Ratfolk Troubleshooter

Sister Dark-Eye's page

2 posts. Alias of Joynt Jezebel.


Full Name

Sister Dark Eye

Race

Ratfolk

Classes/Levels

Witch 4

Gender

HP 30/30, AC 15/14/12, CMD 13 , F +4, R +5, W +5, Init +9, Perc. +2/ +6 if familiar in arms reach.

Size

Small

Strength 8
Dexterity 16
Constitution 14
Intelligence 19
Wisdom 10
Charisma 10

About Sister Dark-Eye

Tactics

Before Combat:

Sister Dark Eye is methodical and rational in most matters. If combat is forced she will search for the optimal way of ending it quickly with minimal losses to her and her comrades. Preparation and knowledge in advance of hazards are the key to this.

She may use the invisibility spell to facilitate scouting or send her familiar Sister Rainbow Wing in her smaller form to scout. She will cautiously employ detect magic for clues as to coming challenges.

If she knows combat is coming and has time Sister Dark Eye is capable of employing the Fortune Hex on each of her comrades and maintaining it the Cackle Hex, granting each of her companions a re-roll each round so long as this can be maintained.

During Combat:

Sister Dark Eye has a full arcane caster's hit points, BaB and armour restrictions and a good intelligence. She well knows her weaknesses and to avoid melee combat. To this end she will use her familiar and mount Sister Rainbow Wing to remain out of reach.

She may employ the tactic of enhancing her allies with the Fortune Hex and doing the inverse to enemies with Misfortune, extending both with Cackle.

Individual foes may be rendered unconscious with the Slumber Hex, with those she judges most dangerous targeted first. Sister Dark Eye selects her spells to accomplish what her Hexes, which are short range and affect only one enemy at a time, cannot. Glitterdust and Burning Hands with their ability to affect groups are favourites.

Morale:

Sister Dark Eye is no stranger to combat or danger and seldom shows nerves or fear, though she may feel both. Only exceptionally horrifying foes will draw a visible reaction. When faced with an unwinnable conflict she will counsel retreat, but only an absolutely hopeless situation, if that, will force her to flee leaving living comrades behind.

History:

The Ratfolk woman known as Sister Dark Eye was born in Tamran, one of the few Ratfolk there. Her early childhood was peaceful and her family well off. That ended with one of the numerous invasions of Nirmathas from Molthune. Her family's home and means of income were destroyed in the war, the family dispersed and her father killed.

Sister Dark Eye took up arms against the invaders when still an adolescent, seething with rage against those who destroyed her home and family. For six years she has fought Molthune, in which time she has become a veteran and come to regret some of the more extreme things she had done soon after her father's death.

Sister Dark Eye fought with various irregular groups but for the last four years has been a member of the Sharpclaws. This is an effective group and from them she has learned much. There she has friends and a degree of status as a veteran and nobody treats her any differently because she is a Ratfolk, which is not true everywhere.

She has been recommended to Forest Marshal Weslen Gavirk by her Sharpclaw commander as a seasoned and implacable foe of Melthune, an arcane caster and canny tactician.

Sister Dark-Eye
Female Ratfolk witch 4 (Pathfinder RPG Advanced Player's Guide 65, Pathfinder RPG Advanced Race Guide 150)
Patron Deception

CG Small humanoid (ratfolk)
Init +9; Senses darkvision 60 ft.; Perception +6
—————
Defense
—————
AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size)
hp 30 (4d6+12)
Fort +3, Ref +4, Will +4
—————
Offense

Speed 20 ft.
Special Attacks hexes (cackle, fortune, misfortune, slumber)
Witch Spells Prepared (CL 4th; concentration +8)
2nd Glitterdust x2 Invisibility x1
1st—Burning Hands (2) x2, mage armor (1)x2
0 (at will)—dancing lights, detect magic, resistance, detect poison.

Patron Deception
—————
Statistics
—————
Str 8, Dex 16, Con 14, Int 19, Wis 10, Cha 10
Base Atk +2; CMB +0; CMD 13

Feats

Extra Hex APG,

Improved Initiative

Traits

Reactionary +2 to initiative.

Foxclaw Saboteur - As part of the band of warriors knows as the Foxclaws, you have operated in the far south, disrupting caravans from Molthune and seizing their supplies. You gain a +1 trait bonus to Disable Device and Stealth, and one [Stealth] is always a class skill for you. In addition, you gain a +2 trait bonus to initiative and are never considered flatfooted in encounters with member of the Molthune military.

Skills

Acrobatics +3 (-1 to jump),
Fly +9,
Heal +4,
Intimidate +4,
Knowledge (arcana) +11,
Knowledge (history) +8,
Knowledge (nature) +8,
Knowledge (planes) +8,
Perception +6,
Spellcraft +11,
Stealth +11,
Use Magic Device +7;

Racial Modifiers +2 Perception, +2 Use Magic Device,
rodent empathy
Languages Aklo, Common, Draconic, Orc, Undercommon
SQ cheek pouches, witch's familiar (Arcane Familiar)

—————
Special Abilities
Arcane Familiar Nearby You gain the Alertness feat while your familiar is within arm's reach.

Cheek Pouches[ You can store things in cheeks, but suffer 20% failure with verbal spells.
Darkvision (60 feet) You can see in the dark (black and white vision only).

Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Rodent Empathy Ratfolk gain a +4 bonus on Handle Animal checks made to influence rodents.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.

Hexes

Slumber:
(Su)DC 16 Will save

Effect: A witch can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep. The creature receives a Will save to negate the effect. If the save fails, the creature falls asleep for a number of rounds equal to the witch’s level.

This hex can affect a creature of any HD. The creature will not wake due to noise or light, but others can rouse it with a standard action. This hex ends immediately if the creature takes damage. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Fortune:
(Su)DC 16 Will save

Effect: The witch can grant a creature within 30 feet a bit of good luck for 1 round. The target can call upon this good luck once per round, allowing him to reroll any ability check, attack roll, saving throw, or skill check, taking the better result. He must decide to use this ability before the first roll is made. At 8th level and 16th level, the duration of this hex is extended by 1 round. Once a creature has benefited from the fortune hex, it cannot benefit from it again for 24 hours.

Misfortune:
(Su) DC 16 Will save

Effect: The witch can cause a creature within 30 feet to suffer grave misfortune for 1 round. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A Will save negates this hex. At 8th level and 16th level, the duration of this hex is extended by 1 round. This hex affects all rolls the target must make while it lasts. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Cackle:
(Su)
Effect: A witch can cackle madly as a move action. Any creature that is within 30 feet that is under the effects of an agony hex, charm hex, evil eye hex, fortune hex, or misfortune hex caused by the witch has the duration of that hex extended by 1 round.

Level 1 9 + Patron Spell
Ventriloqism [Patron Spell]
Burning Hands
Charm Person
Comprehend Languages
Ear Piercing Scream
Identify
Infernal Healing
Mage Armour
Obscuring Mist
Reduce Person

Level 2 4 + Patron Spell
Glitterdust
Invisibility [Patron Spell]
Detect Thoughts
Euphoric Cloud
Vomit Swarm

Gear:

Dagger 2 gp 1d3 1d4 19-20/x2 10 ft. 1 lb. P or S

Haramaki Armour
Source Ultimate Equipment pg. 9, Ultimate Combat pg. 1
Statistics
Cost 3 gp Weight 1 lb.
Armor Bonus +1; Max Dex Bonus —; Armor Check Penalty 0
Arcane Spell Failure Chance 0%; Speed 30 ft./20 ft.
Description
Also called a belly-warmer, a haramaki is a simple silken sash lined with chainmail or articulated metal plates and tied about the stomach to protect it.

Military Saddle: This saddle braces the rider, providing a +2 circumstance bonus on Ride checks related to staying in the saddle. If the rider is knocked unconscious while in a military saddle, he has a 75% chance to stay in the saddle. Price 60 gp

Saddle Bags 4gp

Witch's kit
Source Ultimate Equipment pg. 58
Price 21 gp; Weight 21 lbs.
Category Kits
Description
This kit includes a backpack, a bedroll, a belt pouch, candles (10), chalk (10), a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin.

Cloak of Resistance
Source Ultimate Equipment pg. 264

Slot shoulders; Price 1,000 gp (PFS Legal +1),Weight 1 lb.
Description
Flecks of silver or steel are often sown amid the fabric of these magical cloaks. This garment offers magical protection in the form of a +1 to +5 resistance bonus on all saving throws (Fortitude, Reflex, and Will).

Talisman of Beneficial Winds

Source Occult Adventures pg. 263
Slot neck; (PFS Legal Beneficial Winds), Weight 1 lb.
These talismans are inscribed with the secret names of the four winds, and protect the wearer against long falls. The first time that the wearer falls at least 5 feet, he is automatically affected by feather fall. Faint transmutation; CL 1st; feather fall. Cost 450gp

Deadeye's Spotter Ring

Source Inner Sea Gods pg. 258
Aura faint transmutation CL 5th
Slot ring; Price 1,500 gp; Weight —
Description
This ring is carved from a single, thick antler and fashioned into the shape of a regal elk’s head. The wearer gains a +2 competence bonus on Perception and Survival checks. Once per day, the wearer can use animal messenger.

Traveler's Any-Tool
Source Ultimate Equipment pg. 323
Aura moderate transmutation; CL 9th
Slot none; Price 250 gp; Weight 2 lbs.
Description
This implement at first seems to be nothing but a 12-inch iron bar lined with small plates and spikes. It can be folded, twisted, hinged, and bent, to form almost any known tool. Hammers, shovels, even a block and tackle (without rope) are possible. It can duplicate any tool the wielder can clearly visualize that contains only limited moving parts, such as a pair of scissors, but not a handloom. It cannot be used to replace missing or broken parts of machines or vehicles unless a mundane tool would have done the job just as well.

The any-tool counts as a set of masterwork artisan’s tools for most Craft or Profession skills (although very specialist crafts such as alchemy still require their own unique toolset). It is an ineffective weapon, always counting as an improvised weapon and never granting any masterwork bonus on attack rolls.

Bag of Holding, Minor
Source Classic Treasures Revisited pg. 8
Aura moderate conjuration; CL 9th
Slot none; Price 1,000 gp; Weight 3 lbs.
Description
This more economical version of the bag of holding functions in the same manner, but its internal measurements are smaller than those of a regular bag of holding. It measures 2 feet by 4 feet and can carry up to 50 pounds or 6 cubic feet of material.

Wand of Cure Light Wounds 50 Charges 750gp

5,040 gp spent, 960 left

Familiar, Sister Rainbow Wing:

Shimmerwing Dragonfly

This sizable insect has a slender body and two pairs of long, elegant, iridescent wings.

Shimmerwing Dragonfly CR 1/4

XP 100
N Tiny vermin
Init +2; Senses darkvision 60 ft.; Perception +1

DEFENSE

AC 16/12, touch 14/10, flat-footed 14/12 (+2 Dex, +2 size)
hp 15
Fort +2/+3, Ref +4/+2, Will +5
Immune mind-affecting effects

OFFENSE

Speed 10 ft., fly 60 ft. (perfect)
Melee claw +4/+5 (1d2–2/1d6+3)
Space 2-1/2 ft/ 5ft.; Reach 0 ft/ 5ft.

STATISTICS

Str 7/ 17, Dex 14/10, Con 10/12, Int 6, Wis 12, Cha 9
Base Atk +2; CMB ++0 /+5; CMD 12/15 (+8 vs. trip, racial)
Feats Flyby Attack B

Skills Fly +18/ +16 [+12 Perfect flight +dex mod +1 rank flight + trained skill=+3]

ECOLOGY

Environment temperate or warm swamps
Organization solitary, pair, or flight (3–8)
Treasure none

Shimmerwing dragonflies are agile flying insects that prey on other flying creatures. With a wingspan of nearly 3 feet, these dragonflies can even capture and eat small birds.

See Core p82-3 fpr familair stats

Improved Evasion (Ex) No damage on successful reflex save; half on failed save.

Mauler (Familiar Archetype):

While most familiars are scouts and assistants, the mauler familiar cares only for the thrill of battle. A mauler often serves a bloodthirsty or martial-minded master.

Mauler Skills: A mauler treats Intimidate as a class skill.

Bond Forged in Blood (Su)

A mauler isn’t impressed by fancy words—only furious battle. A mauler can’t speak or communicate via language in any way, even if it’s a type of creature that normally could.

At 5th level, whenever the mauler’s master drops a foe whose Hit Dice are at least half its level to below 0 hit points, the mauler’s empathic link surges with power, granting both the mauler and its master a +2 morale bonus on attack and damage rolls for 1 round.

This replaces speak with master and speak with animals of its kind.

Increased Strength (Ex)

At 3rd level and every 2 levels thereafter, a mauler’s Strength score increases by 1. As a result of this ability, the familiar’s Intelligence score remains 6; a mauler can never have an Intelligence score higher than 6.

This alters the familiar’s Intelligence score advancement.

Battle Form (Su)

At 3rd level, a mauler gains the ability to transform into a larger, more ferocious form and back as a standard action three times per day. In battle form, the mauler’s size becomes Medium and it gains a +2 size bonus to its Strength score. Since many familiars are Tiny or Diminutive, be sure to check for any additional Strength and Dexterity adjustments for increasing in size from Tiny or Diminutive to Medium. This is a polymorph effect.

This replaces deliver touch spells.

Damage Reduction (Su)

At 11th level, a mauler gains DR 5/magic. This replaces spell resistance.