Ratfolk Caravan Guard

Djir Bentwhisker's page

190 posts. Alias of pad300.


Full Name

Djir Bentwhisker

Race

Ratfolk | HP 25/25| AC: 16, T: 14, FF:13 | Spd: 30ft |

Classes/Levels

U-Rogue 1 Wiz (Smoke) 2|Low Light Vision; Percept: +9, Sense Motive: +5 | Saves: F: +3, R: +5, W: +4; +2 vs mind affecting| CMB -1 / CMD 13

Gender

M

Size

Small (4'1", 83 lbs)

Age

11

Special Abilities

See text

Alignment

CN

Deity

Calistria

Location

Port Peril

Languages

Common (Taldane), Mwangi (Polyglot) , Draconic , Undercommon , Aklo

Occupation

Pirate

Strength 9
Dexterity 16
Constitution 14
Intelligence 18
Wisdom 12
Charisma 12

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
Future intent:, Arcane Trickster ?

Alignment: Chaotic Neutral
Diety: Calistria

Init +7 = +3 Dex +4 Familiar
Speed 30 ft
Low light vision
Defense
AC : 16 =10+2 Armor +3 Dex +1 Size
HP: 25 = 8+ (2d6>5,4)+ 3*2 (con) +2 FCB
Fort + 3 = +0 Rogue +0 Wiz+2 con +1 Trait
Ref + 5 = +2 Rogue + 0 Wiz + 3 dex
Will + 4 = +0 Rogue +3 Wiz + 1 wis
+2 trait vs Mind Affecting
CMD : 13 = 10 + 1 (bab)+3 (dex)-1 size
Offense
Melee: ***
Ranged: ***
BAB : +1
CMB : -1 = +1 (BAB) -1 str-1 size

Spells Prepared N/A
Cantrips: Message (Air), Detect Magic, Prestidigitation, Daze, ***
1st level: Windy Escape (Air), Color Spray, Color Spray, Mage Armor, ***

Race = Ratfolk

St : 9 =11 (1 pts) – 2 racial
Dex : 16 = 14 (5 pts)+2 Racial
Con : 14 =14(5 pts)
Int : 18 =16 (10 pts) +2 racial
Wis; =12 (2 pts)
Cha: = 12 (2 pts)

Feats :
Wasp Familiar (1st)
Deft Maneuvers(Finesse Training, URogue 1, EITR)
Scribe Scroll (Wizard 1)
Accomplished Sneak Attacker(3ed)

Traits : Deathtouched (Race), Eye for Plunder (Campaign), Resilient (Combat), Meticulous (Drawback)

Skills (8 +2*2+3*4(int)) (skill roll NOT INCLUDING ACP)
K Arcane + 10 = 3 rank +3 trained+4 int,
Spellcraft, + 9 = 2 rank +3 trained +4 int,
Perception +9 = 3 rank +3trained +1 wis +2 racial,
Stealth + 12= 2 rank +3 trained+3 dex +4 size,
Disable Device +9 = 3rank +3 Trained +3 Dex, also Trapfinder +1 and Eye for Plunder +1,
Escape Artist + 9 = 3rank +3 Trained +3 Dex

UMD +7 = 1 rank +3 trained +1 cha +2 racial,
Bluff +5 = 1 rank +3trained +1 Cha,
Acrobatics + 7=1 rank +3 Trained +3 Dex,
Sense Motive +5 = 1 rank +3trained +1 wis,
K Dungeoneering + 8 = 1 rank +4 int +3 trained
K Local + 8 = 1 rank +4 int +3 trained
Swim +3= 1 rank +3trained -1 str,
Climb +3 = 1 rank +3trained -1 str,

Background Skills (2 /lv) (Ranks, skill roll. NOT INCLUDING ACP)
Sleight of hand, + 9 = 3rank +3 trained +3 dex
Profession (Sailor) +7 = 3 rank +3trained +1 wis

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.
BONDED OBJECT: Ring
Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be wielded. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.
A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard's opposition schools (see arcane school).
A wizard can add additional magic abilities to his bonded object as if he has the required item creation feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see the Craft Magic Arms and Armor feat in Feats). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.
If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.

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.
A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. For example, a wizard with evocation as an opposition school must expend two of his available 3rd-level spell slots to prepare a fireball. In addition, a specialist takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite. A universalist wizard can prepare spells from any school without restriction.
Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard's spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot. Wizards with the universalist school do not receive a school slot.

School: Air Elementalist (Smoke Subschool)
Air Supremacy (Su): You gain a +2 enhancement bonus on Fly skill checks. This bonus increases by +1 for every five wizard levels you possess. In addition, you can cast feather fall on yourself at will. At 5th level, you can cast levitate on yourself at will. At 10th level, you can cast fly on yourself at will. At 20th level, whenever you make a Fly skill check, assume the roll resulted in a natural 20.
Smokesight (Su): You can see normally through natural fog and smoke, as well as any fog and smoke that you (but not others) magically create. A number of times per day equal to 3 + your Intelligence bonus, you can touch another creature as a standard action to grant it this vision for 1 hour.

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)
Dagger (2 gp), Rapier (20 gp), Spiked Gauntlet (5 gp), Sap (1 gp), light crossbow (35 gp), 20 Crossbow bolts (2 gp)

Armor (15 gp)
Lamellar Cuirass (15gp)

Equipment (57.41 gp)
Explorer’s outfit, heavy cloak (1 sp), wide brim hat (2 sp), backpack (2 gp), bedroll (1sp), blanket(5sp), hammock (1sp), 50 ft hemp rope (1gp), String 50 ft (1 sp), trail rations 10 days (5gp), belt pouch(1 gp), chalk (1 cp), flint and steel (1 gp), waterskin (1 gp), mess kit (2 sp), Rice Notepaper in a scrollcase (2 gp) , pen(1 sp), ink (8 gp), Thieves tools (30 gp), Spellbook, spell component pouch (5gp),

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)
Cash: 2 gp, 5 sp and 9 cp, 50 gp of “trade goods”

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]