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Evie Lathrop's page

31 posts. Alias of goodwicki.


Full Name

Evie Lathrop

Classes/Levels

| Doors 3/3 | Active Effects: none

Gender

Polite Busybody | NG female ratfolk shaman (animist) 1 | HP 8/8 | AC 15 (T 14 / FF 12) | Fort +0, Ref +3, Will +5 | Perception +10 (darkvision, scent), Sense Motive +5

Size

2' tall (Small)

Age

12 (teenager equivalent)

Deity

None

Location

Sigil

Languages

Ratfolk, common

About Evie Lathrop

Evie Lathrop, ratfolk shaman

”Take care of your city and it’ll take care of you.”

100 word summary:
Evie is a young ratfolk shaman (slums spirit) with a rat spirit animal. She believes she draws her powers from the spirit of Sigil itself, and attempts to serve the city as best she can. A creature of stealth and cunning rather than of force, she sniffs out threats to the city from above and below and tries to put a stop to them – though so far this has amounted only to minor brickwork repairs and the thwarting of petty vandalism. While she’s sure of her purpose she’s vague on its execution, and is indecisive when matters aren’t clear cut.

Faction, 3X3, Fear:
Faction: Currently attends meetings of the Free League, but is open to listening to (eavesdropping on) the philosophies of other factions.

3 Friends:

  • Zeke, a wererat cut-throat of the Hive with a soft spot for his “li’l lady”;
  • Reclam, an elderly human vendor of “gently used” merchandise in the Great Bazaar, whom she brings minor serviceable items she’s scavenged from the city’s refuse;
  • Geda Glumfist, a female dwarf of the Lower Ward who has mentored Evie in stonemasonry.
  • 3 Contacts:

  • The Bilge Street Us, a Lower Ward cranium rat swarm Evie pays for information and advice;
  • Indolin, an elven waitress at Imel’s Happy Tongue and Evie’s go-to source for cheeses;
  • Ataxia, a tiefling scholar and Sigil historian who shares her passion for the city.
  • 3 Rivals:

  • Nero Red, a tiefling petty thief whom Evie stopped from pilfering Reclam and who now holds a grudge;
  • The Snare-Boggin, an ettercap that hunts the tunnels beneath the Lower Ward and whose webs Evie has escaped;
  • Rossi Cinderclaw, a catfolk hardhead convinced Evie's guilty of something and uses her authority to harass the young ratfolk.
  • Fear: Public speaking, public recognition – anything that puts the attention of large numbers of people (say 6+) on her. The more people, the greater her fear.

    Evie’s homeworld:
    Evie is originally from the Prime city of Moreau, a sprawling human metropolis culturally and technologically similar to early Victorian London with one notable exception: the existence of humanoid animal races known as “apexes” who serve as laborers and servants to their human masters. First created by royal naturalists centuries ago, apexes are now commonplace, whether in the service of well-to-do families as servants and staff or used as cheap, expendable labor by business interests and the state.

    Though not technically property they have virtually no rights; the humans of Moreau believe that as animals, apexes lack a soul. There are several apex ghettos scattered throughout the city in poorer neighborhoods, which are unsafe at best for outsiders. There tends to be a great deal of friction between lower class humans and apexes, as they often compete for the same employment.

    (This is a homebrew setting of mine. For an example of a Moreau character that I adapted to Golarion, see Dr. Audubon Cawthorne.)

    Background:
    Evie scurries down unlit service corridors filled with foot traffic, she and her kin effortlessly sliding around one another as they go about their duties. Unseen and unheard, the rodentia disseminate necessities throughout the household via a system of tunnels hidden within the walls, floors, and ceilings of the estate - veins carrying the lifeblood of day to day operations. Fresh laundry, linens, dishes, flatware, missives, and more are all taken to their destinations by Evie's extended family. In many cases they service empty rooms: making beds, stocking wardrobes, cleaning baths, setting tables, and the like, while their betters were elsewhere. In others they work in servants’ rooms or deliver their cargo to more appropriate apexes: washing dishes in the kitchens, passing fresh food and drink to feline waitstaff, delivering missives to simian butlers.

    On this morning the young Evie is running late instead of errands. It’s to be her first day learning table settings, but a detour past the larder after catching whiff of a stunningly strong yet subtle cheese means she’s now behind schedule. Apprehension and dread fuel her frantic dash towards the southeast dining room, her fear that Miss Agatha will scold her in front of all the other ratlings driving her. Relief floods her as she arrives just in time to slip into the end of the line behind the last child entering the chamber.

    "You have before you two perfectly set tables," Miss Agatha begins, walking down the rank of ratlings. "Each of you may stand on a chair in turn to see how it is arrayed." The children hop up onto the human-sized seat, scrutinizing the settings for several seconds before hopping back down to allow the next in line their turn. "Note the cloths - folds run parallel to the edges of the square table, and north-south upon the round table. Note the place settings, their arrangement and polish."

    Evie’s turn finally comes and, with no one waiting behind her, she lingers. Each place setting is identical, laid out with exacting precision. Beautiful, but in a cold, sterile way. Her tail curls up over the table edge and reaches out for a dainty fork...

    SCREEE!

    Evie’s tail darts back and she cringes at Miss Agatha’s reprimand. ”I- I- I just thought a little variety might-”

    ”The Honziks do not want variety, Evie. They want tradition! They want perfection!” Miss Agatha looks over the assembled children. ”Remember, all of you – Take care of Tryon Manor, and it shall take care of you.”

    Apex Rodent (Variant Ratfolk):

    Apex Rodent [15 RP]

    Standard Racial Traits

    Ability Score Modifiers [0 RP] : -2 Str, +2 Dex, +2 Int

    Languages [0 RP]: Common, Ratfolk.

    Type [0 RP]: Humanoid (ratfolk).

    Size [0 RP]: Small. Small races 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 CMD, and a +4 size bonus on Stealth checks. Small races have a space of 5 feet by 5 feet and a reach of 5 feet.

    Base Speed [0 RP]: Normal. Move 30.

    Feat & Skill Racial Traits

    Invisible Servantry [2 RP]: Apex rodents have a +4 racial bonus on Stealth checks when in urban terrain, and always count Stealth and Diplomacy as class skills.

    Gossip [2 RP]: Knowledge (local) is a class skill, in addition they receive a +2 racial bonus to Diplomacy checks to gather information and to Sense Motive checks made to get a hunch about social situations.

    Rat Race [3 RP]: Due to their living conditions apex rodentia are acclimated to moving under, over, and around obstacles and each other without a second thought. They move freely through natural difficult terrain in urban settings, and don’t count crowds as difficult terrain.

    Offensive Racial Traits

    Swarming [1 RP]: Apex rodents are used to living and (when necessary) fighting communally, and are adept at swarming foes for their own gain and their foes’ detriment. Up to two ratfolk can share the same square at the same time. If two ratfolk in the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.

    Senses Racial Traits

    Light Sensitivity [-1 RP]: Members of this race are dazzled as long as they remain in an area of bright light.

    Darkvision 60 [2 RP]: Members of this race can see in the dark up to 60 feet.

    Scent [4 RP]: Members of this race gain the scent ability.

    Other Racial traits

    Prehensile Tail [2 RP]: Members of this race have a long, flexible tail that can be used to carry objects. They cannot wield weapons with their tails, but they can retrieve small, stowed objects carried on their persons as a swift action.

    Statistics:
    Female Apex Rodent Shaman (Animist) 1

    NG Small Humanoid (Ratfolk)

    Init +3; Senses Perception +10; Darkvision 60, Scent

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    DEFENSE

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    AC 15, touch 14, flat-footed 12 (+1 armor, +3 dex, +0 shield, +1 size)

    hp 8

    Fort +0, Ref +3, Will +5

    +1 resist airborne effects requiring breathing

    ------------------------------

    OFFENSE

    ------------------------------

    Speed 30 ft.

    Melee -1 (- 2 Str + 1 size)

    Dagger -1 (1d3-2)

    Club -1 (1d4-2)

    Ranged +4

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    STATISTICS

    ------------------------------

    Str 6, Dex 16, Con 10, Int 14, Wis 16, Cha 14

    Base Atk +0 CMB -3; CMD 10

    Feats

    Tunnel Rat (Character Level 1)

    Alertness (While familiar is within reach)

    Traits

    Regional: Vagabond Child (Urban). +1 to Escape Artist checks and is a class skill. Her years living in the tunnels and streets of Sigil have taught her the value of being able to squeeze out of tight situations.

    Social: Seeker. +1 to Perception and is a class skill. Evie has always followed her nose.

    Skills (7 points; 4 class, 2 INT, 1 FCB)

    Adventuring:

    Diplomacy +6 (1 rank + 3 class + 2 Cha + 0 feat + 2 racial* + 0 trait)

    *+8 to gather information

    Escape Artist +8 (1 rank + 3 class + 3 Dex + 0 feat + 0 racial + 1 trait)

    Knowledge (local) +6 (1 rank + 3 class + 2 Int + 0 feat + 0 racial + 0 trait)

    Perception +10 (1 rank + 3 class + 3 Wis + 2 feat + 0 racial + 1 trait)

    Sense Motive +5 (0 ranks + 0 class + 3 Wis + 2 feat + 2 racial* + 0 trait)

    *+7 to get a hunch on social situation

    Stealth +11 (1 rank + 3 class + 3 Dex + 0 feat + 4 racial* + 4 size + 0 trait)

    *+15 in urban environment

    Survival +7 (1 rank + 3 class + 3 Wis + 0 feat + 0 racial + 0 trait)

    Spellcraft +6 (1 rank + 3 class + 2 Int + 0 feat + 0 racial + 0 trait)

    Background:

    Craft +6 (1 rank + 3 class + 2 Int + 0 feat + 0 racial + 0 trait)

    Perform (string instruments) +3 (1 rank + 0 class + 2 Cha + 0 feat + 0 racial + 0 trait)

    ACP of 0 applies to these skills: Acrobatics, Climb, Disable Device, Escape Artist, Fly, Ride, Sleight of Hand, Stealth, Swim.

    Languages Common, Ratfolk,?, ?

    Class Abilities:

    ------------------------------

    CLASS ABILITIES

    ------------------------------

    Spirit (Slums). Evie has the city’s alleys and avenues as steadfast allies. The rats in the gutter, the torches along the walls, the coins that flow through the market are all a part of her and serve her whim.

    Spirit Ability: Doors to Everywhere. As a standard action, the shaman can step through any door and instantly exit through another distant doorway. Regardless of what spell this functions as, it can transport only you, and both your departure and arrival spaces must be adjacent to a door or similar opening. Initially, this functions as per jester’s jaunt. At 9th level, the shaman can use this ability as per dimension door. At 14th level, the shaman can use this ability as per tree stride (treating all doors as generic coniferous trees). You can use this ability three times per day, plus one additional time per day at 12th level and at 20th level.

    Spirit Animal. See Frederick spoiler for complete spirit animal description.

    Spirit Magic. A shaman can spontaneously cast one spell per day of each shaman spell level she can cast, not including orisons. She can choose these spells from the list of spells granted by her spirits (see the spirit class feature and the wandering spirit class feature) at the time she casts them. She can enhance these spells using any metamagic feat that she knows, using up a higher-level spell slot as required by the feat and increasing the time to cast the spell (see Spontaneous Casting and Metamagic Feats).

    Spells:

    ------------------------------

    Shaman Spell List

    ------------------------------

    Prepared:

    0th (3/at will) know direction, purify food and drink, touch of fatigue

    1st (2/day) cure light wounds, cure light wounds

    Spirit Magic Spells (Spontaneous): speak with animals (1st)

    Frederick, Spirit Animal:

    Evie's constant companion, Frederick is a lean, long-bodied grey rat.

    N Tiny animal

    Init +6; Senses: low-light vision, scent; Perception +1

    AC 15, touch 14, flat-footed 13 (+2 Dex, +2 size, +1 natural)

    hp 4 (1 HD)

    Fort +2, Ref +4, Will +1

    Speed 15 ft., climb 15 ft., swim 15 ft.

    Melee bite +4 (1d3–4)

    Space 2-1/2 ft.; Reach 0 ft.

    Str 2, Dex 15, Con 11, Int 6, Wis 13, Cha 2

    Base Atk +0; CMB +0; CMD 6 (10 vs. trip)

    Feats: Weapon Finesse

    Special: alertness, improved evasion, share spells, empathic link

    Skills: Climb +10, Stealth +18, Swim +10; Racial Modifiers +4 Stealth

    Grants a +2 bonus on Fortitude saves. The shaman’s spirit animal looks like a leaner version of its species, with hungry eyes and a wiry frame. It gains a +4 bonus on initiative checks.

    Familiar Abilities

    Rat Statistics

    Spirit Animal: This ability uses the same rules as the wizard’s arcane bond class feature and is treated as a familiar, except as noted below.

    A shaman uses her level as her effective wizard level when determining the abilities of her spirit animal and can select any familiar available to wizards to serve as her spirit animal. Once selected, the spirit animal cannot be changed. Although a shaman’s spirit animal uses the statistics of a specific animal, it is treated as an outsider with the native subtype for the purposes of spells and abilities that affect it.

    Levels of different classes that are entitled to familiars stack with shaman levels for the purpose of determining any spirit animal abilities that depend on the shaman’s level. If a shaman possesses such levels in other classes, her spirit animal always uses the shaman rules for spirit animals, not those used by familiars of other classes. If the shaman has witch levels, her spirit animal also serves as the conduit to her patron and stores her witch spells. The shaman’s spirit animal is treated as a familiar for the purposes of all spells, effects, and abilities that affect familiars.

    If a spirit animal is lost or dies, it can be replaced after 24 hours through a special ritual that consumes material components worth 500 gp per shaman level. The ritual takes 8 hours to complete. The new spirit animal must be of the same sort of creature as the previous one.

    At 1st level, a shaman’s spirit animal gains specific abilities, depending upon the type of spirit selected by the shaman using her spirit class feature. These abilities affect the animal’s appearance and grant it special abilities that can aid it in serving the shaman and the spirit it represents and is connected to.

    Gear/Possessions:

    ------------------------------

    GEAR/POSSESSIONS

    ------------------------------

    Reinforced tunic (1gp) +1 AC armor, +5 max Dex, ACP 0, ASF 5%, Spd 30, Wgt 2 1/2lb

    Club (0gp) 1d4 (20/x2) R:10’; Type: B, Wit: 1 1/2lb

    Dagger (2gp) 1d3 (19-20/x2) R:10’; Type: P or S; Wgt 1/2lb

    Outfit, artisan’s

    Bullseye lantern (12gp) Wgt: 1 1/2lb

    Scarf, filter (5gp) Wgt 0lb +1 resistance bonus to saves vs airborne effects that require breathing

    Tools, artisan’s (Stonemasonry) (5gp) Wgt 5lb

    Knapsack (2gp) Wgt 2lb

    Changepurse (1sp) Wgt 1/2lb

    Left at Home:

    Violin, masterwork (100gp) Wgt 3lb. +2 circumstance bonus to Perform checks. Scavenged from the alleys, Evie doesn't realize the true value of this scuffed up instrument, which due to her size, she plays as a human would a cello.

    Carrying Capacity

    Light 0-20 lb. Medium 21-40 lb. Heavy 41-60 lb.

    Current Load Carried 19 1/2 lb. = Light Encumbrance

    Total Money: 321.4gp (1 PP / 309 GP / 24 SP / 0 CP)

    Money on Person: 304.5gp (303 GP / 15 SP)