Full Name |
Colvin Dashwind |
Race |
Human |
Classes/Levels |
Warpriest 1 - Summoner 1 |
Gender |
Ratfolk |
Size |
Small |
Age |
24 |
Languages |
Common, |
Strength |
10 |
Dexterity |
12 |
Constitution |
13 |
Intelligence |
12 |
Wisdom |
16 |
Charisma |
16 |
About Colvin "Slick" Dashtail
Ratfolk Warpriest 1/Summoner (Unchained) 1
(25 Point Buy)
Strength 10
Dexterity 12
Constitution 13
Intelligence 12
Wisdom 16
Charisma 16
HP= 17 [Favored Class Warpriest]
AC = 16 (Chain Shirt + Dex + Size Bonus) (Summoner can cast wearing Light Armor with no penalty)
CMD = 0
CMB = -1
BAB = 0
Melee Attack – +1 - Heavy Pick 1d4 x4 Critical + Poison
Ranged Attack – +2 - Hand Crossbow – 1d4 + Poison (20 Bolts)
Poison - Blue Whinnis Injury Fort DC 14 - Effect - 1 Con/Unconscious 1d3 Hours. [7 Doses].
Swarming - Ratfolk are used to living and fighting communally, and are adept at swarming foes for their own gain and their foes' detriment. Up to two ratfolk can share the same square at the same time. If two ratfolk in the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.
Fortitude +3
Reflex +1
Will +7
Movement – 20’
God – Ferrakus - Ferrakus & Trait.
Combat Proficiencies – Simple Weapons + Hand Crossbow, Rapier, Sap, Shortbow, Short Sword + Heavy Pick, Light Armor & Light Shields.
Languages:
Common, Goblin.
Skills: Warpriest 4+1+1 Favored Class, Summoner 2+1.
Acrobatics = (1) +5
Bluff = (1) +7
Climb = +0
Craft (Alchemy) = (1) +7
Diplomacy = (1) +7
Disguise = (0) +5
Escape Artist = (0) +3
Fly = (0) +3
Handle Animal = (0) +3 (+4 more for Rodents)
Heal (0)
Intimidate (0) +3
Knowledge Arcana (0)
Knowledge Dungeoneering (0)
Knowledge Engineering (0)
Knowledge Geography (0)
Knowledge History (0)
Knowledge Local (0)
Knowledge Nature (0)
Knowledge Nobility = (1) +5
Knowledge Planes (0)
Knowledge Religion = (1) +5
Linguistics (0)
Perception = (1) +9
Profession (0)
Ride (0)
Sense Motive = (1) +7
Sleight of Hand (0)
Spellcraft (0)
Stealth = (1) +11
Use Magic Device = (0) +5
Abilities: Well Hidden (+2 Disguise & Stealth)
Blessings:
Luck - At 1st level, you can touch an ally and grant it a lucky presence. The target of this luck can call upon it to roll any one ability check, attack roll, saving throw, or skill check twice and take the better result. The decision to use this ability must be made before the roll is made. Once used, or once 1 minute passes, the effect ends.
Earth - Acid Strike (minor): At 1st level, you can touch one weapon and enhance it with acidic potency. For 1 minute, this weapon emits acrid fumes that deal an additional 1d4 points of acid damage with each strike. This additional damage doesn't stack with the additional damage from the corrosive weapon special ability.
Aura – Neutrality.
Sacred Weapon – 1d4 Damage – Heavy Pick
Life Link – Transfer HP to retain it on plane must be w/in 100’ to retain full power.
Summon Monster I – 6x Day – 1 Minute Per Level
Race Ratfolk:
Small Size +1 AC & Attack Bonus, -1 CMD & CMB. +4 Stealth.
+2 Dexterity & Intelligence, -2 Strength.
Tinker +2 Alchemy, Perception, Use Magic Device.
Rodent Empathy. Swarming.
Darkvision 60’.
Traits:
Bane from Below - Benefit Whenever you flank a target, you gain a +1 trait bonus to damage. Priests with the sneak attack ability may also add this bonus damage to sneak attack damage as well.
Amiable Blunder - Your easygoing demeanor allows you to sometimes recover from potentially awkward social situations or even condemnatory faux pas. Benefit(s): Once per day when you fail a Diplomacy check by 5 or more and would cause an NPC's attitude toward you to worsen, you can immediately attempt another Diplomacy check against the same DC as a free action. If you succeed at this second Diplomacy check, the character's attitude doesn't change, as though you had failed the original check by 4 or less.
Feats: Spell Focus - Conjuration
Equipment - Alchemist's Lab, Everburning Torch, Rope Silk 50', Grappling Hook, Pitons, Torches, Flint and Steel, Holy Symbol Silver, 3 Potions Antitoxin, 2 Waterskins, 1 Thunderstone, 1 Smokestick.
Wealth - 69 GP
8 SP
9 Copper
Spellcasting:
Concentration +4
Spells:
Cleric – (Channel Positive Energy)
0th – (3) Detect Magic, Guidance, Resistance
1st – (2) Cause Fear, Protection from Evil
Summoner –
Known
0th – (4) Acid Splash, Arcane Mark, Daze, Mage Hand
1st – (2) Expeditious Retreat, Rejuvinate Eidolon (Lesser)
Per Day
0th – Unlimited
1st - 2
Cult Leader
Eidolon – Level 1
Psychopomp – Spirit of the Rat - Neutral
Base Form – Quadruped (Bite Limbs (2 Legs))
Base Evolutions – Level 1 Immune to Death Effects, Disease and Poison.
HP = 11 – AC = 14 – Initiative +6
Str – 14, Dex 14, Con 13, Int 7, Wis 10, Cha 11
Speed 40’ – For +3, Ref +4, Will +0
Bite - +3 – 1d6+2
Darkvision, Link, Share Spells.
Feat: Improved Initiative
Skills: Climb +3, Intimidate +1, Stealth +3, Swim +3
Evolutions 1 – (Typical) Swarmfighting
Improved Damage (1d8 Bite) OR Claws 2 more attacks 1d4 +2 Damage each -Next Evolutions.