Ratfolk Sage

Verik Skintail's page

194 posts. Alias of william Nightmoon.


Full Name

Verik Grey Skintail

Race

ratfolk

Classes/Levels

wizard 2

Vitals:
HP:14/14 AC:14=10+(3dex,1size) Speed:20ft BAB:1 CMD:11 CMB:0 FORT:+1 REFL:+3 WILL:+3 SQ:Scent Init:+3

Gender

Male

Size

Small

Age

17

Special Abilities

Arcane bond, Scent, School Specialist (Illusion)

Alignment

True Neutral

Deity

Nethys

Languages

Common, Ratfolk, Draconic, Dwarven, Gnome, Aklo, Elven

Strength 8
Dexterity 16
Constitution 12
Intelligence 18
Wisdom 10
Charisma 13

About Verik Skintail

Vitals:

HP:14/14
AC:14=10+(3dex,1size)
Speed:20ft
BAB:0 CMD:11 CMB:-1
FORT:+1 REFL:+3 WILL:+3
SQ:Scent Init:+3

Racial Features:

+2 Dexterity, +2 Intelligence, –2 Strength: Ratfolk are agile and clever, yet physically weak.

Ratfolk: Ratfolk are humanoids with the ratfolk subtype.

Small: Ratfolk are Small and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth checks.

Slow Speed: Ratfolk have a base speed of 20 feet.

Darkvision: Ratfolk can see in the dark up to 60 feet.

Cleanliness
Source Monster Codex pg. 176
Ratfolk strive to keep themselves and each other immaculately clean, to make it difficult for disease to spread. A ratfolk with this racial trait gains a +2 bonus on saving throws against disease, and whenever she exceeds the save DC to recover from a disease effect by 5 or more, she is treated as though she had succeeded at two consecutive saving throws. This racial trait replaces rodent empathy.

Cheek Pouches
Source Monster Codex pg. 176
Some ratfolk have developed stretchy cheek pouches that they can use to hold and carry small loads up to 1 cubic foot in volume and 10 pounds in weight, such as light weapons, potions, scrolls, and similar objects. Such a ratfolk can transfer a held object to his cheek pouches or extract an object from his cheek pouches as a swift action. As a move action that provokes an attack of opportunity, the ratfolk can instead massage all of the items held in the cheek pouches onto the ground in the square it occupies. As long as the ratfolk has at least one object in its cheek pouches, its speech is difficult to understand, and it has a 20% spell failure chance when casting spells with verbal components. This racial trait replaces swarming.

Scent
Source Advanced Race Guide pg. 1
Some ratfolk have much more strongly developed senses of smell, instead of keen eyes and ears. These ratfolk have the scent ability, but take a –2 penalty on all Perception checks based primarily on sight or hearing. This racial trait replaces tinker.

Languages: Ratfolk begin play speaking Common. Ratfolk with high Intelligence scores can choose from the following: Aklo, Draconic, Dwarven, Gnoll, Gnome, Goblin, Halfling, Orc, and Undercommon.

Wizard Traits:

Weapon and Armor Proficiency: Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor interferes with a wizard's movements, which can cause his spells with somatic components to fail.

Spells: A wizard casts arcane spells drawn from the sorcerer/wizard spell list presented in Spell Lists. A wizard must choose and prepare his spells ahead of time.

To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard's spell is 10 + the spell level + the wizard's Intelligence modifier.

A wizard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Wizard. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).

A wizard may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the wizard decides which spells to prepare.

Bonus Languages: A wizard may substitute Draconic for one of the bonus languages available to the character because of his race.

Arcane Bond (Ex or Sp): At 1st level, wizards form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances the wizard's skills and senses and can aid him in magic, while a bonded object is an item a wizard can use to cast additional spells or to serve as a magical item. Once a wizard makes this choice, it is permanent and cannot be changed. Rules for bonded items are given below, while rules for familiars are at the end of this section.

Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be wielded. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.

A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard's opposition schools (see arcane school).

A wizard can add additional magic abilities to his bonded object as if he has the required item creation feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see the Craft Magic Arms and Armor feat in Feats). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.

If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.

Arcane School: A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed. A wizard that does not select a school receives the universalist school instead.

A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. For example, a wizard with evocation as an opposition school must expend two of his available 3rd-level spell slots to prepare a fireball. In addition, a specialist takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite. A universalist wizard can prepare spells from any school without restriction.

Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard's spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot. Wizards with the universalist school do not receive a school slot.

Cantrips: Wizards can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Wizard under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from a prohibited school, but it uses up two of his available slots (see below).

Scribe Scroll: At 1st level, a wizard gains Scribe Scroll as a bonus feat.

Bonus Feats: At 5th, 10th, 15th, and 20th level, a wizard gains a bonus feat. At each such opportunity, he can choose a metamagic feat, an item creation feat, or Spell Mastery. The wizard must still meet all prerequisites for a bonus feat, including caster level minimums. These bonus feats are in addition to the feats that a character of any class gets from advancing levels. The wizard is not limited to the categories of item creation feats, metamagic feats, or Spell Mastery when choosing those feats.

Spellbooks: A wizard must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook, except for read magic, which all wizards can prepare from memory.

A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his prohibited schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. At each new wizard level, he gains two new spells of any spell level or levels that he can cast (based on his new wizard level) for his spellbook. At any time, a wizard can also add spells found in other wizards' spellbooks to his own (see Magic).

Familiar(Figment):

Name:Skip
Rat CR 1/4
N Tiny animal
Init +2; Senses low-light vision, scent; Perception +1

Defense
AC 15, touch 14, flat-footed 13 (+2 Dex, +2 size, +1 Nat)
hp: 2
Fort +2, Ref +4, Will +1

Offence
Speed 15 ft., climb 15 ft., swim 15 ft.

Melee bite +4 (1d3–4)

Space 2-1/2 ft., Reach 0 ft.

Statistics
Str 2, Dex 15, Con 11, Int 6, Wis 13, Cha 2

Base Atk +0; CMB +0; CMD 6 (10 vs. trip)

Feats: Weapon Finesse, Alertness, share spells, empathic link

Skills Climb +10, Stealth +18, Swim +10; Racial Modifiers +4 Stealth

Ecology
Environment any temperate
Organization solitary, pair, nest (3–12), or plague (13–100)
Treasure none

Recurring Dream (Su): A figment has a total number of hit points equal to 1/4 the master’s total hit points. If the figment dies, it vanishes, appearing again with 1 hit point after its master awakens from a full night’s sleep. If a figment ever strays more than 100 feet from its master, a figment enters an antimagic field, or a figment’s master is rendered unconscious or asleep, the figment disappears until the next time its master prepares spells or regains spells per day. Because it is a being of its master’s own mind, a figment can never serve as a witch’s familiar, and it can’t use any divination spells or spell-like abilities it may possess. This ability replaces improved evasion.

Manifest Dreams (Su): At 3rd level, a figment is shaped by its master’s dreams. Each time the master awakens from a full night’s rest, he can apply to the figment 1 evolution point worth of eidolon evolutions that don’t have a base form requirement. At 7th level, he can apply 2 points worth of evolutions; at 13th level, he can apply 3 points worth of eidolon evolutions. This ability replaces deliver touch spells, speak with animals of its kind, and scry on familiar.

Skills/Feats/Traits:

Skills(rank/ability/bonus)
Appraise (Int),
Craft (Caligraphy)(Int),2/4/3
craft (weapons),1/4/3
Fly (Dex),
Knowledge (arcana)(Int),2/4/3
Knowledge (religon),2/4/3
Knowledge (planes),2/4/3
knowledge (history), 2/4/3
Knowledge (Nature), 1/4/3
Linguistics (Int),1/4/3
Profession (scribe)(Wis),
Spellcraft (Int),2/4/3
Stealth* (Dex),2/3/4

Feats
Scribe Scroll
Pack Rat

Traits

Wizard School:

Illusion School
Illusionists use magic to weave confounding images, figments, and phantoms to baffle and vex their foes.

Extended Illusions (Su): Any illusion spell you cast with a duration of “concentration” lasts a number of additional rounds equal to 1/2 your wizard level after you stop maintaining concentration (minimum +1 round). At 20th level, you can make one illusion spell with a duration of “concentration” become permanent. You can have no more than one illusion made permanent in this way at one time. If you designate another illusion as permanent, the previous permanent illusion ends.

Blinding Ray (Sp): As a standard action you can fire a shimmering ray at any foe within 30 feet as a ranged touch attack. The ray causes creatures to be blinded for 1 round. Creatures with more Hit Dice than your wizard level are dazzled for 1 round instead. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Invisibility Field (Sp): At 8th level, you can make yourself invisible as a swift action for a number of rounds per day equal to your wizard level. These rounds do not need to be consecutive. This otherwise functions as greater invisibility

Opposition schools:Necromancy, Conjuration

Spellbook:

0-All(non opposition)(5/day)

1-(4/day)Color Spray, Shield, Magic Missile, Disguise self, Silent Image, Shadow Weapon, Enlarge Person, Magic Weapon, Vanish

Prepaired
0-Dancing Lights, Spark, Ray of Frost, Prestidigitation, detect magic,

1-Color Spray, Magic Missile, Vanish, magic weapon

Equipment:
PP:4 GP:226 SP:800

a backpack, a bedroll, a belt pouch, a flint and steel, a spell component pouch, a waterskin, Spellbook, Light crossbow, crossbow bolts(40), walking cane(quarterstaff), Explorer's outfit w. Decorative trim, Glasses, Head Scarf, Wooden Holy Symbol (Nethys), Holy Text(Nethys), 10 vials of oil, a Mule, An Adventurer's sash, a scroll box, a pack , 2 bags of Caltrops, a masterwork backpack,

Mule-
Saddle(pack), Saddlebags, Miner's Pickaxe, trail rations (5 days), an iron pot, a mess kit, soap, ink, an inkpen, torches (10), 5 acid, 5 Keros Oil, 5 alchemist kindness, 2 vermin repellant, 2 alchemical grease

Background:

Ever since Verik was young he had been interested in magic. He grew up with the Barrow's mage, becoming his apprentice, and for 12 years he did his job happily. but as he grew older and his sight began to wane and he felt himself grow old, he looked around at his life, seeing his master was near the edge of his life. he felt he was nearing the point in his life where youth would begin to wane... and he felt he shouldn't spend it writing down every observation and thought his master had. so, leaving his job in the hands of a younger apprentice, he left, looking for a group of adventurers.

Quirks
1)when offered food Verik will never refuse, and will often times eat as much as he can fit into his mouth (And cheek pouches) at a time.

2)Verik requires glasses to see beyond 30ft, because of a lifetime spent reading in the dark.

3) Verik is a Virgin, but out of choice- not due to an ineptitude in dealing with women.

4)Verik's favorite food is Cheese and other dairy related foods, including cheesecake and yogurt.

5)Verik has a Tabbaco addiction. It's only a minor thing however, he smokes a pipe.