Hennet

Felix Dawe's page

29 posts. Alias of Muttonhawk.


Full Name

Felix George Dawe

Race

Human

Classes/Levels

Shaman 1 | AC 15; T 12; FF 13 | hp 10/10 | F2, R2, W5 (roll twice vs. disease, +2 vs. fear) | CMD 13 | Init +2 | Pcptn +4 | Doors 3/3 | {Spirit animal: AC 16, T 14, FF 14 | hp 5/5 | F2, R4, W5 | CMD 9 (13 vs trip) | Init +6 | Pcptn +7 LowLight Scent}

Gender

Male

Size

Medium

Age

16

Alignment

Chaotic Neutral

Strength 12
Dexterity 15
Constitution 14
Intelligence 11
Wisdom 16
Charisma 10

About Felix Dawe

Felix Dawe
Male Shaman 1 [ACG]
CN Medium Humanoid (Human)
Init +2; Perception +4

Defence
AC 15, touch 12, flat-footed 13 (+2 Dex, +3 Armour)
hp 10 (1d8+2)
Fort 2, Refx 2, Will 5; (May roll twice on saves vs. disease, +2 trait bonus on saves vs. fear effects)

Offence
Speed 30 ft.
Melee
Dagger +1 (1d4+1 / 19-20x2)
Ranged
Thrown Dagger +2 (1d4+1 / 19-20x2) (Ammo x7)
Shaman Spells Prepared (CL 1st; concentration +4)
1st - Bless, Stone Shield [ARG], Charm Person (DC 14)
0 (at will) - Mending, Detect Magic, Purify Food and Drink
Slums Spirit Abilities
3/day - Doors to Everywhere (Ex)

Statistics
Str 12, Dex 15, Con 14, Int 11, Wis 16, Cha 10
BAB +0; CMB +1; CMD 13
Feats Point Blank Shot, Precise Shot
Traits Making Good on Promises (+2 on saves vs. fear), Vagabond Child (+1 on Escape Artist, is a class skill)

Skills (Armour Check -1)
+7 Escape Artist (+2 Dex, Cls +3, +1 Rank, +1 Trait, -1 ArmChk)
+4 Perception (+3 Wis, +1 Rank)
+4 Sense Motive (+3 Wis, +1 Rank)
+8 Sleight of Hand (+2 Dex, +1 BG Rank, +2 Racial, +3 Spirit Animal) [Pickpocket's Clothes: +2 to hide small objects. +2 to hide daggers]
+5 Stealth (+2 Dex, +1 Rank, +2 Racial)
+7 Survival (+3 Wis, +3 Cls, +1 Rank) [Mod is +11 in Urban and Underground as +4 racial bonus]
+4 Lore (London Slums Community) (+3 Cls, +1 BG Rank)

Racial Modifiers
Heart of the Slums: +2 Sleight of Hand, +2 Stealth, +4 on Survival in Urban and Underground Settings. May roll twice on saves vs. disease and select the better roll.
Languages English
SQ Spirit (Slums) [Heroes of the Streets pg. 21], Spirit Animal (Raccoon), Spirit Magic
Combat Gear 7x Daggers, Studded Leather Armour, 1x Pot. Cure Light Wounds.
Other Gear Backpack, Candle Lamp, 10x Candle, Flint & Steel, Sack, Waterskin, Spell Components Pouch, Belt Pouch, Scarf, Newsboy Cap, Pickpocket's Clothes, 5 sp

Special Abilities
Doors to Everywhere (Ex): 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 [APG]. 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.

======================================================================

Familiar
Bandit the Raccoon [Bestiary 3 pg. 113]
Female Spirit Animal (Pilferer) 1 [Animal Archive pg. 20]
CN Tiny Outsider (Native)
Init +6 (+2 Dex, +4 Slums Spirit); Senses Low Light Vision, Scent; Perception +7

Defence
AC 16, touch 14, flat-footed 14 (+2 Dex, +2 Nat, +2 Size)
hp 5 (Master/2)
Fort +2, Refx +4, Will +5
Defensive Abilities Constant Nondetection (DC 16) (Sp)

Offence
Speed 20 ft., Climb 20 ft.
Melee Bite +4 (1d3-1/x2)
Space 2.5 ft.; Reach 0 ft.

Statistics
Str 8, Dex 15, Con 11, Int 6, Wis 16, Cha 5
BAB +0 (Master's); CMB -3 (-1 Steal); CMD 9 (13 vs. trip)
Feats Weapon Finesse, Improved Steal

Skills
+5 Acrobatics (+3 Cls, +2 Dex)
+13 Climb (+3 Cls, -1 Str, +1 Rank, +10 Climb Speed)
+6 Escape Artist (+3 Cls, -1 Str, +1 Master Rank)
+6 Fly (+2 Dex, +4 Size)
+7 Perception (+3 Cls, +3 Wis, +1 Master Rank)
+4 Sense Motive (+3 Wis, +1 Master Rank)
+14 Stealth (+3 Cls, +2 Dex, +8 Size, +1 Master Rank)
+4 Survival (+3 Cls, +1 Master Rank)
-1 Swim (-1 Str)
+6 Sleight of Hand (+3 Cls, +2 Dex, +1 Rank)
+2 Disable Device (+2 Dex)

SQ Share Spells, Empathetic Link (1 mile)

Special Abilities
Slums Spirit Animal: 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.

Empathetic Link: (From wizard familiar rules) 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.

Share Spells: (From wizard familiar rules) The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).

Nondetection (Sp): A pilferer is under the constant effect of nondetection (PRPG Core Rulebook pg. 317) with a caster level equal to its master’s class level. The DC of the caster level check to penetrate the nondetection effect is equal to 15 + the master’s caster level. This ability replaces improved evasion.

Scent: 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 air-breathing 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.

Felix:

Background:
In the alleys of Limehouse, there's an urban myth that spotting a large rat in of the corner of your eye is a sign that you've been robbed. Whether the giant rat itself is the thief -- or whomever owns it -- the local coppers know that no ordinary pickpocket is the culprit. Varying reports of the thief running unnaturally fast or disappearing once reaching the nearest doorway seem to make this wanted figure larger than life.

Not bad for an urchin named Felix.

Felix George Dawe, born sixteen years ago to a lower-class family, did not have the most opulent of childhoods. With a mother dead from sepsis five years ago and a father too drunk to even remember his existence, his only concern for the better part of his life was survival. He spent his days with other boys, teaming up to lighten the burden of wealth from unsuspecting passers-by. As he was older than most of the boys on the street and at least had a shelter with his father, he never made ties with a Fagin. However, with this independence, he had to forge some connections with fences on his own. Sticking knifes into the legs of a tight spot was a lesson he taught himself.

Roughly a year ago, Felix' fortunes at least somewhat turned when a circus began making street performances in London. He went to see a number of acts until a peculiar urge called him to a cart with unattended animal cages. One particular raccoon looked up to him with a strange intelligence, silently urging freedom. Felix rationalised unlocking the cage and filching the creature as an exotic animal to sell, but he lost the will to do that once he found a hiding spot. The raccoon followed him around, imitating his movements and assisting him to pickpocket his marks. The little animal was so good at it that Felix began to call it 'Bandit.'

Eating a little better was not the only change that Bandit brought about. In their spare time, whenever that was, Bandit seemed to urge Felix to listen out, in a manner of speaking. It was hardly something that he knew how to explain in words, but London had an unseen power in the roads, the walls, the people, and the sounds. That power was something he had to 'listen' to. By listening to it, that power helped him. It made his rotten food and water fresh, it helped him to charm other people for a short time, and it helped him use doors in ways that regular perspective could not fathom. The spirit of the slums was at his fingertips. Needless to say, his thieving went from good to great.

A young man as he was, Felix took more risks with his newfound power. He went for richer or more aware marks, he took on more heavily policed districts, and he even started chases simply for the thrill. For all his power, his luck ran out eventually. One bad mark had a particularly strong grip and he was locked in a police cell for further judgement.

While the spirits could not help him, fortune would have it that a professor of the Occult, one Peter Lorrimor, had caught wind of Felix' antics. Using some back-room dealings, the professor bailed Felix out of jail before he could face a judge and took him to his home. Lorrimor intended to research Felix' abilities in return for food and lodgings. Felix did not feel that he was in a position to disagree.

While some might have taken the opportunity to build a new life with professor Lorrimor, Felix lived day-by-day to survive. Rather than stay for even the first night, he pilfered some valuables when left alone and escaped. He ran as fast as he could back to Limehouse and sold off his goods at the first instance. He believed that Lorrimor had lost his scent, but something about the man caused Felix to feel afraid that he would see him again.

It was not Lorrimor himself that came for him, but a letter from his daughter a few months later. The professor was dead. And he wanted Felix at his funeral. At first, Felix thought it was a trap. But if a courier was able to find him so easily by name where coppers had struggled to catch even a lock of his hair, there had to be more to this than getting some stolen goods back. Besides, recent takings had been scarce and he and Bandit could use a hot meal.

Appearance:
Felix' wiry build comes in two hands below most adult men, with a feathery weight to match. His short and scraggly dark brown hair is covered by a grey newsboy cap that is marked with a dry white bird dropping. Though filthy, his pale face is still smooth with youth, sprouting peach fuzz and red in the nose in the cold air. In fact, his bright green eyes seem to be the only clean feature he has. His clothing is not much more than some oversized and torn grey and brown gentleman's suit stolen a long time ago. The holes in his black and frayed fingerless gloves match those in the soles of his muddy boots. The entire set is complete with Bandit the raccoon riding on Felix' shoulders.

Personality:
Initial impressions of Felix place him firmly in the stereotype of a street rat. The thick cockney accent spouts wheezed threats and goads as the situation necessitates. A challenge to his pride is one that he is more than happy to accept with fists raised, even when outmatched. His lack of parental influence makes his temper short and his tact unpractised. To scare him off without him lashing out is no easy feat.

Separating Felix from his contemporaries is his attunement to the very essence of London. He makes fewer rash decisions than most, or simply stumbles into better situations by luck. This strange eye for the patterns of the city and the world often has him pointing out what's under people's noses. Especially the noses those who are too focussed on details. Of course, Felix may just be practiced in reading situations from his years of pickpocketing.

For all his serendipity, Felix is still a street rat and an opportunist. He will have no qualms about taking a better short term option on a whim of survival unless convinced otherwise. A notable exception to this is in regards to Bandit, whom he never leaves behind. Bandit is, after all, his best friend.

Bandit:

Background:
Bandit used to have another name, but she's forgotten it. It was something to do with mischief. She's forgotten a lot of things. The things she does remember are tall trees, humans in tune with nature with feathers in their hair, gunshots, shouts, cages, sails, wood, more cages, and then a circus. It had all been fading away since her old master died. It made her afraid that, even if her mind resumed the role of an animal, she would be enslaved by cruel trainers for the rest of her life.

Her fear could only be picked up by those with a natural attunement to spirits; hard enough to find in an industrial English city. Chance had it that a young thief heard her. As soon as she was set free, she took on this new hope and decided to take care of him. He called her Bandit. He was a kind and gentle soul, even if he didn't act that way to other humans.

If Bandit could teach this boy how to use the spirits to his advantage, she might begin to remember things again. Oh, all the shiny things she could remember. How wonderful that would be.

Appearance:
Bandit has no other raccoons local to compare with in the slums of London. Looking like something crossed between a rat and a cat tends to attract the eye more than the spry limbs and thin body. When Bandit looks someone in the eye, they have to have the coldest of hearts to feel no urge to give food. The rest of Bandit can be easily described the same way as an average eastern raccoon.

Personality:
Being probably the cleverest animal in London, Bandit is hard to fool and harder to foil. The cuddly exterior is no warning to those who would try to grab Bandit, but her teeth are. As it happens, Bandit's trust is hard to win. She's not exactly timid but is not the friendliest creature around.

Most of the time, Bandit sticks by Felix. She assists in any way possible, including nipping at his ear if he is about to step into danger or rifling through the bags of those he talks to. To Felix, and anyone else that Bandit decides is worthy of trust, she plays practical jokes on a regular basis. Innocent moments of confusion or slapstick humour appear to entertain her.