speak Language: Common, Elven, Draconic, Undercommon, Celestial Synergistic non-class skills: +2 Survival (tracks, underground, other planes, aboveground natural environments) +2 Appraise (Alchemy) Wealth : 59 000gp Tome of Worldly Memory (+5 Competence Bonus on Knowledge checks) - Medium +5 Mithral Scale Mail: 26 000gp (+9 AC, Max Dex Bonus +5, AC Penalty 0) Bag of Holding Ring of Protection +2 8000 gp +2 Ghost Touch Dagger 18 302 gp Quote: Information must be collected for the welfare of all. But the truth behind knowledge will decide if we can truly use it for good Chelitoth has been living in Sigil for years now, running a newspaper with his associate, Marak-Thuum. He wishes to go beyond the usual Thox ambition to simply gain knowledge, he wants to be able to share it with others so that they too can benefit from it. More then dead facts, he wants to uncover the truth. Whether it's to find a cure for an epidemic, or uncovering political deception. However, he is hindered by his good nature, and his vulnerability to lies. As a race whose entire culture is based around the acquisition and sharing of knowledge, they normally never even consider lying to others. After all, to give inaccurate information would only make it harder for everyone. Because of this, Chelitoth has a tendency to take what others say at face value and go along with it. He also tends to see people as fundamentally good. While this is a nice philosophy to have, it doesn't help at all when you live in a place where you would deal with races that are fundamentally evil. Chelitoth's travels often take him to areas that are considered inhospitable for a variety of reasons (war-zones, an inhospitable environment, etc.). Because of this, he prefers to hire adventurers to come with him for assistance.
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