Ratfolk Sage

Glowen's page

166 posts. Alias of Archmage of Entropy.


Full Name

Glowen (aka Silverbolt)

Classes/Levels

Male Ratfolk | Rogue 1 / Illusionist 2 |HP: 12/12 | AC13 T 13 FF 11 | F-1 R+4 W+3 | Init +8 | Perc +8 | SM +5| CMB -1 | Speed 20

Size

small

Deity

Loki

Strength 8
Dexterity 14
Constitution 8
Intelligence 18
Wisdom 11
Charisma 15

About Glowen

Glówen (aka Silverbolt)
Male Ratfolk rogue 1 / illusionist 2
TN Small humanoid (ratfolk)
Init +8, Senses Perception +8
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DEFENSE
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AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size )
hp 12 ((1d8)+(2d6)-3)
Fort -1, Ref +4, Will +3

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OFFENSE
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Speed 20 ft.
Melee sword (short) (small) +4 (1d4-1/19-20)
Ranged shortbow (small) +4 (1d4-1/x3)
Special Attacks Blinding Ray, Sneak Attack 1d6,

Prepared Spells
Wizard (CL 2nd; concentration +5)
1st-charm person(DC 15), grease(DC 15), hypnotism(DC 15), *silent image(DC 15)
0th-detect magic, ghost sound(DC 14), message, prestidigitation(DC 14)

Expendables
Arrows (20)
Blinding Ray (7/7 today)
Arcane Bond (1/1 today)

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STATISTICS
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Str 8, Dex 14, Con 8, Int 18, Wis 11, Cha 15,
Base Atk +1; CMB -1; CMD 11
Feats Improved Initiative, Scribe Scroll, Weapon Finesse, Go Unnoticed
Skills Acrobatics +6, Bluff +6, Diplomacy +6, Disable Device +9, Disguise +6, Escape Artist +6, Heal +1, Knowledge (Dungeoneering) +8, Knowledge (Local) +8, Linguistics(Read Lips) +8, Perception +8, Perform (Act) +6, Perform (Comedy) +6, Sense Motive +5, Sleight of Hand +6, Spellcraft +10, Stealth +11, Use Magic Device +9,
Traits Reactionary, Suspicious,
Languages Common, Gnome, Goblin, Halfling, Read Lips, Undercommon
SQ arcane bond, bonded object, bonus rogue escape artist, cantrips, darkvision, evocation opposition school, extended illusion, illusion school, necromancy opposition school, rodent empathy, swarming, tinker, trapfinding,
Combat Gear bloodblock, potion of cure light wounds, smoke pellet, smokestick, vermin repellent (2), scroll (darkness), scroll (daze), scroll (grease), scroll (detect secret doors), scroll (jump), scroll (mage armor), scroll (obscuring mist), scroll (ray of enfeeblement), scroll (reduce person), scroll (sleep) (2), scroll (color spray), scroll (comprehend languages), scroll (endure elements) (2),
Other Gear amulet (bonded object), sword (short) (small), outfit (cold-weather) (small), snowshoes (small), backpack (masterwork) (small), halfling trail rations (small) (5), waterskin, waterproof bag (small), spellbook (wizard's/blank), pouch (belt) (small), scroll case (4), scroll case, scroll case, scroll case, compass, spell component pouch, thieves' tools (masterwork), shortbow (small), arrows (20) (small), bandolier (small), 15.2 gp
NOTE The following equipment is in a sack carred by someone else: sack (small) (2), flint and steel, bedroll (small), fake footprint shoes, map maker's kit, rope, spider silk (50 ft.),
NOTE The scrolls are in the scroll cases which are in the bandolier across his chest.
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SPECIAL ABILITIES
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Arcane Bond (Su) You have selected to establish a powerful arcane bond with an object.

Blinding Ray (Sp) As a standard action you can fire a shimmering ray at any foe within 30 feet as a ranged touch attack. The ray causes creatures to be blinded for 1 round. Creatures with more than 2 Hit Dice are dazzled for 1 round instead. This ability can be used 7 times per day.

Bonded Object Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be held in one hand. When attempting to cast a spell without your bonded object worn or in hand, you must make a concentration check or lose the spell (DC 20 + the spell's level). A ring or amulet occupies the ring or neck slot accordingly.

Bonus Rogue Escape Artist Rogue: Add a +1/2 bonus on Escape Artist checks.

Cantrips You can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again. You can prepare a cantrip from a prohibited school, but it uses up two of your available slots.

Darkvision Ratfolk can see in the dark up to 60 feet

Evocation Opposition School You have chosen evocation spells as an opposition school. Preparing an evocation spell takes up two spell slots of the same level. You take a -4 penalty on any skill checks made when crafting a magic item that has an evocation spell as a prerequisite.

Extended Illusion (Su) Any illusion spell you cast with a duration of "Concentration" lasts an additional 1 rounds after you stop maintaining concentration.

Illusion School You have chosen to specialize in illusion spells.

Necromancy Opposition School You have chosen necromancy spells as an opposition school. Preparing an necromancy spell takes up two spell slots of the same level. You take a -4 penalty on any skill checks made when crafting a magic item that has an necromancy spell as a prerequisite.

Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.

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

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 1d6 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.

Suspicious You discovered at an early age that someone you trusted, perhaps an older sibling or a parent, had lied to you, and often, about something you had taken for granted, leaving you quick to question the claims of others. You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you.

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 +1 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.

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Spellbook (Wizard's/Blank)
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Wizard Spells
1st -air bubble, break, charm person, color spray, comprehend languages, detect secret doors, disguise self, endure elements, expeditious retreat, feather fall, grease, hold portal, hypnotism, identify, illusion of calm, jump, mage armor, magic aura, memory lapse, obscuring mist, silent image, sleep, touch of the sea, unseen servant, vanish, ventriloquism, vocal alteration
0th -acid splash, arcane mark, daze, detect magic, detect poison, ghost sound, haunted fey aspect, mage hand, mending, message, open/close, prestidigitation, read magic, resistance

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DESCRIPTION
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The first thing you notice about Glowen, aside from being a ratfok, is the color of his fur. It is a remarkable silver-grey that makes him look older than a typical middle-aged rat. Adding to his elderly appearance is the fact that he is scrawny, even for ratfolk. On the other hand, he is quite friendly, polite, and cheerful. A tiny bow and small dagger (at his belt, not on his tail) are his only weapons.

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BIO
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Glowen's oldest memory starts with him waking up in the rain amidst the smoking ruins of a what appears to have been a wizard's tower, perhaps belonging to a powerful necromancer. His fur is singed, his body hurts all over, and his mind is foggy. He does not know how he got there or what happened. He cannot remember a thing before he woke. Around his neck is a black chain holding a small crystal sphere. In the sphere is the face of a female elf. He does not know her but he feels a strong connection to her (although he cannot decide if it is love, awe, disgust, or hate). Over time, the expression of the face changes as would a normal person's in their daily life, even closing her eyes and resting at times.

He wandered in the woods for a while until he found a human village. When he approached for help, he was run off. They shouted things at him that he did not understand (but mostly they seemed to imply he had committed a series of horrible crimes). The same was repeated with seeral other settlements and he nearly died of exposure before he found a large town and slipped into the sewers. The ratfolk there did not appear to know him and took him in. It was a group of thieves and he learned their trade. It was a dangerous time, though, and he spent much of it hiding. It was this tendancy to disapear at the first sign of trouble that earned him the nickname 'Silverbolt'
Eventually he found he had an aptitude for magic, especially illusions. He truly delighted in making children laugh.

(By the way. In case it was not obvious, the ruined tower that Glowen woke up in was his. He was a high level, evil necromancer, but while attempting an ancient rite, he screwed up. The resulting magical cataclysm destroyed the tower and erased his mind. He had to start all over again. This time, however, the fates set him on the path of goodness, rather than evil. I have not decided who the elf gal in the sphere around his neck is (friend/advisary/wife/prisoner/...) ).

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THREE LOYALTIES
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1) Mirth: He has become a kid at heart, (unknowingly freed of the burden of his previous sins), and wants everyone around him to feel likewise. Children are the hope of the future and the sound of their laughter is more precious than gold. [I assume the Grinch would perceive him as evil].

2) Fear: He also does not like confrontations and often seeks to smooth things over. To that end, he is willing to go to great lengths to circumnavigate direct confrontation.

3) Pride: Glowen suffers deeply from the sin of pride with respect to his ability to make people believe what he wants them to believe. Be it with diplomacy, bluffing, illusions, or simply hiding.