Ratfolk Elder

Baxter Whitetail's page

59 posts. Alias of rungok.


Full Name

Baxter Whitetail

Race

Status HP: 10/10; AC: 17 (T:14, FF:14); CMB -1; CMD 12; Init +3; Perception +7; Fort +2, Ref +5 ; Will +3

Classes/Levels

Extracts: Endure Elements 1/1; Enlarge Tail 1/1; Inspiration 3/3, 1d6;

About Baxter Whitetail

Baxter Whitetail
Male ratfolk investigator 1 (Pathfinder RPG Advanced Class Guide 30, Pathfinder RPG Bestiary 3 231)
LN Small humanoid (ratfolk)
Init +3; Senses darkvision 60 ft.; Perception +7
--------------------
Defense
--------------------
AC 17, touch 14, flat-footed 14 (+3 armor, +3 Dex, +1 size)
hp 10 (1d8+2)
Fort +2 (+5 circumstance bonus vs. cold weather), Ref +5, Will +3; +4 trait bonus to resist cold conditions, +1 trait bonus vs. cold effects
Resist cold 2
--------------------
Offense
--------------------
Speed 20 ft.
Melee rapier +4 (1d4/18-20) or
. . tailblade +4 (1d2)
Ranged sling +4 (1d3)
Special Attacks swarming
Investigator Extracts Prepared (CL 1st; concentration +4)
. . 1st—endure elements, enlarge tail
--------------------
Statistics
--------------------
Str 10, Dex 16, Con 12, Int 17, Wis 12, Cha 12
Base Atk +0; CMB -1; CMD 12
Feats Weapon Finesse
Traits northern ancestry, tundra child (tundra or cold regions)
Skills Acrobatics +2 (-2 to jump), Diplomacy +5, Disable Device +5, Knowledge (arcana) +7, Knowledge (geography) +7, Knowledge (local) +7, Knowledge (nature) +7, Linguistics +7, Perception +7, Sense Motive +5, Spellcraft +7, Stealth +10, Survival +1 (+3 to avoid becoming lost when using this); Racial Modifiers +2 Perception, rodent empathy
Languages Azlanti, Common, Draconic, Gnome, Goblin
SQ alchemy (alchemy crafting +1), inspiration (3/day), trapfinding +1
Combat Gear caltrops (3); Other Gear studded leather, rapier, sling, sling bullets (20), tailblade[ARG], bedroll, camouflage blanket, chalk (8), cold weather outfit, compass[APG], drill[APG], flint and steel, investigator starting formula book, masterwork backpack[APG], snow goggles[UE], winter blanket, 4 gp, 6 sp, 2 cp
--------------------
Special Abilities
--------------------
Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Cold (2) You have the specified Energy Resistance against Cold attacks.
Inspiration (+1d6, 3/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Rodent Empathy Ratfolk gain a +4 racial bonus on Handle Animal checks made to influence rodents.
Swarming (Ex) Can share a square with another with swarming, if both att the same foe, he is flanked.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
--------------------
Baxter Whitetail was part of a mischief of rats that were traveling up north. A blizard proved too much for the family and they started succumbing to the cold and he and his mother barely managed to escape to a dragon's den in the area. A white dragon resided there agreed to take care of the infant rat... for some reason.

Baxter grew up in a dragon's den, learned to deal with the cold. And became insanely curious. Amused, the dragon encouraged his investigative prowess, teaching him random bits of knowledge and teaching him about alchemy and other pursuits.