Ratfolk Troubleshooter

Endol Onnend's page

122 posts. Alias of MrStr4ng3.


| HP 13/20 |AC 20 (TAC 16 FFAC 15) | CMD 15 | Fort +4, Ref +4, Will +0 | Init +4 | Perception +1 Perception +1, Darkvision 60 ft, Ratfolk Scent


| Speed 30 ft. | Active Conditions: Bleed 1


CG Male Ratfolk (Ustalav) Fighter 2

About Endol Onnend

Endol Onnend
Ratfolk fighter (mutation warrior, ustalavic duelist) 2 (Pathfinder Campaign Setting: Inner Sea Combat 47, Pathfinder RPG Advanced Class Guide 93, Pathfinder RPG Bestiary 3 231)
CG Small humanoid (ratfolk)
Init +4; Senses darkvision 60 ft., scent; Perception +2 (+0 sight and hearing)

Ratfolk Scent:

Scent: Some ratfolk have much more strongly developed senses of smell, instead of keen eyes and ears. These ratfolk have the scent ability, but take a –2 penalty on all Perception checks based primarily on sight or hearing. This racial trait replaces tinker.


Scent: This extraordinary ability lets a creature detect approaching enemies, sniff out hidden foes, and track by sense of smell. A creature with the scent ability can detect opponents by sense of smell, generally within 30 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at three times these ranges.
The creature detects another creature’s presence but not its specific location. Noting the direction of the scent is a move action. If the creature moves within 5 feet (1 square) of the scent’s source, the creature can pinpoint the area that the source occupies, even if it cannot be seen. A creature with the Survival skill and the scent ability can follow tracks by smell, making a Survival check to find or follow a track. A creature with the scent ability can attempt to follow tracks using Survival untrained. The typical DC for a fresh trail is 10. The DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill in regards to tracking. Creatures tracking by scent ignore the effects of surface conditions and poor visibility. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.Water, particularly running water, ruins a trail for airbreathing creatures. Water-breathing creatures that have the scent ability, however, can use it in the water easily. False, powerful odors can easily mask other scents. The presence of such an odor completely spoils the ability to properly detect or identify creatures, and the base Survival DC to track becomes 20 rather than 10.

Favored Class: Fighter
FCB: +1 HP
AC 20, touch 16, flat-footed 15 (+4 armor, +4 Dex, +1 dodge, +1 size)
hp 20 (2d10+4)
Fort +4, Ref +4, Will +0 (+1 vs. fear)


Duelist Stance (Ex): At 1st level, an Ustalavic duelist gains a +1 dodge bonus to AC as long as he is wearing no armor or light armor, wields a melee weapon in one hand, and his other hand is empty. This bonus increases by 1 for every 5 levels the duelist possesses to a maximum of +5 at 20th level. This ability replaces the fighter’s 1st-level bonus feat.
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.
Unnatural: Some ratfolk unnerve normal animals, and train to defend themselves against the inevitable attacks from such creatures. These ratfolk take a –4 penalty on all Charisma-based skill checks to affect creatures of the animal type, and receive a +2 dodge bonus to AC against animals. An animal’s starting attitude toward ratfolk is one step worse than normal. This racial trait replaces rodent empathy.

Speed 20 ft.
Melee cold iron dagger +8 (1d3/19-20) or
. . dagger +8 (1d3/19-20) or
. . mwk gladius +9 (1d4+4/19-20) or
. . mwk short sword +9 (1d4/19-20) or
. . (M) rapier +6 (1d6/18-20)

Str 11, Dex 18, Con 12, Int 16, Wis 10, Cha 10
Base Atk +2; CMB +5; CMD 16
Feats Agile Maneuvers, Combat Expertise, Deadly Aim, Power Attack, Slashing Grace[ACG], Weapon Focus
Traits analytical (ustalav), formerly mind-swapped, killer

Formerly Mind-Swapped: You awake with a strange sensation beyond the frightening experience of extensive memory loss. Full recollections of the experience—like so many others—have been wiped from your mind, but at some point in your past your mind was swapped with that of a yithian, an alien being from beyond time and space. You don’t remember details of your experiences wandering the yithians’ peculiar city in a foreign body— and even worry whether this might be some strange hallucination—but every so often, a flash of insight strikes you as a result of this experience. You know that you can rely on these alien flashbacks during your investigation into your current situation, as it gives you greater perspective into an otherwise confusing world. Once per day, you can reroll one Knowledge check that you have just failed. In addition, you can attempt untrained Knowledge checks with DCs up to 20 instead of 10.
Analytical Requirement(s) Ustalav
You have been trained in the analytical thought process preferred by the professors of mortal sciences at Lepidstadt University, allowing you to consider a question more carefully when you have time for calm contemplation. When you take 10 on a Knowledge check, add 1 to your result.
Lepidstadt Scar
Requirement(s) Ustalav
You engaged in nonlethal duels at Fifthstones Hill so often that you gained a visible (though minor) scar on your face. Because of this experience, you’re unflinching in the heat of combat, calmly analyzing how to lessen the impact of a foe’s best attacks. You gain a +1 dodge bonus to AC against attack rolls made to confirm a critical threat against you.

Armor Proficiency (LIGHT / MEDIUM), Shield Proficiency
Skills Acrobatics +2 (-2 to jump), Bluff +0 (-4 to affect animals), Climb +3, Craft (alchemy) +8, Diplomacy +0 (-4 to affect animals), Disguise +0 (-4 to affect animals), Handle Animal +4 (+0 to affect animals), Intimidate +0 (-4 to affect animals), Knowledge (dungeoneering) +8 (+9 when taking 10.), Knowledge (engineering) +7 (+8 when taking 10.), Perception +2 (+0 sight and hearing), Ride +7, Survival +4, Swim +2
Languages Common, Draconic, Dwarven, Gnome
Rapier, Dagger (Small), Iron, Cold Dagger, Punching (Small), Backpack, Wrist Sheath, spring loaded (Small creature),Traveler's outfit (Small creature), Cards, Kit- Alchemist's

Special Abilities:

Agile Maneuvers Use DEX instead of STR for CMB
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Cornered Fury +2 melee attack and AC if no conscious ally in 30 ft.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Duelist Stance +1 (Ex) At 1st level, an Ustalavic duelist gains a +1 dodge bonus to AC as long as he is wearing no armor or light armor, wields a melee weapon in one hand, and his other hand is empty. This bonus increases by 1 for every 5 levels the duelist possesses to a
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Scent -2 on Perception checks based primarily on sight or hearing.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Slashing Grace (Gladius) Treat chosen weapon as 1-handed piercing weapon and can add Dex instead of Str to dam.
Unnatural -4 to CHA skills vs. animals, +2 Dodge AC against animals. Animal starting attitude one step worse.
Weapon Focus (Light Blades) Choose one weapon group. You become better at using that type of weapon.

Prerequisites: base attack bonus +1.

Benefit: You gain a +1 bonus on all attack rolls you make using weapons from the selected group. The bonus only applies

Endol does not remember how he got here, what he use to do, even the face of his mother. But one thing he was sure of, he did not have a tail, at least not until now.

Endol knows he was more than this, and he will find a way to be more again, regardless of the cost. He wants his old self back but barring that he wants more out of this body, and he is willing to subject it to mutagens to achieve it

The night is cold and the tavern is warm, times like this it is easy to forget. He pulls two silver coins and slides them across the sacred table top before raising two fingers to the barmaid, The clawed fingers catch him off guard like they often do. He sips at the cheap silver a cup whisky and relaxes, closing his and trying to remember the man he was. The memory starts with sounds bubbling liquid and playing children. He remembers this distillation setup found copper tubing and second hand glass from the university, But it was all his, things were starting to turn, No more scrabbling for scraps. ’I was a student, there was no scrabbling, and children he didn’t have children’ he catches his reflection in the Alembic the beady black eyes looking back at him. He shakes his head to clear the memory. And raises two fingers again.
the sound of the breaking crockery turns his head and he sees the pretty maid cowering from the thug, “You spilled that stew all over me, i’ll make you regret that” as the man raises a hand to slap her Endol jumps to his feet, “Care to learn how I earned these scars!” he raises himself to his full height to look down at the man and sees only kneed and boots then up into the towering thugs eyes. No use backing down now. His hand reaches for his blades.