Ratfolk Sage

Edwin J. Whiskers, Esq.'s page

560 posts. Alias of PCScipio.


Race

Male Ratfolk Bladebound Kensai Magus / Silksworn Occultist Gestalt 6 | HP: 51/51 | AC: 29 T: 20 FF: 11 | Saves F:8 R:8 W:5 | Init: 5 | Perc: 14 (darkvision) | CMB: 1 CMD:20 | Speed: 20 ft

Classes/Levels

| active: Mage Armor

About Edwin J. Whiskers, Esq.

Edwin J. Whiskers, Esq.
Male ratfolk magus (bladebound, kensai) 6/occultist (silksworn) 6/gestalt 6 (Pathfinder Player Companion: Heroes of the High Court 29, Pathfinder RPG Bestiary 3 231, Pathfinder RPG Occult Adventures 46, Pathfinder RPG Ultimate Combat 55, Pathfinder RPG Ultimate Magic 9, 47)
CG Small humanoid (ratfolk)
Init +5; Senses aura sight, darkvision 60 ft., low-light vision; Perception +14
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Defense
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AC 28, touch 20, flat-footed 19 (+4 armor, +5 Dex, +4 dodge, +4 shield, +1 size)
hp 51 (6d8+18)
Fort +9, Ref +9, Will +6
Defensive Abilities canny defense +4
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Offense
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Speed 20 ft.
Melee black blade +13 (1d4+12/18-20)
Special Attacks arcane pool (+2, 6 points), magus arcana (arcane accuracy[UM]), spell combat, spellstrike, swarming
Implement Schools (1 generic focus)
. . Abjuration (Cloak, 4 points) Resonant—warding talisman; Focus—mind barrier, planar ward
. . Conjuration (1 point) Resonant—casting focus; Focus—servitor
. . Divination (4 points) Resonant—third eye; Focus—mind eye, sudden insight
. . Illusion (0 points) Resonant—distortion; Focus—minor figment
. . Transmutation (Boots, 3 points) Resonant—physical enhancement (dexterity); Focus—legacy weapon, sudden speed
Occultist (Silksworn) Spells Known (CL 6th; concentration +10)
. . 2nd (4/day)—glitterdust (DC 16), levitate, locate object, mirror image, perceive cues[APG], resist energy
. . 1st (5/day)—comprehend languages, disguise self, feather fall, liberating command[UC], mage armor, shield
. . 0 (at will)—ghost sound (DC 14), guidance, mending, message, resistance, stabilize
Magus (Bladebound, Kensai) Spells Prepared (CL 6th; concentration +10)
. . 2nd—bladed dash, fog cloud, mirror image
. . 1st—frostbite[UM], long arm[ACG], monkey fish[ACG], shield
. . 0 (at will)—detect magic, light, mage hand, prestidigitation
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Statistics
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Str 8, Dex 20, Con 14, Int 19, Wis 8, Cha 12
Base Atk +4; CMB +2; CMD 21
Feats Arcane Strike, Dervish Dance[ISWG], Extra Mental Focus[OA], Weapon Finesse, Weapon Focus (scimitar)
Traits - custom trait -, student of philosophy
Skills Acrobatics +5 (+1 to jump), Appraise +8, Bluff +5 (+6 when wearing outfit worth at least 150 gp, +8 to lie (as a result of using Int instead of Cha)), Climb +3, Diplomacy +10 (+11 When wearing outfit worth at least 150 gp, +13 to persuade others but not to gather information (as a result of using Int instead of Cha)), Disable Device +16, Escape Artist +11, Intimidate +1 (+2 When wearing outfit worth at least 150 gp), Knowledge (arcana) +9, Knowledge (dungeoneering) +8, Knowledge (engineering) +6, Knowledge (geography) +5, Knowledge (history) +8, Knowledge (nature) +5, Knowledge (nobility) +8, Knowledge (planes) +8, Knowledge (religion) +9, Linguistics +10, Perception +14, Perform (dance) +3, Profession (archaelogist) +4, Profession (teacher) +3, Sense Motive +5, Sleight of Hand +9, Spellcraft +13, Swim +3, Use Magic Device +13; Racial Modifiers +2 Perception, +2 Use Magic Device
Languages Aklo, Auran, Common, Draconic, Goblin, Marin, Orc, Terran
SQ black blade, black blade: arcane pool, black blade: energy attunement, black blade: strike, black blade: telepathy, black blade: unbreakable, chosen weapon, implements 4, magic item skill, mental focus (13/day), object reading, perfect strike, rodent empathy, shift focus
Combat Gear potion of cure light wounds, acid (2), alchemist's fire (5), antiplague[APG], antitoxin, smokestick (2); Other Gear handy haversack, bedroll, belt pouch, chalk (10), clothing accessories (worth 75 gp, 0.5 lb), everburning torch, flint and steel, folding chair (worth 2 gp, 10 lb), folding ladder (worth 2 gp, 16 lb), folding table (worth 10 gp, 20 lb), ink, inkpen (2), journal[UE] (2), magus starting spellbook, masterwork thieves' tools, measuring cord (10 ft.), mess kit (worth 0.2 gp, 1 lb), mirror, mug/tankard, ostentatious garment, ostentatious garment, ostentatious garment, ostentatious garment, ostentatious garment, perfume kit[UI], perfume, common[ISWG] (10), pot, powder[APG], sewing needle, silk rope (50 ft.), small tent, soap, string or twine[APG], thread (50 ft.), trail rations (5), waterskin, winter blanket, 174 gp, 4 cp
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Special Abilities
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Abjuration (Ostentatious garment) Abjuration implements are objects associated with protection and wards.

Implements: Amulet, armor, bell, bracers, brooch, cloak, holy symbol, shield.
Arcane Accuracy +4 (Su) 1 Arcane Pool: +4 to attack rolls until the end of your turn.
Arcane Pool +2 (6/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Aura Sight (Su) Read the aura of creatures around you, as aura sight.
Black Blade (Ex) You gain an intelligent bonded weapon whose power grows with your own.
Black Blade: Arcane Pool (2/day) (Su) The Black Blade has an Arcane Pool used to fuel its own abilities.
Black Blade: Energy Attunement (Su) Replace weapon dam with fire/cold/elec for 1 point, or sonic/force for 2 points.
Black Blade: Strike +2 (Sp) The Black Blade can grant itself a damage bonus for 1 min.
Black Blade: Telepathy (Su) The magus can telepathically communicate with his black blade if it is worn or held.
Black Blade: Unbreakable (Ex) The Black Blade is immune to the broken condition while the arcane pool is not empty.
Canny Defense +4 (Ex) +INT bonus to AC (max Kensai level).
Casting Focus (Su) Use as extra focus component to add to CL for conjuration spell.
Chosen Weapon (Scimitar) Kensai abilities only function when wielding a weapon of this type.
Conjuration (Ostentatious garment) Implements used in conjuration allow the occultist to perform magic that transports or calls creatures.

Implements: Bowl, brazier, compass, figurine, lantern, mirror.
Darkvision (60 feet) You can see in the dark (black and white only).
Dervish Dance Use Dex modifier instead of Str modifier with scimitar
Distortion (max 20%) (Su) As standard action, gain miss chance until your next attack.
Divination (Ostentatious garment) Implements of the divination school grant powers related to foresight and remote viewing.

Implements: Book, crystal ball, goggles, harrow deck, headband, lenses, planchette.
Extra Spells (Transmutation [Ostentatious garment]) Select this to add extra spells of the selected school to the occultist's spell list.
Illusion (Ostentatious garment) Illusion implements allow the occultist to distort the senses and cloak creatures from sight.

Implements: Crystal, hat, mask, prism, ring.
Implements (Su) Gain a series of items which grant access to schools and powers.
Legacy Weapon +2 (Su) 1 focus: weapon touched gains enhancement bonus plus a special ability.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Magic Item Skill Add half level as bonus to Use Magical Device.
Mental Focus (13/day) (Su) You have a pool of points that activate your focus powers.
Mind Barrier (-12 damage) (Sp) 1 focus, swift action: Reduce next damage taken before next turn. 2 for Imm.
Mind Eye (6 minutes) (Sp) 1 focus: Create magical eye that scouts for you.
Minor Figment (6 rounds) (Su) 1 focus: create minor figment, as ghost sound or minor image.
Object Reading (Su) Examine an object for 1 minute to learn properties, history, and about last user.
Perfect Strike (Ex) Use 1 arcane pool to maximize weapon dam, or 2 for +1 to crit multiplier.
Physical Enhancement +2 (Dexterity) (Su) Implement grants bearer enhancement to one physical attribute.
Planar Ward (Sp) 2 focus: Non-native creatures are -4 to atk. you, you have +4 vs. their spells & su abilities.
Rodent Empathy Ratfolk gain a +4 racial bonus on Handle Animal checks made to influence rodents.
Servitor (Summon Monster II) (Sp) Standard action and 1 focus to summon a single creature, as summon monster
Shift Focus (Transmutation [Ostentatious garment], 9 focus) (Su) Shift focus from one implement to another, but lose 1 point.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spellstrike (Su) Deliver touch spells as part of a melee attack.
Sudden Insight +3 (Sp) Swift action & 1 focus: Gain insight bonus to one abil. or skill check, or attack before end of turn.
Sudden Speed (Sp) 1 focus: As swift action, gain +30 land speed for 1 minute.
Swarming (Ex) Can share a square with another with swarming, if both att the same foe, he is flanked.
Third Eye (Su) Gain enhanced senses while implement stores focus.
Transmutation (Ostentatious garment) Transmutation implements can alter the properties of both objects and creatures.

Implements: Belt, boots, sandals, vest, weapon.
Warding Talisman +2 (Su) Implement grants Resistance bonus to saves.

Background:
Edwin was born in Chelmsford, the largest settlement on Essex Island. He's the 5th child in his family, and has eleven siblings. Unlike many ratfolk, he felt he needed to stand out; to draw attention to himself, he started dressing exceptionally well, and was careful to maintain high standards of personal hygiene. His brothers and sisters, and many other ratfolk, consider him full of himself, and having a tendency to put on airs.

He excelled at school, having both high intelligence and a good work ethic. He earned a scholarship at a respected second-tier school in Chelmsford, and studied magic and philosophy. He did well enough there to earn admission to the Miskatronic University School of Archaeology graduate program.

Throughout his school years, he spent a good deal of time hunting for good quality used garments, for he needed to look sharp on a budget. He found that he has a natural talent for picking up psychic impressions off objects, particularly clothing. He looked through every used clothing shop in the city, and frequented estate auctions. Through extensive searching, he was able to amass a wardrobe of fine items.


Appearance:
Height: 4'2"
Weight: 80 lb.
Eyes: black
Fur: grey

Edwin is always impeccably dressed. He usually wears a 3-piece suit, an embroidered cape, diamond cuff links, signet ring and dress boots. He always carries a mirror to check his appearance.