Ratfolk Troubleshooter

Atash Rahine's page

268 posts. Alias of CampinCarl9127.


Full Name

Atash Rahine

Classes/Levels

| Spells: 3rd (4/4), 2nd (4/6), 1st (4/6) | Extracts: 1st (3/3) | Subtle Misdirection (9/9) | Cognotagen (1/1) | Message (1/1) | Impromptu Sneak Attack (1/1)

Gender

Male Multiclass Arcane Trickster Ratfolk | HP: 53/53 (Temp 13) | AC: 21, T: 16, FF: 17 | Fort: +9, Ref: +10, Will: +7 (+1 vs illusions & continuous effects) | CMD: 13 | Init: +7, Perception: +14

Size

Tiny

Age

23

Alignment

CN

Languages

Common, Elven, Dwarven, Orc, Abyssal, Speak with Familiar

Strength 6
Dexterity 19
Constitution 14
Intelligence 22
Wisdom 13
Charisma 12

About Atash Rahine

Statistics:
Male Alchemist (Vivisectionist/Internal Alchemist/Mindchemist) 1/Wizard 3/Arcane Trickster 3
CN Tiny Humanoid (Ratfolk)
Init +7; Senses Perception +14 (+2 with familiar); darkvision 60 ft.
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DEFENSE
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AC 17, touch 16, flat-footed 13 (+4 dex, +1 shield, +2 size)
hp 53
Fort +9, Ref +10, Will +7 (+1 vs illusions & continuous effects)
Aegis of Recovery activates if reduced below 0 hp
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OFFENSE
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Speed 20 ft.

Melee Dagger +9 (1d2-2)

Ranged Acid Splash +9 (1d3+1)
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STATISTICS
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Str 6, Dex 19, Con 14, Int 22, Wis 13, Cha 12
Base Atk +3; CMB +5; CMD 13
Traits Master Illusionist, Arcane Dabbler, Paragon of Speed
Drawback Anxious
Feats Brew Potion, Spell Focus (Illusion), Scribe Scroll, Accomplished Sneak Attacker, Wanderer's Fortune, Alertness (with familiar), Accomplished Sneak Attacker
Skills (78 points; 4 Investigator, 6 Wizard, 12 Arcane Trickster, 42 Int, 14 background)
(3) Acrobatics* +10
(1) Appraise +10
(7) Bluff +13
(1) Climb +8
(1) Craft (alchemy) +13
(3) Diplomacy +5
(7) Disable Device +16
(7) Escape Artist +14
(7) Handle Animal +11 (+4 vs rodents)
(7) Knowledge (arcana) +16
(1) Knowledge (dungoneering) +10
(1) Knowledge (engineering) +10
(1) Knowledge (geography) +10
(1) Knowledge (history) +10
(1) Knowledge (local) +10
(1) Knowledge (nature) +10
(1) Knowledge (nobility) +10
(7) Knowledge (planes) +16
(1) Knowledge (religion) +10
(7) Perception +14 (+2 with familiar)
(1) Sense Motive +5 (+2 with familiar)
(5) Spellcraft +14
(7) Stealth +23
(1) Swim +8
Non-Standard Skill Bonuses
+2 Bluff (class)
+1 Craft (alchemy) (class)
+2 Craft (alchemy) (race)
+2 Disguise (class)
+4 Fly (size)
+4 Handle Animal vs rodents (race)
+2 Perception (race)
+8 Stealth (size)
+2 Use Magic Device (race)
-2 Diplomacy (drawback)
+2 Disable Device (item)
+1 Stealth (item)
+1 Perception (item)
+2 Perception/Sense Motive with familiar (familiar)
Languages Common, Elven, Dwarven, Orc, Abyssal, Speak with Familiar

Special Abilities:

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SPECIAL ABILITIES
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Tinker Ratfolk gain a +2 racial bonus on Craft (alchemy), Perception, and Use Magic Device checks.

Rodent Empathy Ratfolk gain a +4 racial bonus on Handle Animal checks made to influence rodents.

Cornered Fury Ratfolk fight viciously when cut off from allies. When they are reduced to half or fewer of his hit points, and has no conscious ally within 30 feet, he gains a +2 racial bonus on melee attack rolls and to Armor Class.

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

Master Illusionist You gain a +1 bonus on CL checks with illusion spells and on saves to disbelieve illusions.

Arcane Dabbler (Read Magic, Message) Select two non-harmful arcane cantrips. You can cast these two cantrips once per day each (caster level 1st).

Paragon of Speed You are quicker than normal members of your race and gain a +2 bonus on Init checks.

Anxious After suffering for not being tightlipped enough as a child you developed a habit of being overly cautious with your words. You take a –2 penalty on Diplomacy checks and must speak slowly due to the concentration required. Unless stated otherwise, you are assumed to not be speaking at a volume above a whisper.

Alchemy When using Craft (alchemy) to create an item, he gains a bonus equal to his class level. He can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round.

Brew Potion At 1st level alchemists receive Brew Potion as a bonus feat. He can brew potions of any formulae he knows that can be made into a potion, using his alchemist level as his caster level.

Breath Mastery At 1st level an internal alchemist can control his breath and the flow of vital energy within his body. Without preparation he can hold his breath for a number of minutes equal to his Con score. By spending a full-round action preparing himself, he can increase this duration to 1 hour per point of Con. The alchemist can survive twice as long as normal without food or water. He can put himself into a state of suspended animation as a move action, and is unconscious and appears completely dead; he awakens at a preset time or in response to a condition set by him when he enters this state.

Cognotagen At 1st level a mindchemist can create a Cognotagen, a mutagen-like mixture. It takes 1 hour to brew and he can't have more than 1 at a time. It becomes inert out of his possession. It’s a standard action to drink. It gives a +2 natural armor bonus and a +4 alchemical bonus to a mental ability score (chosen at creation) for 10 minutes per alchemist level. While in effect he takes a –2 penalty to a physical ability score (Int->Str, Wis->Dex, Cha->Con). When the effect ends it causes 2 points of ability damage to the same penalized physical ability score.

Arcane Bond Familiar (see stats below)

Arcane School: Illusion (Deception) | Opposed: Enchantment, Evocation

Deceptive Flourish You gain a +2 enhancement bonus on Bluff and Disguise skill checks.

Subtle Misdirection As a standard action you can touch a creature or an object (up to 25 lbs/CL) to impart an illusory ward that gives a 20% miss chance for 1 minute or until it negates an attack. The DC of any CL check, skill check, or saving throw to detect/determine the properties of a warded item increases by 1. You can use this a number of times per day equal to 3 + your Intelligence modifier.

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

Spells per Day Arcane tricksters progress new spells per day and spellcaster level as if he had also gained a level in their spellcasting class.

Ranged Legerdemain Arcane tricksters can use Disable Device and Sleight of Hand at a range of 30 feet (at DC+5 and cannot take 10). Any object to be manipulated must weigh 5 pounds or less.

Sneak Attack (+4d6) At 1st level a vivisectionist gains the sneak attack ability as a rogue of the same level. At 2nd level (and every even level) an arcane trickster progresses this sneak attack. Sneak attack applies when his target would be denied a Dex bonus to AC or is being flanked, and only within 30 feet.

Impromptu Sneak Attack (1/1) 1/day an arcane trickster can declare one attack within 30 feet a sneak attack. The target loses any Dexterity bonus to AC against that attack.

Spells:

.
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ALCHEMIST EXTRACTS
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1st (3/day)
Comprehend Languages
Cure Light Wounds (prepared)
Heightened Awareness
Identify
Monkey Fish
Polypurpose Panacea
True Strike

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ARCANE DABBLER
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0th (each 1/day)
Read Magic (cast every morning to prepare spells)
Message

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WIZARD SPELLS
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All Illusion spells at +1 CL and +1 DC
If 10gp of silver is consumed disbelieving DC increases by 1

0th (at will | all known)
Detect Magic
Light
Mage Hand
Acid Splash

1st (6/day, 1 open)
Alarm
Mage Armor (prepared (cast every morning))
Expeditious Retreat
Feather Fall (prepared)
Windy Escape
Silent Image (prepared x2)
Vanish (prepared)
Shadow Trap
Dazzling Blade

2nd (6/day)
Invisibility (prepared)
Mirror Image (prepared)
False Life (prepared (cast every morning))
Create Pit (prepared x2)
Knock (prepared)

3rd (4/day)
Haste (prepared x2)
Loathsome Veil
Shadowmind
Major Image
Dispel Magic (prepared)
Water Breathing
Fly
Halt Undead (prepared)

Gear/Possessions:

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GEAR/POSSESSIONS
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Carrying Capacity
Light 0-10 lb. Medium 11-20 lb. Heavy 21-30 lb.
Current Load Carried 8.25 lb.

Money 1964.63 GP 0 SP 0 CP
Mithral Buckler (1005gp) (1.25 lb.)
Headband of Vast Intelligence +2 (4000gp) (0.5 lb.)
Cloak of Resistance +1 (1000gp) (0.5 lb.)
Aegis of Recovery (1500gp)
Cracked Dusty Rose Prism Ioun Stone (500gp)
Cracked Pale Ruby Trillian Ioun Stone (200gp)
Cracked Incandescent Blue Sphere Ioun Stone (200gp)
Silver Earrings (350gp) (10gp spent)
Acid (10gp) (0.5 lb.)
Dagger x2 (4gp) (1 lb.)
Spell Component Pouch (5gp) (1 lb.)
Masterwork Thieves' Tools (100gp) (1 lb.)
Lesser Eclipsed Metamagic Rod (1500gp) (2.5 lb.)

Expenses
False Life (40gp)
Create Pit (40gp)
Haste (90gp)
Loathsome Veil (90gp)
Shadowmind (90gp)
Major Image (90gp)
Dispel Magic (90gp)
Permanent Reduce Person (2950gp)

Consumables
Potion of CLW x1
Scrolls
Darkness CL3
Windwall CL5
Water Breathing CL5
Identify x2 (25gp)
Comprehend Languages x2 (25gp)
Monkey Fish
True Strike x2 (25gp)
Expeditious Retreat x2 (25gp)
Silent Image x4 (50gp)
Dazzling Blade x4 (50gp)
Invisibility x2 (150gp)
Mirror Image x2 (150gp)
Create Pit (75gp)
Major Image
Dispel Magic x2 (375gp)
Loathsome Veil x2 (375gp)
Feather Token
Elixir of Vision

Loot
2500gp

Background:
Atash is referred to as many things: a thief, a mercenary, a scholar, a drunk, a philosopher, a trickster. Those who think they're clever call him a rat bastard. The affectionate call him a Mage of Fortune. Regardless, to find Atash one only need to offer up enough gold, and all manner of impossible infiltration and trickery shall be accomplished.

His history is a mystery, one that he does not share with many. He seems to have no family or childhood friends, despite the idea that his familiar is somehow related to him (a completely false and borderline racist notion). He has never held a residence or stayed in a place very long. It's clear he's from a distant land based not only his strange ancestry and appearance, but also his culturally foreign mannerisms and somewhat accented common.

Appearance and Personality:
Atash is a tiny creature, not even 2 feet tall and roughly 10 pounds. He is covered in short and soft coal-black fur, dusted with bits of dark brown and dark grey. He has a sharp nose and piercing dark blue eyes, and his pointed ears have a total of seven silver earrings between them. He is usually covered by a black cloak, but beneath it is a wiry figure and a chilling amount of whip scars mostly on his back.

Atash is very soft spoken, so quiet and slow it is as if every word is gingerly chosen. He does not warm to others easily and mostly distances himself both physically and emotionally from those around him, although his curiosity often brings him close for brief stints. He does recognize acts of kindness and quietly appreciates them, keeping mental notes to repay what karma he can. Overall he comes off as somebody who may have been a gentle soul at one point but who has become cautious, anxious, and mostly self-focused due to life events.


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FAMILIAR
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Statistics:
Female Animal (Familiar 7)
N Small Animal (Donkey Rat)
Init +3; Senses Perception +14; low-light vision, scent
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DEFENSE
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AC 18, touch 14, flat-footed 15 (+3 dex, +1 size, +4 natural)
hp 26
Fort +5, Ref +8, Will +6
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OFFENSE
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Speed 30 ft., swim 20 ft.

Melee Bite +3 (1d3-2)

Ranged
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STATISTICS
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Str 6, Dex 17, Con 13, Int 9, Wis 13, Cha 4
Base Atk +3; CMB +4; CMD 12 (+4 vs trip)
Feats Skill Focus (Perception)
Skills (as master's)
(3) Acrobatics* +9
(1) Appraise +0
(7) Bluff +4
(1) Climb +2
(1) Craft (alchemy) +0
(3) Diplomacy +0
(7) Disable Device +10
(7) Escape Artist +10
(7) Handle Animal +4
(7) Knowledge (arcana) +6
(1) Knowledge (dungoneering) +0
(1) Knowledge (engineering) +0
(1) Knowledge (geography) +0
(1) Knowledge (history) +0
(1) Knowledge (local) +0
(1) Knowledge (nature) +0
(1) Knowledge (nobility) +0
(7) Knowledge (planes) +6
(1) Knowledge (religion) +0
(7) Perception +13
(1) Sense Motive +2
(5) Spellcraft +4
(7) Stealth +21
(1) Swim +11
Languages Speak with Master

Special Abilities:

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SPECIAL ABILITIES
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Familiar The master of a donkey rat familiar gains a +2 bonus on Fortitude saves.

Natural Armor Adjustment (+3) The number noted here is in addition to the familiar’s existing natural armor bonus.

Alertness While a familiar is within arm’s reach, the master gains the Alertness feat.

Improved Evasion When making a Reflex save for half damage, a familiar takes no damage on a success and half damage on a fail.

Share Spells The wizard may cast a spell with a target of “You” on his familiar regardless of creature type.

Empathic Link (Su) The master has an empathic link for general emotions with his familiar to a 1 mile distance.

Deliver Touch Spells If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell.

Speak with Master A familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.

Speak with Animals of Its Kind (rodents) A familiar can communicate with animals of approximately the same kind as itself (including dire varieties). Such communication is limited by the Intelligence of the conversing creatures.

Gear/Possessions:

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GEAR/POSSESSIONS
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Carrying Capacity
Light 0-20 lb. Medium 21-40 lb. Heavy 41-60 lb.
Current Load Carried 0 lb.

Money 0 GP 0 SP 0 CP


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MULTICLASS TRACKING
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Fractional Base Bonuses Tracking:

Base Attack Bonus*
Alchemist 1 = +3/4
Wizard 3 = +1-1/2
Arcane Trickster 3 = +1-1/2
Total = +3-3/4

Fort Save
High Base = +2
Alchemist 1 = +1/2
Wizard 3 = +1
Arcane Trickster 3 = +1
Total = +4-1/2

Ref Save
High Base = +2
Alchemist 1 = +1/2
Wizard 3 = +1
Arcane Trickster 3 = +1-1/2
Total = +5

Will Save
High Base = +2
Alchemist 1 = +1/3
Wizard 3 = +1-1/2
Arcane Trickster 3 = +1-1/2
Total = +5-1/3

BaB is calculated using Dex instead of Str due to tiny size.

Class Skills:
Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Dex*), Craft (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Fly (Dex), Heal (Wis), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Dex*), Use Magic Device (Cha)

*Climb and Swim become Dex based due to tiny size.


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KNOWN NPCs & NOTABLE CHARACTERISTICS
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NPCs:
Quercus the Dauntless
Faction: Autokratorian
Location: Idalium

When Damien of Chester was reassigned to the Paper Forts, he had been given a position that Quercus had been trying to get promoted to for years. Quercus was furious that Damien got in the way of his rise through the ranks and is now hell bent on using the man as a stepping stone. As an Autokratorian tasked with investigating the potential cultists Quercus knew where he could undermine him: by hiring a particular fuzzy mercenary to get the job done first, and then let Quercus take all the credit.

Astaldrur
Faction: Outsiders
Location: Various major cities occasionally via teleportation

An evoker of Naurmaethor the Red and one of his most cunning generals, he is the main elf in charge of making sure that drownstone does not become a major impediment to their plans of conquest. The drownstone must be secured or destroyed, but he himself cannot be gone for too long without Naurmaethor's enemies making note, and he cannot dispense enough elves to handle the matter without drawing undue attention. Luckily some whispers made their way to his ears and he hired a certain magical trickster to aid him in reconnaissance.

Ucdorn the Generous
Faction: Sundered Dwarves
Location: Thesigraph

A once powerful and fabulously wealthy merchant with a speckled reputation and an ironic name. He was infamously cutthroat in his business dealings, carefully orchestrating his leverage to ensure incredibly favorable deals, particularly with the dwarven government itself. Since becoming sundered he has fallen far from his glory days and he wishes to see a return to it along with many of his fellow sundered dwarves. The groundwork needs to be laid for Pyrsa to be reclaimed, and even these days his underground network of information is still active, and one particular mage of fortune is exactly the kind of asset he needs inside of Pyrsa.

Allium Nighteyes
Faction: Outsiders
Location: Last seen near Idalium

As we discussed, I think having some sort of partnership in crime with Allium would be very fun to have.

Notable Characteristics:
Atash is tiny and a ratfolk, and he rides a capybara. A pretty bizarre sight in its own right.

Atash speaks in a very faint whisper, and very slowly (see drawback).

Atash is very good at influencing animals, particularly rodents. Definitely favors animals over people.

Atash can hold his breath for a ridiculous amount of time, up to 2 hours. He can also put himself in a state of suspended animation to appear dead. I can imagine some insane scenarios such as pretending to be a corpse in order to get carted past an otherwise nigh-impassible obstacle. Then there's other stuff like being tiny with a huge escape artist bonus. I'd love to do some infiltration stuff that would be unthinkable for other builds.