Ratfolk

Ganorok "The Mouse"'s page

481 posts. Alias of Corsario.


Full Name

Ganorok

Race

Rogue 15 Cleric of Abadar 1 | AC 31 T 20 FF 31 | HP 131/131 | F +18 R +21 (+5 Traps) W +18 | Init +11 | Perc +30 (Trapfinding +37 automatic at 10') Darkvision 60' |

Classes/Levels

Status: Heightened Awareness, Nondetection, Resist Energy Fire

Gender

Male Ratfolk |

Size

Small

Age

15

Alignment

Lawful Neutral

Deity

Abadar

Location

Absalom

Languages

Abyssal, Celestial, Common, Draconic, Infernal, Terran, Undercommon

Occupation

Tomb "procurer"

Homepage URL

PDF Sheet on Google Docs

Strength 12
Dexterity 24
Constitution 16
Intelligence 12
Wisdom 16
Charisma 14

About Ganorok "The Mouse"

The small ratfolk smiles charmingly.
"You sure need to hire me! If you are going in there, you will need a professional "procurer", and that's me. I will make sure no one gets hurt because of traps, and I can also scout ahead, warning you of dangers. I am silent and fast a a mouse, very handy disarming traps, and able to spot a poisonous spider in the complete darkness of a dark cavern. I also have several tricks up my sleeve, which have saved my employers more than once. A resume? Let me see. I once , when little, escaped the dungeons of the City of Aquila. Did you heard about that? I am the only one that have escaped! And then got recruited by a couple trying to break a curse, and had to break in the damn city again! Well, with those connections, I reformed myself, embraced Abadar's creed and make a career of my abilities. The exploration of Sultan Abd-Abbas Mausoleum? That was me, that was the place when I found my celestial armor! The rescue of a couple children from the old mines of gold of Starguard? Me, me me! I tell you, I am the mouse for the job! Combat? Very good at it! I got a perfect strategy! I let the big slow guys behind me pummel the monsters to oblivion, while I do the best that I can do, get out of their way! Well, sometimes I help a little, Tooth and Claw, my nice twin swords have done their share, sometimes, but I must say that let the strong big guys do their stuff works well for all the involved, well, except the monsters! I help them by telling them where the enemies are, how many, armed with what, and leading them to the place. So, do we have a deal?"
Age 15; Height 3'10"; Weight 74 lbs.; Black Eyes; Short Dark Gray Hair.
Follows Abadar, born at Absalom.

Ganorok
Male Ratfolk Rogue 15 / Cleric of Abadar 1
LN Small Humanoid (Ratfolk)
Init +11, Senses Darkvision (60'); Perception +30 (Trapfinding +37 Automatic at 10')

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SPENT RESOURCES
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Agile Feet (6/day): Used 0
Channel Positive Energy (5/day): Used 0
Fly (Celestial Armor) (1/day): Used 0
Wand of Silent Image (50 charges): Used 4
Wand of Blend (50 charges): Used 3
Wand of Shield (50 charges): Used 2
Wand of Heightened Awareness (50 charges): Used 4
Wand of Invisibility (Greater) (50 Charges): Used 1
Wand of Nondetection (15 charges): Used 1
Wand of Resist Energy (50 charges): Used 1

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DEFENSE
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AC 31, Touch 20, Flat-Footed 31 (+9 Armor, +2 Deflection, +7 Dex, +2 Natural, +1 Size)
HP 131 (1d8+15d8 +48 CON)
Fort +18, Ref +21 (+5 vs. Traps), Will +18
All +1 luck vs. traps
Defensive Abilities
Evasion: If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage
Improved Evasion: No damage on a successful Reflex save, only half damage on a failed save
Uncanny Dodge: Cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible
Improved Uncanny Dodge: Can not be flanked
Trap Sense: +5 bonus on Reflex saves and dodge bonus to AC against traps

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OFFENSE
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Speed 40 ft. (20' Base +10' Travel Domain +10' Enhancement Boots Of Striding And Springing), Agile Feet (6/day), Freedom of Movement (Ring, Permanent), Fast Stealth
Melee Tooth (+1 Adamantine Short Sword) +22/+17/+12 (1d4+3/19-20) Sneak Attack +8d6, Crippling Strike
Melee Claw (+1 Adamantine Short Sword) +22/+17/+12 (1d4+3/19-20) Sneak Attack +8d6, Crippling Strike
Full Attack Tooth (+1 Adamantine Short Sword) +20/+15/+10 (1d4+3/19-20) Sneak Attack +8d6, Crippling Strike
and Claw (+1 Adamantine Short Sword) +20/+15 (1d4+2/19-20) Sneak Attack +8d6, Crippling Strike
Ranged Minnie (+1 Short Bow) +20/+15/+10 (1d4+1/x3) 60' Range
Ranged Acid (Flask) +17/+12/+7 (1d6) 10' Range
Ranged Alchemist's Fire (Flask) +17/+12/+7 (1d6) 10' Range
Ranged Alkali (Flask) +17/+12/+7 (1d6) 10' Range
Ranged Flash Powder +17/+12/+7 (none) 10' Range
Ranged Fuse Grenade +17/+12/+7 (1d6) 10' Range
Ranged Ghast Retch (Flask) +17/+12/+7 (none) 10' Range
Ranged Holy Water (Flask) +17/+12/+7 (2d4) 10' Range
Ranged Liquid Ice (Flask) +17/+12/+7 (1d6) 10' Range
Ranged Shard Gel (Flask) +17/+12/+7 (1d4) 10' Range
Ranged Skyrocket (Firework) +17/+12/+7 (2d6) 10' Range
Ranged Tangleburn Bag +17/+12/+7 (1d6) 10' Range
Ranged Tanglefoot Bag +17/+12/+7 (none) 10' Range
Ranged Thunderstone +17/+12/+7 (none) 20' Range

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MAGIC
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Deity Abadar
Domains Defense Subdomain, Travel

Channel Positive Energy (1d6, DC 12, 5/day)
Fly (Celestial Armor) (DC 14, 1/day)
Ring of Freedom of Movement (DC 10, At Will)

Prepared Spells
Cleric (CL 1st; Concentration +4)
Level 1
Bless
Obscuring Mist
* Shield (Domain spell)
Level 0
Detect Magic
Detect Poison
Read Magic

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STATISTICS
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Str 12
Dex 24
Con 16
Int 12
Wis 16
Cha 14
Base Atk +11
CMB +11
CMD 30
FCMD 23 * Can't be caught flat-footed

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TRAITS
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Indomitable Faith
Resilient

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FEATS
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L1: Improved Initiative: +4 bonus on initiative checks
L3: Iron Will: +2 bonus on Will saves
L5: Great Fortitude: +2 on Fortitude saves
L7: Combat Reflexes: Make additional attacks of opportunity
L9: Lunge: Take a –2 penalty to your AC to attack with reach
L11: Two-Weapon Fighting: Reduce two-weapon fighting penalties
L13: Improved Two-Weapon Fighting: Gain additional off-hand attack
L15: Shadow Strike: Deal precision damage against targets with concealment
Finesse Rogue Rogue Talent: Weapon Finesse: Use Dex instead of Str on attack rolls with light weapons
Weapon Training Rogue Talent: Weapon Focus (Short Sword): +1 bonus on attack rolls with one weapon

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ROGUE TALENTS
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Level 2: Fast Stealth: This ability allows a rogue to move at full speed using the Stealth skill without penalty.
Level 4: Trap Spotter: Receive a Perception check whenever you come within 10 feet of a trap
Level 6: Finesse Rogue: Gain Weapon Finesse as a bonus feat
Level 8: Weapon Training: Gain Weapon Focus as a bonus feat
Advanced Rogue Talents
Level 10: Improved Evasion: No damage on a successful Reflex save, only half damage on a failed save
Level 12: Skill Mastery (Acrobatics, Disable Device, Stealth, Use Magic Device): Can take 10 at any time on the skills
Level 14: Crippling Strike: Sneak attacks also deal 2 points of Strength damage

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SKILLS
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Acrobatics +25 (Skill Mastery)
Acrobatics (Jump) +34 (+4 speed +5 Competence Boots Of Striding And Springing) (Skill Mastery)
Appraise +6
Bluff +15
Climb +6
Craft (Alchemy) +10
Diplomacy +15
Disable Device +37 (Skill Mastery)
Disguise +10
Escape Artist +11
Fly +11 - +2 with Celestial Armor
Handle Animal +10
Heal +10
Intimidate +10
Knowledge (Arcana) +10
Knowledge (Dungeoneering) +10
Knowledge (Engineering) +3
Knowledge (Geography) +3
Knowledge (History) +6
Knowledge (Local) +6
Knowledge (Nature) +3
Knowledge (Nobility) +6
Knowledge (Planes) +6
Knowledge (Religion) +10
Linguistics (Celestial, Draconic, Infernal, Terran, Undercommon) +10
Perception +30
Perception (Trapfinding) +37
Perform (Sing, Wind Instruments) +10 (+2 Masterwork flute)
Perform (Untrained) +6
Profession (Merchant) +10
Ride +7
Sense Motive +20
Sleight of Hand +11
Spellcraft +6
Stealth +29 - Fast Stealth (Skill Mastery)
Survival +4
Swim +6
Use Magic Device +20 (Skill Mastery)

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LANGUAGES
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Abyssal
Celestial
Common
Draconic
Infernal
Terran
Undercommon

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SPECIAL ABILITIES
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Ratling Race:
Rodent Empathy
Swarming
Tinker
Cleric Class:
Faint Aura of Law
Spontaneous Casting
Subdomain:
Deflection Aura
Rogue Class:
Trapfinding

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GEAR
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Acid (Flask) (5)
Alchemical Glue (2)
Alchemical Glue Accelerant
Alchemist's Fire (Flask) (5)
Alchemist's Lab
Alkali (Flask) (5)
Amulet Of Natural Armor +2
Antidote Kit
Armor Ointment (2)
Arrow (Alchemical Silver) (Small) (5)
Arrow (Blunt) (Small) (5)
Arrow (Cold Iron) (Small) (5)
Arrow (Flight) (Small) (5)
Arrow (Small) (20)
Arrow (Small/Elysian Bronze) (5)
Arrow (Smoke) (Small) (5)
Arrow (Whistling) (Small) (5)
Belt Of Physical Might (Dex/Con) +4
Bloodblock (2)
Boots Of Striding And Springing
Celestial Armor (Small)
Chalk (1 Piece) (10)
Cheese (3 gp)
Circlet Of Persuasion
Claw
Climber's Kit (Small)
Cloak Of Resistance +4
Coin (Gold Piece) (63)
Coin (Silver Piece) (6)
Defoliant (2)
Efficient Quiver
Eyes Of The Eagle
Firework
Flash Powder (2)
Foaming Powder (2)
Fuse Grenade
Ghast Retch (Flask) (2)
Glowing Ink
Golden Yellow Topaz
Grappling Arrow
Grappling Hook
Grooming Kit (Small)
Hammer
Hammock (Small)
Handy Haversack
Hat of Disguise (Greater)
Headband Of Mental Prowess (Wis/Cha) +2
Holy Water (Flask) (5)
Impact Foam (2)
Iron Spike of Safe Passage
Jasper (5)
Journal
Light Detector (2)
Liquid Ice (Flask) (5)
Malachite
Marker Dye
Mess Kit
Minnie
Mirror (Small/Steel)
Musical Instrument (Flute/Masterwork) (Small)
Nushadir (Vial) (2)
Oil (1 Pint Flask) (5)
Outfit (Pickpocket's/Small)
Paper (Sheet) (20)
Paper Candle (10)
Piton (10)
Portable Hole
Potion Of Cure Serious Wounds
Pouch (Belt) (Small)
Quick Runner's Shirt
Rations (Trail/Per Day) (Small) (5)
Ring Of Freedom Of Movement
Ring Of Protection +2
Robe Of Blending
Rope (Silk/50 Ft.) (4)
Rusting Powder (2)
Sack (Small) (2)
Scent Cloak (2)
Scrivener's Kit
Scroll of Air Bubble (Wizard/1st/Arcane/Minor)
Scroll of Align Weapon (Cleric/3rd/Divine/Minor) (2)
Scroll of Ant Haul (Wizard/1st/Arcane/Minor)
Scroll of Comprehend Languages (Cleric/1st/Divine/Minor) (2)
Scroll of Delay Disease (Witch/1st/Arcane/Minor)
Scroll of Delay Poison (Ranger/4th/Divine/Minor)
Scroll of Dimension Door (Wizard/7th/Arcane/Medium)
Scroll of Endure Elements (Wizard/1st/Arcane/Minor)
Scroll of Glibness (Bard/7th/Arcane/Minor)
Scroll of Glitterdust (Wizard/3rd/Arcane/Minor) (2)
Scroll of Hide From Animals (Druid/1st/Divine/Minor)
Scroll of Hide From Undead (Cleric/1st/Divine/Minor)
Scroll of Honeyed Tongue (Paladin/4th/Divine/Minor)
Scroll of Invisibility (Wizard/3rd/Arcane/Minor)
Scroll of Knock (Wizard/3rd/Arcane/Minor)
Scroll of Know Direction (Druid/1st/Divine/Minor)
Scroll of Lullaby (Bard/1st/Arcane/Minor)
Scroll of Mage Hand (Wizard/1st/Arcane/Minor)
Scroll of Message (Wizard/1st/Arcane/Minor) (2)
Scroll of Open/Close (Wizard/1st/Arcane/Minor)
Scroll of Pilfering Hand (Cleric/3rd/Divine/Minor) (2)
Scroll of Protection From Evil (Cleric/1st/Divine/Minor) (2)
Scroll of Restoration (Lesser) (Paladin/4th/Divine/Minor) (4)
Scroll of Sift (Bard/1st/Arcane/Minor)
Scroll of Spider Climb (Wizard/3rd/Arcane/Minor)
Scroll of Stinking Cloud (Wizard/5th/Arcane/Minor)
Scroll of Touch Of The Sea (Wizard/1st/Arcane/Minor)
Scroll of Versatile Weapon (Ranger/7th/Divine/Minor) (4)
Scroll of Wind Wall (Ranger/7th/Divine/Minor)
Seducer's Bane
Shard Gel (Flask) (4)
Signal Whistle
Skyrocket (Firework) (2)
Smoke Pellet (2)
Smokestick (5)
Spring Loaded Wrist Sheath
Spring Loaded Wrist Sheath
Stone Of Good Luck (Luckstone)
Sunrod (5)
Tangleburn Bag (2)
Tanglefoot Bag (2)
Thieves' Tools (Masterwork)
Thunderstone (2)
Tindertwig (10)
Tooth
Trapspringer's Gloves
Universal Solvent (2)
Wand of Blend (Wizard/1st) (50 Charges)
Wand of Cure Light Wounds (Cleric/1st) (50 Charges) (2)
Wand of Cure Moderate Wounds (Cleric/3rd) (50 Charges)
Wand of Ghost Sound (Wizard/1st) (50 Charges)
Wand of Heightened Awareness (Wizard/1st) (50 Charges)
Wand of Invisibility (Greater) (Wizard/7th) (50 Charges)
Wand of Nondetection (15 Charges)
Wand of Reduce Person (Wizard/1st) (50 Charges)
Wand of Resist Energy (Ranger/4th) (50 Charges)
Wand of Shield (Wizard/1st) (50 Charges)
Wand of Silent Image (Wizard/1st) (50 Charges)
Water Purification Sponge
Waters of Transfiguration
Waterskin (Filled) (Small) (2)
Wire Saw (Adamantine)

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DESCRIPTIONS
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Adamantine Special Material. Weapons made of Adamantine ignores hardness less than 20.

Agile Feet (Su) As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability 6 times per day.

Aura (Ex) A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details).

Aura of Law (Ex) You project a faint lawful aura.

Channel Positive Energy

Channel Positive Energy (Su) You can unleash a wave of positive energy. You must choose to deal 1d6 points of positive energy damage to undead creatures or to heal living creatures of 1d6 points of damage. Creatures that take damage from channeled energy receive a DC 12 Will save to halve the damage. You can use this ability 5 times per day.

Crippling Strike (Ex) You can sneak attack opponents with such precision that your blows weaken and hamper them. An opponent damaged by one of your sneak attacks also takes 2 points of Strength damage.

Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Deflection Aura (Su) Once each day, you can emit a 20- foot aura for 1 rounds. Allies within the aura gain a +2 Deflection bonus to AC and combat maneuver defense.

Evasion

Humanoid Traits (Ex) Humanoids breathe, eat, and sleep.

Improved Evasion (Ex) You can avoid damage from many area-effect attacks. If you make a successful Reflex save against an attack that normally deals half damage on a successful save, you instead take no damage, and even on a failed saving throw you take only half damage. If you are helpless, you do not gain the benefit of improved evasion.

Improved Uncanny Dodge (Ex) You can no longer be flanked. This defense denies a rogue the ability to sneak attack you by flanking you, unless the attacker is a rogue of at least level 18.

Indomitable Faith You were born in a region where your faith was not popular, but you still have never abandoned it. Your constant struggle to maintain your own faith has bolstered your drive. You gain a +1 trait bonus on Will saves.

Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.

Resilient Growing up in a violent neighborhood or in the unforgiving wilds often forced you to subsist on food and water from doubtful sources. You gain a +1 trait bonus on Fortitude saves.

Rodent Empathy Ratfolk gain a +4 racial bonus on Handle Animal checks made to influence rodents.

Rogue ~ Uncanny Dodge Tracker

Skill Mastery (Acrobatics, Disable Device, Stealth, Use Magic Device) You become so confident in the use of certain skills that you can use them reliably even under adverse conditions. When making a skill check with one of these skills, you may take 10 even if stree and distraction would normally prevent you from doing so.

Sneak Attack (Ex) If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. Your attack deals 7d6 points of extra damage anytime your target would be denied a Dexterity bonus to AC, or when you flank your target. Should you score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage, you can make a sneak attack that deals nonlethal damage instead of lethal damage. You cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot sneak attack while striking a creature with concealment.

Spontaneous Casting You can channel stored spell energy into healing spells that you did not prepare ahead of time. You can "lose" any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with "Cure" in its name).

Swarming Ratfolk are used to living and 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.

Tinker (Ex) Ratfolk gain a +2 racial bonus on Craft (Alchemy), Perception, and Use Magic Device checks.

Trapfinding (Ex) You add +7 to Perception skill checks made to locate traps and to Disable Device skill checks. You can use the Disable Device skill to disarm magical traps.

Trap Sense (Ex) You gain a +4 bonus on Reflex saves made to avoid traps, and a +4 dodge bonus to AC against attacks made by traps.

Trap Spotter (Ex) Whenever you come within 10 feet of a trap, you receive an immediate Perception skill check to notice the trap. This check should be made in secret by the GM.

Uncanny Dodge (Ex) You can react to danger before your senses would normally allow you to do so. You cannot be caught flat-footed, nor do you lose your Dexterity bonus to AC if the attacker is invisible. You still lose your Dexterity bonus to AC if immobilized. You can still lose your Dexterity bonus to AC if an opponent successfully uses the feint action against you.