Ratfolk Caravan Guard

Guirs Slipswitch's page

15 posts. Organized Play character for KingOfAnything.


| hp 15/15 | AC 18 | Fort +6 Ref +6 Will +5 | Perception +3 | Speed 25 ft


| Active Conditions: None


Male N Ratfolk Inventor 1

About Guirs Slipswitch

Guirs Slipswitch
N Male Ratfolk Inventor 1
Perception +3; Low-Light Vision; Darkvision
Languages Aklo, Common, Draconic, Dwarven, Gnomish, Ysoki
Skills Acrobatics +6, Arcana +7, Athletics +4, Crafting +7, Deception +3, Diplomacy +3, Lore: Astronomy +7, Lore: Engineering +7, Lore: Technology +7, Stealth +6, Survival +3, Thievery +6
Str +1, Dex +3, Con +1, Int +4, Wis +0, Cha +0

AC 18, Fort +6, Ref +6, Will +5
HP 15
Speed 25 feet
Ranged Shortbow +6 (Deadly d10), Damage 1d6 (P)

Explode (Fire, Inventor, Manipulate, Unstable) You intentionally take your innovation beyond normal safety limits, making it explode and damage nearby creatures without damaging the innovation... hopefully. The explosion deals 2d6 fire damage with a basic Reflex save to all creatures in a 5-foot emanation around you (if you're wearing or holding the innovation) or around your innovation (if your innovation is a minion). At 3rd level, and every level thereafter, increase your explosion's damage by 1d6. If you have the breakthrough innovation class feature, you can choose either a 5-foot or 10-foot emanation for the area when you use Explode; if you have the revolutionary innovation class feature, you can choose a 5-foot, 10-foot, or 15-foot emanation.

Overdrive (Inventor, Manipulate) Frequency once per round Temporarily cranking the gizmos on your body into overdrive, you try to add greater power to your attacks. Attempt a Crafting check that has a standard DC for your level.
Critical Success Your gizmos go into a state of incredible efficiency called critical overdrive, adding great power to your attacks. Your Strikes deal additional damage equal to your Intelligence modifier for 1 minute. After the Overdrive ends, your gizmos become unusable as they cool down or reset, and you can't use Overdrive for 1 minute.
Success Your gizmos go into overdrive, adding power to your attacks. As critical success, except the additional damage is equal to half your Intelligence modifier.
Failure You make a miscalculation and nothing happens.
Critical Failure Whoops! Something explodes. You take fire damage equal to your level, and you can't use Overdrive again for 1 minute as your gizmos cool down and reset. Special When under the effects of Overdrive, you can still use the Overdrive action. You can't extend your Overdrive's duration this way, but you can turn an overdrive into a critical overdrive if you critically succeed. A failure has no effect on your current Overdrive, and you end your Overdrive on a critical failure.
Bend Time (Occult, Transmutation) Frequency once per day; Trigger Your turn begins; Effect You are quickened this turn. You can use your extra action to Stride

Items Studded Leather, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Repair Kit, Arrows (10), Thieves' Tools
Additional Feats Deep Rat, Inventor, Variable Core, Warren Navigator
Additional Specials Innovation (Construct Innovation), Peerless Inventor, Variable Core Damage Type (electricity)

Guirs' Construct Companion
Perception +4;
Languages Ysoki
Skills Acrobatics +6, Athletics +6, Intimidation +3, Stealth +6, Survival +4
Str +3, Dex +3, Con +2, Int -4, Wis +1, Cha +0

AC 18, Fort +5, Ref +6, Will +4
HP 18 / 18
Immunities: bleed, death effects, disease, doomed, drained, fatigued, healing, necromancy, nonlethal attacks, paralyzed, poison, sickened, and unconscious
Speed 25 feet

Melee slam +6 1d8+3 B
Melee claw +6 (agile, finesse) 1d6+3 S