Ratfolk

Gaziq Neshar's page

140 posts. Alias of Michelle A.J. (Contributor).


Full Name

Gaziq Neshar

Race

Ratfolk

Classes/Levels

Vanguard 2

stats:
| HP 16/18 | AC 16 TO 14 FF 13 | F +3 R +6 W +0 | CMD 12 | Init +4 | Perc +7 | Tactician 1/day, 4 rounds

Gender

M

Size

Small

Age

18

Special Abilities

Studied Target, Tactician (1/day, 4 rounds)

Alignment

NG

Deity

Brigh (and others)

Location

All over

Languages

Common, Undercommon, Dwarven, Aklo

Occupation

Hero

Strength -81
Dexterity 17
Constitution 10
Intelligence 16
Wisdom 10
Charisma 13

About Gaziq Neshar

While most ratfolk prefer to avoid conflict, instead channeling their efforts towards more constructive pursuits, Gaziq is different. From a very young age, he’s had an overprotective streak that doesn’t allow him to sit idly by when others are hurt in front of him. He was quick to act against any threat, and inspired others to do the same. But what Gaziq saw as an unwavering sense of right and wrong and noble self-sacrifice, his fellow ratfolk saw as foolish recklessness. In turn, he saw most of his clan as shamefully complacent. When it became clear that their differences were irreconcilable, he decided to leave the warren. Sadly, he wasn't expecting all of his former friends to stay behind.

Setting out into the world on his own, Gaziq quickly realized he wouldn't make it without help. One day during his travels, he witnessed a merchant being accosted by thieves on the road and attempted to intervene. Though he bought the merchant enough time to escape, he was beaten badly and barely managed to get away alive. While he kept his noble spirit, it was now tempered with caution and humility as it became woefully evident that he lacked the strength and skill to protect anyone on his own.

He'd heard stories as a child of adventurers from the nearby city of Magnimar, performing brave and reckless deeds for the betterment of others. His elders likely meant them as a cautionary tale, but they had been his inspiration instead. And so, he began down the road to Magnimar, in search of a group of adventurers that would claim him as one of their own.

Stats:
Male Ratfolk Vanguard (Slayer) 2
XP 3840
NG S humanoid (ratfolk)
Init +4; Senses Darkvision 60; Perception +6

Defense

AC 16; Touch 14; Flat-Footed 13; (+2 armor, +3 dex, +1 size)
HP 18 (2d10+2)
Fort +3; Ref +6; Will +0

Offense

Speed 20 ft
Space 5ft; Reach 5ft
Melee 2 Shortswords +6 (1d4-1/19-20x2), Tailblade +1 (1d2-1/20x2)
Ranged MWK Light Crossbow +7 (1d6/19-20x2)

Statistics

Str 8, Dex 17, Con 10, Int 16, Wis 10, Cha 13
Base Atk +2; CMB +0; CMD 12
Feats Weapon Finesse, Precise Strike
Traits Nimble Fingers Keen Mind, Ratfolk Avenger
Skills Acrobatics r1 +7, Bluff r1 +5, Climb r1 +3, Craft (Alchemy) br4 +13, Disable Device r1 +8, Intimidate r2 +6, Kno (Dungeoneering) r2 +8, Kno (Geography) r1 +7, Kno (Local) r1 +7, Perception r2 +7, Sense Motive r1 +4, Stealth r2 +12, Survival r2 +5, Swim r1 +3
Languages Common, Undercommon, Dwarven, Aklo
Combat Gear Leather armor, 14 crossbow bolts, 5 acid-filled bolts, bayonet, 2 CLW potions
Other Gear Portable alchemist’s lab, a backpack, a bedroll, a belt pouch, and a waterskin, 1202 gp
Special Abilities
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.

Studied Target - A slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target.
Lookout - At 1st level, a vanguard adds 1/2 his level (minimum 1) to initiative checks.
This ability replaces track.

Tactician - At 2nd level, a vanguard receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. Once per day as a standard action, the vanguard can grant one of his teamwork feats to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every 2 levels the vanguard possesses. Allies do not need to meet the prerequisites of this bonus feat. Whenever the vanguard is able to select a new slayer talent, he can instead choose to gain an additional use per day of this ability.
This ability replaces the slayer talent gained at 2nd level.