Sheila Heidmarch

DairyQueen's page

4 posts. Alias of Kryzbyn.


Classes/Levels

HP 33/33 HP; AC 17, t14, ff 15 ; Init +2; F+2, R +5, W +8; Perc +11; Stealth +12 | Low-light; Scent | Not hungry

Gender

Active Conditions:

About Feldus Roni

Feldus Roni
LE Wererat (Natural) Human Male (Shapechanger) Rogue 2/Wizard 5
Medium (Humanoid/Hybrid), Small (Animal)
Languages: Common, Draconic

Stats:
STR 9 (-1)
DEX 14(+2)
CON 11(0)
INT 16(+3)
WIS 13(+1)
CHA 8(-1)

Combat:
Defense
HP: 33
AC: 17 (+1 armor, +2 Dex, +1 dodge, +2 natural, +1 deflection), Touch 14, FF 15; CMD 16
Saves: Fort +2, Refl +5, Will +8
Ferocity (EX): If your hit points fall below 0 but you are not yet dead, you automatically stabilise, remain conscious, and may continue to fight. If you do, you are staggered, and lose 1 hit point each round. You still die when your hit points reach a negative amount equal to your Constitution score.

Offense
Init +2; Move 30' (humanoid)
BAB +4, CMB +3;
Club (+3 to hit, 1d6, 19-20/x2, P) or
MW Rapier (+4 to hit, 1d6, 18-20/x2, P) or
Hand Axe (+3 to hit, 1d6, x3, B) or
+1 Dagger (+4 to hit, 1d4+1, 19-20/x2, 10', S/P) or
+1 Kukri (+0 to hit, 1d4+1, 18-20/x2, S)
Sap (+3 to hit, 1d6 nonletal, x2, B) or
+1 Dagger, thrown (+7 to hit, 1d4+1, 19-20/x2, P) or
Sling (+6 to hit, 1d4, x2, 50', B)
Sneak Attack +2d6

Skills:
+11 Acrobatics 6+2(dex)+3(class)
+7 Appraise 1+3(int)+3(class)
+3 Bluff 1-1(cha)+3(class)
+10 Climb 0+2(dex)+8(racial)
+6 Disable Device 1+2(dex)+3(class)
+11 Escape Artist 6+2(dex)+3(class)
+7 Knowledge (dungeoneering) 1+3(int)+3(class)
+7 Knowledge (local) 1+3(int)+3(class)
+7 Knowledge (religion) 1+3(int)+3(class)
+11 Perception 7+1(wis)+3(class)
+5 Profession (Fisherman) 1+1(wis)+3(class)
+11 Sense Motive 7+1(wis)+3(class)
+10 Sleight of Hand 5+2(dex)+3(class)
+10 Spellcraft 3+3(int)+3(class)+1(trait)
+12 Stealth 7+2(dex)+3(class)

Feats/Traits:

  • Dodge: +1 dodge bonus to AC.
  • Arcane Strike: As a swift action, you can imbue your weapons with a fraction of your power. For 1 round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction. For every five caster levels you possess, this bonus increases by +1, to a maximum of +5 at 20th level.
  • Iron Will: +2 bonus on Will saves.
  • Spell Mastery (Detect Undead, False Life, Mage Armor).
  • Accomplished Sneak Attacker: +1d6 Sneak Attack (Max 3d6)
    *Dirty Fighter: Benefit: When you hit a foe you are flanking, you deal 1 additional point of damage (this damage is added to your base damage, and is multiplied on a critical hit). This additional damage is a trait bonus.
    *Classically Schooled: Benefits: You gain a +1 trait bonus on Spellcraft checks, and Spellcraft is always a class skill for you.

    Racial Abilities

    All Forms

  • Low Light Vision
  • Scent
  • Change Shape
  • Lycanthrope Empathy

    Hybrid Form (Change forms as move action, equipment does not meld into form, no healing)

  • STR 11(0), DEX 16(+3), CON 13(+1)
  • Attacks: Bite (1d6+1 plus disease (fort DC15), x2, B/S/P) and 2 Claws (1d4+1, x2, B/S)
  • Can cast spells w/o verbal components only
  • DR 10/silver

    Dire Rat Form (Change forms as move action, equipment melds into form, no healing)

  • Small size (+1 AC, +1 to hit, -1 CMB and CMD, +4 Stealth)
  • Move 40', Climb 20', Swim 20'
  • Cannot cast spells
  • Attacks: Bite (1d4+1 plus disease (Filth Fever Fort DC 12), x2, B/S/P)
  • DR 10/silver

    Class Abilities

    Rogue (Cutpurse)

  • Sneak Attack +1d6
  • When a cutpurse makes a Sleight of Hand check to take something from a creature, the target makes its Perception check before the rogue makes her Sleight of Hand check, and the rogue knows the Perception check result. She can decide whether or not to make the check based on the results of the target’s Perception check. If the rogue elects not to make the check, she can make a Bluff check, opposed by the target’s Sense Motive, to prevent the target from noticing the attempt. This ability replaces trapfinding.

    Wizard (Necromancer, Undead)

  • Arcane Bond(*Pendant): 1/day cast any one spell that the wizard has in his spellbook and is capable of casting except opposition school spells.
  • Specialty Necromancy School(opposed: Enchantment/Illusion)
  • Power over Undead (Su): You can channel energy to Command Undead 6/day (DC 12)
  • Bolster (Sp): As a standard action, you can touch an undead creature and infuse it with negative energy. It gains a +1 profane bonus on all attack rolls and saving throws, as well as 1 temporary hit point per Hit Die and a +2 bonus to its turn resistance. The bonus on attack rolls and saving throws increases by +1 for every 5 wizard levels you possess. These bonuses last for a number of rounds equal to 1/2 your wizard level (minimum 1 round). The bonuses and temporary hit points are immediately dispelled if the creature is within the area of a consecrate spell. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
  • Scribe Scroll
  • Spellbook:
    0 level: Resistance, Acid Splash, Detect Magic, Detect Poison, Read Magic, Dancing Lights, Flare, Light, Ray of Frost, Bleed, Disrupt Undead, Touch of Fatigue, Mage Hand, Mending, Message, Open/Close, Arcane Mark, Prestidigitation.
    1st (4+1 total, DC 14): *Cause Fear; *Chill Touch; Detect Undead, Expeditious Retreat, Mage Armor; Obscuring Mist, *Ray of Enfeeblement; Unseen Servant
    2nd (3+1 total, DC 15): *False Life, *Scare, *Spectral Hand, *Stricken Heart.
    3rd (2+1 total, DC 16): *Halt Undead x2, *Vampiric Touch.

    Equipment

  • Club; 2 lbs.
  • MW Rapier (free); 2lbs.
  • Hand Axe (6gp); 3lbs.
  • +1 Bloodletting Kukri ;2 lbs.
  • +1 Dagger; 1lb.
  • Dagger (2gp); 1 lb.
  • Sap (1gp); 2lbs.
  • Sling, 20 bullets (1gp); 10lbs.
  • Ring of Force Shield
  • Boots of Escape
  • Pack, w/Spellbook, Ink quill, Ink pot, 2 Waterskins (empty) Block and tackle (15gp); 7lbs.
  • Thieves tools (30gp); 1lb.
  • Spell component pouch (5gp); 2lbs.
  • 3 acid flasks (30gp); 2lbs.
  • 2 vials holy water (50gp); 2lbs.
  • two vials Alchemical grease (10gp); 2lbs.
  • Pendant of Muddied Thoughts (Arcane Bonded item)
  • Chest containing the following potions: Darkvision, Cure moderate wounds, Resist energy (Fire), Owl's Wisdom, Protection from Arrows. Vial contains a single dose of Black Lotus Extract.
  • three sapphires worth 250 gp each.
  • Robe: +1 armor, +1 deflection bonus, Max dex +4, arcane miscast chance 5%; +1 enhancement bonus to all saves.
    37 lbs total (medium load)

    Pendant of Muddied Thoughts:

    This dark, cloudy moonstone is wrapped in a net of ancient black leather ending in an unkempt braid that can be worn around the neck. Whilst worn the wearer's thoughts are difficult to discern and their aura troublesome to detect via magic. Detect spells of any sort require a caster level check against a DC of 15 in order to function. In the case of 'at will' abilities such as a paladin's detect evil, if the caster level check is failed then that ability may not be used again against the wearer of the pendant for 24 hours.

    Description:
    5'2" tall, 124 lbs, Black, stringy hair, brown eyes, pale skin, smells faintly like putrid meat, especially his breath. His hybrid and rat forms have streaks of black and white on his fur.

    Background:

    Feldus grew up as part of his wererat tribe living in the sewers of a major city. He was neither brave or strong, but his intelligence could not be denied as he was smarter than all of his ratmates. He was bullied unmercifully though for it.

    This changed when his tribe was wiped out by a group of priests and paladins searching the sewers for a cult to an unnamed god. He escaped the slaughter and tracked the group looking for revenge, or at least some loot.

    Feldus searched the area, and did not find anything at first, but then a ghostly spirit appeared to him, and offered him the knowledge to destroy those who did this to his tribe.

    He accepted, happily...at first.

    The forces of good had wiped out much of Feldus' tribe, leaving only he and some of his family alive. The cult aproached Feldus offering revenge if he would use his knowledge of the city sewers to move some of their people without the authorities knowing. He did this, even contacting other wererats he knew in other cities and having them help too, in exchange for the shiny gold baubles, and of course the sweetness of revenge... Yet when the Harvest fell, and the cult rose up to destroy anything living, the gold in his pockets only weighed him down. His family, who he thought safe, were some of the first to fall as the cult struck, including his lifelong mate Laurina. Feldus was hunted through his own sewers by a pack of dark cultists, escaping by the skin of his teeth as he fled for his life. It was a long while before he made sense of that mad dash to freedom, and days later when he realised that it was the same group of men chasing him that had been dressed up as 'heroic knights' as they slaughtered his tribe all those months before. The cult had set him up from the very beginning. And for some reason they were stopping at nothing to find him, hunters both mundane and magical were employed over the following weeks, and contact with other lycanthropes became fewer and fewer until there was nothing. Feldus has been alone a long time.

    The only company he has kept is his burning quest for revenge...

    OLD Background:
    Feldus grew up as part of his wererat tribe living in the sewers of a major city. He was neither brave or strong, but his intelligence could not be denied as he was smarter than all of his ratmates. He was bullied unmercifully though for it.

    This changed when his tribe was wiped out by a group of priests and paladins searching the sewers for a cult to an unnamed god. He escaped the slaughter and tracked the group looking for revenge, or at least some loot. They led him to an empty section of the sewers, but no evidence of the cult existed. Disgusted with this turn of events the good adventurers retreated, and left Felton alone.

    Feldus searched the area, and did not find anything at first, but then a ghostly spirit appeared to him, and offered him the knowledge to destroy those who did this to his tribe.

    He accepted, happily.

    Now with the rudimentary knowledge of necromancy under his belt, he found a portal from the sewers leading to Kaledun, "Crossroads of Worlds". Now he works for a local guild as a gopher/messenger, while looking for signs of this cult here in the city and more power for himself.

    During his time working for the crime lord, he had been paired with a beautiful succubus named Lureene, who had been brought in to work for the crime lord as an 'entertainer', both personally, and on special assignments. The boss eventually fell in lust with her, and when she escaped him, he sent Feldus to track her down.

    Feldus did eventually find her but not only was unable to retrieve her for his boss, but it cost him a favor from a rival boss, He is now on the run, but he is adept at hiding. Now he seeks revenge on Lureene for his loss.

    And he has learned some interesting htings about her...