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About Djir Bentwhisker Background:
Pupped in a small colony of ratfolk merchants, Djir was born and raised in Neruma. He ran with the local gangs to start, getting his basic education in roguery. Then he moved on to Port Peril, seeking opportunity in the big city… He found it! He heisted some mage’s gear (actually an apprentice’s but the loot included a spellbook and selection of alchemy) in a con. (Yes, this is a pre-made hook for his planned diversion into arcane trickster.) Having made a score, he decided maybe he should find a quiet place to lie low; thus he came to the Formidably Maid looking for a cheap passage out of Port Peril. Looking on the bright side, the passage will be cheap indeed, and very difficult to sort out for anyone looking to follow him. The other major influence in Djir’s life has been the church of Calistria. Initially drawn in by the sacred prostitutes, he became a devout worshipper when he realized how much the Savored Sting’s ethos resonated with his soul. So much so that Calistria has recognized how he lives her edicts, bestowing on him a wasp familiar. Appearance:
4’1” and 83 lbs. Beady, lustrous black eyes. A short snout for a ratfolk. His fur is mostly dark brown, with piebald patches on his flanks and butt. Commonly wears a wide-brimmed hat and a heavy cloak, concealing his leather cuirass underneath. Demeanour:
He worships Calistria; opportunistic, vengeful and hedonistic…it fits him to a T. He’s meticulous about his preparations and planning. He wants to be rich, and has few qualms about the means of becoming so He will undoubtedly seek vengeance on those who press-gang him, but afterwards a pirate’s life offers possibilities… Mechanical:
Djir Bentwhisker Ratfolk Unchained Rogue 1 Wizard (Air Elementalist> Smoke Subschool) 2
Alignment: Chaotic Neutral
Init +7 = +3 Dex +4 Familiar
Spells Prepared N/A
Race = Ratfolk St : 9 =11 (1 pts) – 2 racial
Feats :
Traits : Deathtouched (Race), Eye for Plunder (Campaign), Resilient (Combat), Meticulous (Drawback) Skills (8 +2*2+3*4(int)) (skill roll NOT INCLUDING ACP)
UMD +7 = 1 rank +3 trained +1 cha +2 racial,
Background Skills (2 /lv) (Ranks, skill roll. NOT INCLUDING ACP)
Languages : Common (Taldane), Mwangi (Polyglot) (int), Draconic (int), Undercommon (int), Aklo (int) FCB: wizard, +2 HP Class Abilities:
Sneak Attack (2d6): If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit. With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment. Trapfinding: A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps. Finesse Training (Ex): At 1st level, a rogue gains Weapon Finesse as a bonus feat. Arcane Bond (Ex or Sp): At 1st level, wizards form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances the wizard's skills and senses and can aid him in magic, while a bonded object is an item a wizard can use to cast additional spells or to serve as a magical item. Once a wizard makes this choice, it is permanent and cannot be changed. Rules for bonded items are given below, while rules for familiars are at the end of this section.
Arcane School: A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed. A wizard that does not select a school receives the universalist school instead.
School: Air Elementalist (Smoke Subschool)
Cantrips: Wizards can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Wizard under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from a prohibited school, but it uses up two of his available slots (see below). Scribe Scroll: At 1st level, a wizard gains Scribe Scroll as a bonus feat. Race Abilities:
Small: Ratfolk are Small and 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 Combat Maneuver Defense, and a +4 size bonus on Stealth checks. Slow Speed: Ratfolk have a base speed of 20 feet. Darkvision: Ratfolk can see in the dark up to 60 feet Rodent Empathy: Ratfolk gain a +4 racial bonus on Handle Animal checks made to influence rodents. Cornered Fury : Ratfolk can fight viciously when cut off from friends and allies. Whenever a ratfolk with this racial trait is reduced to half or fewer of his hit points, and has no conscious ally within 30 feet, he gains a +2 racial bonus on melee attack rolls and to Armor Class. This racial trait replaces swarming. Tinker: Ratfolk gain a +2 racial bonus on Craft (alchemy), Perception, and Use Magic Device checks. Equipment: 240+50 gp:
Weapons (65 gp)
Armor (15 gp)
Equipment (57.41 gp)
Alchemy (100 gp): Alchemists Kindness (10, 10 gp), Poison Ward Salve (15 gp), Vermin Repellent (10 gp), Adhesive Strip (2, 10gp), Sunrod (5, 10 gp), Smog Smoke Pellet (40 gp), Tindertwigs (5, 5 gp)
Familiar:
Cevanna Familiar (Emissary) N Tiny vermin Init +3; Senses darkvision 60 ft.; Perception +4 Speed 10 ft., fly 40 ft. (average). Defense AC 19, touch 15, flat-footed 16 (+3 Dex, +3 natural+1 Natural Armor Adjustment, +2 size) hp 5 Fort +2, Ref +5, Will +0 Offense Melee sting +5 (1d2–4 plus poison) Space 2-1/2 ft., Reach 0 ft. Special Attacks poison Statistics Str 3, Dex 16, Con 10, Int 6, Wis 10, Cha 2 Base Atk +0; CMB +1; CMD 7 (19 vs. trip) Feats Weapon FinesseB, +1 feat of choice Skills Fly +7, Perception +4, Stealth +15; Racial Modifiers +4 Fly, +4 Perception, +4 Stealth Special Abilities Poison (Ex) Sting—injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save. The save DC is Constitution-based. Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does. Emissary Skills: An emissary treats Heal, Knowledge (religion), and Sense Motive as class skills. Divine Guidance (Sp): An emissary can cast guidance at will. This replaces alertness. Share Will (Su): Whenever an emissary or its master fails a saving throw against a mind-affecting effect that affects only one of them, the other can attempt the saving throw as well. If this second saving throw is a success, treat the original result as a success, and the emissary and its master can’t use this ability again for 24 hours. On a failure, both the emissary and its master suffer the effects of the failed saving throw, even if one of them wouldn’t ordinarily be a valid target. This replaces share spells. Domain Influence (Sp or Su): At 3rd level, the emissary gains a spark of divine power from the deity its master worships. Choose one of that deity’s domains that grants a 1st-level domain power usable a number of times per day equal to 3 + the user’s Wisdom modifier. The emissary can use that power once per day. This replaces deliver touch spells. Luck Domain Power. [/ooc] |