Ratfolk Troubleshooter

Cheln Predder's page

5 posts. Alias of Stratos.


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icehawk333 wrote:

The team is looking for-

A stonemason who can build a stronghold to use.
Somone who can craft potions, or is exceptional at alchemy- either will do.
A botanist
Somone capable of escavating Rock in large amounts, be it a Mage, or just a really talented miner.
Somone able to survive off the land, preferably well enough for the whole group.
A cartographer. Yes, really.
A linguist who knows all of the outsider languages.
Crafting other, non-potion magic items is not considered vital, but is valuable.

The company will also provide magical items as needed for each of these roles to function.
The survivalist will be given a tyrant's friend, the person who escavates will be given magical components for spells or a magical pickaxe, the stonemason will be supplied masterwork tools of all sorts, along with a handy haversack or bag of holding, the cartographer will be given a Blessed book*, the botanist will be supplied masterwork tools, and the Alcmenist will be given a unique portable alchemy station, for creating potions out of odd ingredients.

*doenst get the free inscribed spells, just a lot of paper for mapmaking and note-taking.

All those going on the mission are expected to be competent combatants, or so invaluable across so many fronts that they're worth protecting.
All mage's are also expected to have eschew materials, due to the lack of traditional compoenents on the "island".

More questions?

Just what I was looking for. As long as there's some flavor text as exposition for the organization sending us, I should be good to prepare a submission when the recruitment thread debuts.


Lord Foul II wrote:


A linguist would be useless as the language of the natives changes about every hour

But do the people sending this team know that? I have a rough idea of what to expect (the unexpected) from the "island", but I'm trying to piece together the appropriate background for a character set to head there. In the process, interpreting what the organization sending them knows is important!


With the sort of people putting together the expedition team, what sorts of skillsets are they looking for? Survivalism is obvious for at least some of the group, but did they want a linguist, an architect, etc.? It seems to me the party would be like a "crew" more than just a combat team.


Looking forward to it. Good luck to all!


This is Ellion from earlier. Here's the foundation of my submission, Cheln, with the background. More can be found in the profile. The theme song is as above, though if you're feeling a bit more poppy, this can work too.

Background:

Another day, another damned nuisance.

The locals had been more suspicious of his activity lately, and for good reason; Cheln's latest experiment hadn't made it. He'd dumped the body in the river, and it would be gone before others caught on. He would need help in the future though, someone to fend-off the investigation...

Years ago, the orphan had been taken-in by a pair of well-meaning veterans. Half-orcs, his adoptive parents made him their own child after their battles. But whatever affections they poured onto the child could do naught to erase the memories of his parents' deaths in the horrible pillaging of their home. A burglary had turned violent, and when his father attempted to defend them, his mother and he were slain. Cheln was very small at that time, and he weaseled himself into a corner for safety in the shadows. If only it could've shielded his eyes and emotions.

His bitterness towards the world grew over the years, and he began to take a taste in the apothecary field after seeing how subtle mixtures could work magic. He worked at the general store to keep the books, and he invested his monies into alchemical reagents. Self-taught from text, the learning was slow but rewarding. He began by poisoning pigeons, squirrels, and plants. The dark glee he took with his killings needed to be supplemented by a true test - a humanoid subject. He had no friends though, the small town eschewing him as "creepy" and "weird". Only his parents had tried to love him, and they gave up on the impossible task of having that required long ago.

Yet they could provide one last service. They did sleep under the same roof after all...

Once they had proved the effectiveness of his toxins, the ratfolk dragged their bodies in front of the local apothecary's shop. Circumstances too strong for the elderly man to protest successfully, he was executed in short order. It was then Cheln assumed the duties of his work. After all, providing a few curative remedies to local sick persons went a long way in bettering his relations.

As time wore on, he delved into internal anatomy, learning how to infect his own blood. Soon the others in the town would share his pain for alienating him for so long. And eventually, so will my parents' killer.

Lately, a man with piercing eyes had been watching his movements outside the shop during the day - and night. He kept his distance, but it would be hard to rid himself of future bodies (and acquire "volunteers") with him about. He didn't know the man's motives, but he had to go. Word had it a woman named Cimri could help...

Appearance and Personality:

Despite his diminuitive statue, Cheln isn't shy. This is not always a good thing for others; he often carries an odor of chemical concoction about him, and it drives away all but the most obedient or nose-dulled animals. When he does interact with others, his speech takes a meandering pattern, at times obfuscating his original statement/question's purpose. The thoughts are clear to Cheln, but his arcane mind is not easily transferred into words.

Dark gray fur and ebony eyes reflect well the emotions from within the troubled alchemist. Like his creations, he is bitter and volatile.

*******

Sample combat round:

Initiative: 1d20 + 6 ⇒ (14) + 6 = 20

Round 1: Initiative: 20

Behind the tree, his stalker had taken a moment to relieve himself. This would prove to be a fatal decision, for in the hour of midnight, murder happened without witness in the small town.

Stealth: 1d20 + 6 ⇒ (6) + 6 = 12

Cheln crept up on the man, his small form blending into the tall grass. His sounds muffled by the last wet function the man would perform. Second-to-last ... exsanguination...

He leaped to his neck and sundered the man's lifeline... or so he hoped. His jump fell short, and his diseased maw merely grazed the spy's leggings. Cheln used his claws to keep his balance, yet his tail was free and struck the man in the ribs. Better for my sickness to travel through his blood anyway.

Assuming a defensive position, he waited for the man to turn around. Were he lucky, he may not even see the assailant beneath him.

Full-round attack with natural weapons. The tailblade is the only non-primary. Target may be flat-footed.

Attacks apply sickened (disease effect) on hit (Fort DC 15 negates)

Bite: 1d20 + 1 ⇒ (9) + 1 = 10 Damage: 1d3 ⇒ 3 Sneak Attack: 1d6 ⇒ 6
Claw 1: 1d20 + 1 ⇒ (4) + 1 = 5 Damage: 1d4 ⇒ 3 Sneak Attack: 1d6 ⇒ 2
Claw 2: 1d20 + 1 ⇒ (4) + 1 = 5 Damage: 1d4 ⇒ 3 Sneak Attack: 1d6 ⇒ 4
Tailblade: 1d20 - 4 ⇒ (18) - 4 = 14 Damage: 1d2 ⇒ 2 Sneak Attack: 1d6 ⇒ 1

Active Conditions:
Plague Vial (10 rounds)