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Criek Prisil's page

686 posts. Alias of Murph..


Full Name

Criek Prisil

Race

Ratfolk

Classes/Levels

Alchemist (trap breaker) / Ranger (skirmisher) 7 | Init +3 (+5 underground) | HP 22/53, AC 20 t15 ff17, CMD 21, F+7 R+9 W+4 | Perc +10 / +13 vs traps | Bombs 12/12 Tricks 4/4

Gender

Male

Size

Small

Age

16

Alignment

CG

Deity

Brigh

Location

Torch

Languages

Common, Undercommon, Draconic, Hallit, Goblin, Androften, Orc

Strength 14
Dexterity 16
Constitution 12
Intelligence 20
Wisdom 12
Charisma 8

About Criek Prisil

Goodhearted but anxious and craven, Criek was born into a warren of scrap farmers, kept in crushing poverty by the Technic League's confiscation of any items of value they found. He attempted to study as a metalsmith, but ruined the shop one too many times when spooking at unexpected interruptions, and was "invited" to seek an apprenticeship elsewhere. Lucking into an opportunity to study alchemy, he took to it quickly, finding the controlled destruction of the art empowering.

Criek has just returned to Torch after several months of collecting reagents for his work, in hopes of continuing his studies under Khonnir Baine. While still a generally timid soul, he has aspirations of someday earning adequate wealth, power, or both to free his kin from the League's fealty--arriving in town to find his mentor missing is quite disheartening.

Inventory spreadsheet

Statblock:

Criek Prisil

Male Ratfolk Alchemist (trap breaker / Ranger (skirmisher)) 6
CG Small Humanoid (ratfolk)
Init +3; Senses Darkvision 60ft, Perception +10

DEFENSE

AC 20, touch 15, flat-footed 17
(+4 mithril chain shirt +1 attunement, +3 dex, +1 size, +1 deflection)
hp 53 (7d10+7)
Fort +7, Ref +9, Will +4 (ABP +1 resistance bonus)

OFFENSE

Spd 20 ft.
Melee Icy Burst Dagger +11/+6 (1d4+1d6+2+1, 19-20 / x2 + 1d10 cold) +7 BAB +2 Str +1 size +1 attunement
Melee Small Longsword +10/+5 (1d6+2, 19-20/x2) +7 BAB +2 Str +1 size
Ranged Adaptive Composite Small Longbow +11/+6 (1d6+2, x3) +7 BAB +3 Dex +1 size (+1/+1 w/in 30’, point-blank)
Bomb (12/day) +11/+6 ranged touch (4d6+5, 9 splash, Reflex DC 18 for half, 20' increment) (+11 ranged touch within 30’, point-blank)
Space 5 ft.; Reach 5 ft.

Favored Enemy:
* Humanoid (Human) +2 weapon attack / damage
* Construct: +4 weapon attack / damage

Favored Terrain:
* Underground: +2 initiative, Knowledge (geography), Perception, Stealth, and Survival

STATISTICS

Str 14, Dex 16, Con 12, Int 20, Wis 12, Cha 8
(ABP mental prowess: Int; Physical Prowess: Str)
Base Atk +7/+2; CMB +8; CMD 21

Extracts Known (9/3/1)
1: Cure Light Wounds, Disguise Self, Enlarge Person, Endure Elements, Expeditious Retreat, Identify, Reduce Person, Shield, Touch of the Sea
2: Alchemical Allocation, Invisibility, See Invisibility
3: Channel Vigor

Extracts Prepared (6/4/2)
1: Cure Light Wounds, Shield, Expeditious Retreat, Endure Elements, Disguise Self, _____
2: Invisibility, Alchemical Allocation, Alchemical Allocation, See Invisibility
3: Channel Vigor, Channel Vigor

Mutagen Prepared
Strength: +4 Str / -2 Int, +2 natural AC

Skills (42 Rgr +35 Int +0 favored class)
Check Penalty: 0 under light load (shown), -3 under medium load
Trained:
* Acrobatics +9 (6 ranks)
* Appraise +9 (1 rank)
* Climb +6 (1 rank)
* Craft (Alchemy) +16 (7 ranks, +2 racial)
* Disable Device +17 (6 ranks, +2 mwk tools)
* Fly +7 (1 rank)
* Handle Animal +7 (5 ranks)
* Heal +5 (1 rank)
* Intimidate +5 (1 rank)
* Knowledge (Arcana) +12 (4 ranks)
* Knowledge (Dungeoneering) +8 (1 rank)
* Knowledge (Geography) +8 (1 rank)
* Knowledge (Engineering) +15 (4 ranks)
* Knowledge (History) +6 (1 rank)
* Knowledge (Local) +7 (2 ranks)
* Knowledge (Nature) +10 (2 ranks)
* Knowledge (Planes) +6 (1 rank)
* Knowledge (Religion) +6 (1 rank)
* Linguistics +6 (1 ranks, Androften)
* Perception +10 (4 ranks, +2 racial) - +13 to locate traps
* Ride +7 (1 ranks)
* Sense Motive +2 (1 ranks)
* Sleight of Hand +8 (2 ranks)
* Spellcraft +12 (4 ranks)
* Stealth +15 (5 ranks, +4 size)
* Survival +8 (2 ranks) - +10 to track
* Swim +6 (1 ranks)
* Use Magic Device +12 (7 ranks, +2 racial, trait=Int-based)

Languages: Common, Undercommon, Dwarven, Orc, Aklo, Draconic, Androften

Against Humans: +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks
Against Constructs: +4 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks
Underground: +2 bonus on Knowledge (geography), Perception, Stealth, and Survival skill checks

Discoveries
1: Precise bombs: can exclude up to 4 squares from splash damage (on a hit only!)
2: Frost bomb: can inflict cold damage with bombs; direct hit = staggered for 1 turn (DC 18 Fortitude negates staggered)
4: Shock bombs: can inflict electricity damage with bombs; direct hit = dazzled for 1d4 turns (DC 18 Fort negates dazzled)
6: Infusion
6R: Fast bombs

Feats
1: Extra Discovery (precise bombs)
1A: Throw Anything: You do not suffer any penalties for using an improvised ranged weapon. You receive a +1 circumstance bonus on attack rolls made with thrown splash weapons.
1A: Brew Potion: You can create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures or objects.
2R: Precise Shot: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
3: Technologist: You are considered to be trained in any skill used against a technology-based subject. If the skill in question requires training to use even against non-technological subjects, you must still have ranks in that skill in order to gain the benefit of Technologist.
3R: Endurance: +4 bonus on various Con checks and Fort saves; may sleep in light or medium armor without becoming fatigued.
5: Rapid Shot: When making a full-attack action with a ranged weapon, you can fire one additional time this round at your highest bonus. All of your attack rolls take a –2 penalty when using Rapid Shot.
6R: Improved Precise Shot: Your ranged attacks ignore the AC bonus granted to targets by anything less than total cover, and the miss chance granted to targets by anything less than total concealment.
7: Boon Companion: The abilities of your animal companion or familiar are calculated as though your class were 4 levels higher, to a maximum effective druid level equal to your character level.

Point Blank Shot: +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet. (Does not include splash damage.)

Traits
* Local Ties: Know(Engineering) is class skill, and +1 trait bonus; can be used as if have Technologist feat. If you gain the Technologist feat, your trait bonus for the selected skill increases to +3.
* Pragmatic Activator: You may use your Intelligence modifier when making Use Magic Device checks instead of your Charisma modifier.

Ranger Tricks
* Tangling attack: The Ranger can use this trick as a free action when he makes an attack. If the attack hits, the target is entangled for 1 round.
* Surprise Shift (Ex): The Ranger can move 5 feet as a swift action. This movement does not provoke attacks of opportunity and does not count as a 5-foot step.

SPECIAL ABILITIES

Racial abilities:
* Size: Ratfolk are Small and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth checks.
* Speed (Slow): Ratfolk have a base speed of 20 ft.
* 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. See the Linguistics skill page for more information about these languages.
* 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.
* 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.
* Darkvision: Ratfolk can see perfectly in the dark up to 60 feet.
* Favored class bonus: a ratfolk alchemist may take ⅙ of a bonus discovery per level. 1st, 2nd, 3rd, 4th, 5th, 6th level applied!

Class abilities -- Alchemist:
* Alchemists are proficient with all simple weapons and bombs. They are also proficient with light armor, but not with shields.
* Alchemy
* Bomb (4d6) - Level + Int /day
* Mutagen
* Throw Anything: All alchemists gain the Throw Anything feat as a bonus feat at 1st level. An alchemist adds his Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature.
* Swift alchemy: At 3rd level, an alchemist can create alchemical items with astounding speed. It takes an alchemist half the normal amount of time to create alchemical items
* Brew Potion: At 1st level, alchemists receive Brew Potion as a bonus feat. An alchemist can brew potions of any formulae he knows (up to 3rd level), using his alchemist level as his caster level. The spell must be one that can be made into a potion
* Trapfinding: Starting at 2nd level, a trap breaker adds 1/2 his alchemist level on Perception checks made to locate traps and on Disable Device checks. A trap breaker can use Disable Device to disarm magic traps.
* Explosive Disarm: At 5th level, a trap breaker can attempt to disarm a mechanical trap by detonating it rather than disarming it with a Disable Device check. As a full-round action, a trap breaker may expend one of his bombs to make a ranged touch attack against a trap, using the trap’s Disable Device DC as its AC. If the attack misses, the bomb’s splash damage activates the trap. If the attack hits, the bomb deactivates the trap without setting it off. The trap breaker must both know the location of the trap and be able to reach the trap’s trigger with a ranged touch attack in order to use this ability. At 8th level, a trap breaker can disarm magic traps with this ability.
* Land Mine: At 6th level, a trap breaker can turn his bombs into land mines. Setting a land mine is a full-round action that provokes attacks of opportunity. The land mine fills a single 5-foot square, and can’t be placed in the same space as another trap, land mine, or magic trap. The trap breaker can arm the land mine with any bomb he is eligible to use, and the effects of this bomb are immediately transferred to the land mine. Creating a land mine uses up two of the alchemist’s bombs per day. The DCs for Perception checks to notice the land mine, Disable Device checks to disable it, and saving throws to avoid its effects are equal to 10 + 1/2 the alchemist’s level + his Intelligence modifier. All alchemist land mines are mechanical traps with the qualities Trigger: location and Reset: none. Land mines last for 1 day per alchemist level or until they are triggered, whichever comes first.

Class abilities -- Ranger:
* A ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields)
* Favored Enemy: At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.
* Track: A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.
* Wild Empathy: A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
* Combat Style Feats (Archery)
* Endurance: A ranger gains Endurance as a bonus feat at 3rd level.
* Favored Terrain: At 3rd level, a ranger may select a type of terrain from Table: Ranger Favored Terrains. The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).
* Hunter’s Bond: Animal Companion -- This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its kind. A ranger’s animal companion shares his favored enemy and favored terrain bonuses. This ability functions like the druid animal companion ability (which is part of the Nature Bond class feature), except that the ranger’s effective druid level is equal to his ranger level –3
* Hunter’s tricks: At 5th level, a skirmisher Ranger learns the use of hunter’s tricks, which typically grant a boon or bonus to the Ranger or a nearby ally. At 5th level, the Ranger learns one trick, selected from the list below. At 7th level, and every two levels thereafter, he learns another trick. A Ranger can use these tricks a total number of times per day equal to 1/2 his Ranger level + his Wisdom modifier.
* Woodland stride: Starting at 7th level, a ranger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion, however, still affect him.

Animal Companion: Pinki (cat, small):

Pinki
Mountain lion animal companion (“Cat, small”, as 7th level druid)

N Medium Animal (cat, small)
Init +5; Senses Low-light vision, scent, Perception +5

DEFENSE

AC 21, touch 16, flat-footed 15 (+4 vs AoO due to movement)
(+5 natural, +5 dex, +1 dodge)
hp 51 (6d8+18)
Fort +8 Ref +10 and evasion, Will +3 (+7 vs enchantment)

OFFENSE

Spd 50 ft. (Once per hour, sprint: 500 foot move while charging)
Melee Bite +8 (1d6+4) and trip +9 (+2 BAB +6 Dex +1 size)
Melee full attack Bite +8 (1d6+2), Claw +3/+3 (1d3+2)
Space 5 ft.; Reach 5 ft.

STATISTICS

Str 18, Dex 21, Con 16, Int 2, Wis 12, Cha 6
Base Atk +4; CMB +9 deft / +8 powerful; CMD 23

SKILLS (6 ranks)
* Acrobatics +9 (1)
* Climb +8 (1)
* Intimidate +8 (1)
* Perception +5 (1)
* Stealth +10 (1)
* Survival +5 (1)

Untrained:

FEATS (3)
* Combat Reflexes
* Dodgeability: You gain a +1 dodge bonus to your AC. This bonus increases to +4 against attacks of opportunity caused when you move out of or within a threatened tile. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat. (Basically combine Dodge and Mobility into one feat)
* Intimidating Prowess

TRICKS +1
* Attack
* Sneak
* Intimidate