Ratfolk Caravan Guard

Azig Bohrs's page

76 posts. Alias of AGM Lemming.


Classes/Levels

| Inspiration: 3/5

Gender

Bonded Investigator 1 | HP: 9/9 | AC: 19/15/15 | CMB/D: -2/12 | F: +2, R: +6, W: +2 | Init: +4 | Perc: +6/+7 for traps Darkvision

About Azig Bohrs

Stats:

Character Name: Azig Bohrs
Character Race: Rat Folk
Character Class: Bonded Investigator
Alignment: Chaotic Good
Deity: Milani

Current Moderator:
Adventure: GM Elton's Curse of the Crimson Throne (PFRPG1)

Gender: Male
Age: 19
Height: 3' 8"
Weight: 62 lbs
Eyes: Black
Hair: Reddish Brown
Region: Korvosa

Character Level: 1
EXP Points Gained: 0
EXP Needed For Next Level:

Known Languages: Common, Draconic, Dwarf, Gnoll, Goblin

Rolled stats: 17, 10, 17, 7, 10, 13

Strength: 8 (10, -2 Racial Adjust)
Dexterity: 19 (17, +2 Racial Adjust)
Constitution: 13 (13)
Intelligence: 19 (17, +2 Racial Adjust)
Wisdom: 10
Charisma: 7

Hit Points: 9 (d8+1)

Defense & Saves:

Armour Class: 19 (base 10; Armor +4; Dex +4; Size +1)
Flatfooted Armour Class: 15
Touch Armour Class: 15

Lamellar (leather) AC +4

Save vs. Fortitude: +2 (base +0; Con +1; Trait +1)
Save vs. Reflex: +6 (base +2; Dex +4)
Save vs. Will: +2 (base +2; Wis 0)

Special:

Attack & Weapons:

Initiative Modifier: +4 (DEX +4)
Base Attack Bonus: +0
Melee Attack Bonus: +1/+5 (BAB, STR+0/DEX+4, Size+1)
Ranged Attack Bonus: +5 (BAB, DEX+4, Size+1)

Special Combat Notes: +1 To Hit Size Bonus

Weapons: -1 to damage due to Str
Rapier d4 18-20/x2 P
2 daggers d3 S 10' range
4 darts d3 P 20' range

Skills:

Skill ranks: 10 +2 BG (Class: 6 +INT(4))

Investigator class skills: Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Heal (Wis), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha)

Acrobatics: = +6 (Dex 4) 1 Ranks +3 [Class Skill]
Disable Device: = +7 (Dex 4) 1 Ranks +3 [Class Skill] Class +1
Escape Artist: = +6 (Dex 4) 1 Ranks +3 [Class Skill]
Knowledge (arcana): = +8 (Int 4) 1 Ranks +3 [Class Skill] Inspiration +1d6
Knowledge (dungeoneering): = +8 (Int 4) 1 Ranks +3 [Class Skill] Inspiration +1d6
Knowledge (local): = +9 (Int 4) 1 Ranks +3 [Class Skill] Favored Class Bonus +1, Inspiration +1d6
Perception: = +6 (Wis 0) 1 Ranks +3 [Class Skill] Race +2 (+1 for traps)
Ride: = +2 (Dex 4)
Spellcraft: = +8 (Int 4) 1 Ranks +3 [Class Skill] Inspiration +1d6
Stealth: = +10 (Dex 4) 1 Ranks +3 [Class Skill] Size +4
Use Magic Device: = +4 (Cha -2) 1 Ranks +3 [Class Skill] Race +2

Background Skills
Appraise: = +4 (Int 4)
Artistry: = +4 (Int 4)
Craft (Alchemy): = +10 (Int 4) 1 Ranks +3 [Class Skill] Race +2
Profession(Glass Blowing): = +4 (Wis 0) 1 Ranks +3 [Class Skill]

Feats & Traits:

Feats:
1st Level: Weapon Finesse

Traits:
Campaign: Drug Addict: Personal: +1 to Fort Saves
Combat: Battlefield Disciple

Race:

Rat Folk
Ratfolk Racial Traits
+2 Dexterity, +2 Intelligence, -2 Strength

Ratfolk: Ratfolk are humanoids with the ratfolk subtype.

Small: Ratfolk are Small and gain:
+1 size bonus to their AC
+1 size bonus on attack rolls
-1 penalty on combat maneuver checks and to their CMD
+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.

****Rodent Empathy: Replace by Cleanliness

****Swarming: Replaced by Cheek Pouches

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

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.

Ratfolk Favored Class Bonus(Investigator): +1 to a skill that can be affected by Inspiration. Max of +2.

Alternate Racial Traits:
Replaces Rodent Empathy
Cleanliness
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.

Replaces Swarming
Cheek Pouches
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.

Class:

Bonded - Investigator (No effect until level 2)

Weapon and Armor Proficiency: Investigators are proficient with simple weapons, plus the hand crossbow, rapier, sap, shortbow, short sword, and sword cane. They are proficient in light armors, but not shields.

Alchemy (Su): When using Craft(Alchemy) add competence bonus equal to class level.
Can use Craft(Alchemy) to identify potions. Have to hold the potion for one round.
Make extracts like an alchemist. Spells/extracts can only be used by me. Maintains an alchemist formula list like a wizard's spellbook. Can add 2 when gaining a level. Can learn additional formula similar to adding to a wizard's spellbook. Can learn a spell from a wizard's spellbook.

Inspiration (Ex): An investigator is beyond knowledgeable and skilled—he also possesses keen powers of observation and deduction that far surpass the abilities of others. An investigator typically uses these powers to aid in their investigations, but can also use these flashes of inspiration in other situations.
An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence modifier (minimum 1). An investigator’s inspiration pool refreshes each day, typically after he gets a restful night’s sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he’s trained in the skill.
Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator’s pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.

Trapfinding: An investigator adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device checks (minimum 1). An investigator can use Disable Device to disarm magical traps.

Equipment & Gear:

Worn:
Explorers outfit (N/A gp/2 lb.) *(weight not to be added to the total worn weight)

Weapons:
--(1) Rapier (20 GP/1 lb)
--(2) Daggers (4 GP/1 lb)
--(4) Darts (2 GP/1 lb)

Armor: Lamellar (leather): (60 GP/12.5 lb)

--(1) Backpack (2 gp/.5 lb.) Total Weight: 7.25 lbs
----(1) Bedroll (1 sp/1.25 lb.)
----(1) Waterskin (1 gp/1 lb.)
----(4) Rations (2 gp/1 lb.)
----(1) Grooming Kit (1 gp/.5 lb)
----(1) Formula Book (3 lbs)

--(1) Pouch, Belt (1 gp/.1 lb.) Total Weight: 1.1 lbs
----(1) Thieve's Tools (30 gp/1 lb)
----(1) Alchemist's Fire

Weapon Weight: 3 lb
Armor Weight: 12.5 lb
Equipment Weight: 8.35 lb

Total weight carried: 23.85 lb.

Carrying capacity:
Light load: ->33 lb.; Medium Load: ->66 lb.; Heavy load: ->100 lb.

Starting Gold: 150 GP

Weapons: 26 GP
Armor: 60 GP
Equipment: 37 GP, 1 SP

Money: 2 Plat, 6 Gold, 9 Silver


Movement: 20'
Magic:

Extracts Known: (6)
: Adhesive Spittle - Tanglefoot bag
: Crafter's Fortune
: Cure Light Wounds
: Reduce Person
: Shock Shield
: Tears to Wine

Extracts per Day:
Level 1: 2 (1 + INT(1))
- Adhesive Spittle
- Shock Shield

Save DC: 10 +Extract Level +Int(4)

Character History:

My family lives in the shingles of Bridgefront. To some making that statement is to say that I was born into danger and am lucky to be alive. If I were human like most of the population that may be true. But I am ratfolk and my family is a community of survivors. The chokers have trouble reaching us when we drop to all fours to scoot by them, and the imps prefer singular targets. I do remember trouble from some shingle spiders, but the family came in force and destroyed that threat.

I can't say that growing up in the shingles was totally safe though. My generation consisted of 7 males and 8 females, with only 5 survivors to adulthood. I won't go into great detail, 2 sisters didn't survive birth, 1 infant brother was killed by a shingle spider that somehow sneaked into our home without being noticed. Other's died, other ways. It was tragic, but we survived.

A year before I became an adult ratfolk I almost died. I was at 'an event' with other not-quite-adults of various races. Several of them were trying out this drug called Shiver. I had heard of it, been warned about it, but my girl told me she'd tried it and that it was 'wonderful. It opened the mind to think of a whole different world from the one we lived in. Well, living in the Shingles maybe you'd understand the draw? It was free, so I tried it. A day later, and the human from the party offered another dose, for free. A day later and the next dose wasn't free, but the cost was minimal. I hardly noticed when my girlfriend died, until I finished my 'Dream' and woke to the nightmare.

My family almost kicked me out. My withdrawal was the worst days of my life. I almost wished that I'd just died. But I recovered. I had lost weight and strength, and respect.... and my girlfriend. I was furious and just wanted to track down the human rat that'd had hooked me and my girl. My family stopped me. Had I gone out, and had I found him, I'd be dead. And that would undo all the work my family had done saving me.

I worked to recover, got my strength and health back. And I planned. I investigated the drugs in the city. I was limited to just my little area of the town, and I was known by a couple of the dealers. They weren't happy that I no longer was willing to part with my coin for their poison. But, I wasn't leading the law to them, or giving any indication that I wanted revenge. I lied and said that I'd recovered on my own and was trying to regain a place with my people. I offered to by a spotter for them. I'm very good at not being seen. Besides, who looks for a rat in the shingles. I got them to trust me. Eventually I learned the name of the boss over them. His name was Gaedren Lamm. I even saw him once. He didn't see me, I was 'spotting'. But now I know who I need to kill. Him, and his entire network of punks and killers. Problem is, I'm not strong enough to do it. But I'm learning.