Bugbear Strangler

Itches's page

25 posts. Alias of HighonHolyWater.


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I'm ok with waiting. Not going anywhere.


Hey GM, what happens if I take Craft Wondrous Item? I was going to do this with this character with the last GM, now I just want to check with you what effect it will have now?


I'm so mad. This weekend I had it just about complete then some pc update thing auto restarted my pc while I was away from it for a bit... sorta my bad but... -_-


I don't think I would say violently yet.


Lovely lovely. So level up to 10? Will get to work on it.


Male Ratfolk Alchemist(Mindchemist) 1/Wizard 1 | HP 10/10 | AC 16 T 16 FF 11 | F +4 R +7 W +3 | CMB -3 CMD 12 | Init +12 | Perc +8

Sigh... I saw a gameplay post and got really excited for all of 2.1 seconds.


Male Ratfolk Alchemist(Mindchemist) 1/Wizard 1 | HP 10/10 | AC 16 T 16 FF 11 | F +4 R +7 W +3 | CMB -3 CMD 12 | Init +12 | Perc +8

I'll let you know how my real life game goes. Atm I'm just buffing the fighter with extended things mostly. Didn't know it could be so crazy.


Male Ratfolk Alchemist(Mindchemist) 1/Wizard 1 | HP 10/10 | AC 16 T 16 FF 11 | F +4 R +7 W +3 | CMB -3 CMD 12 | Init +12 | Perc +8

Ok, so do you guys think metamagic is really good then? Honestly i haven't played full casters much. My first one now in a home game is at 7th. Whenever i looked at feats to get, metamagic just seemed meh because it used higher spell slots when i want haste and fly or whatever instead. Then i tried out SG and it seemed to make metamagic worth using. Even if it doesn't work all the time (i have wasted a few spells from it).

Anyways I'll go with DM decision on it if it's not a good idea. Other than that question I'm ready to roll.


Male Ratfolk Alchemist(Mindchemist) 1/Wizard 1 | HP 10/10 | AC 16 T 16 FF 11 | F +4 R +7 W +3 | CMB -3 CMD 12 | Init +12 | Perc +8

I wondered how good of an idea it would be to go for crafting feats in this campaign?

Also I saw the feat Sacred Geometry. It looked interesting and a little bit confusing/time-consuming but I love math so that's no big deal for me. Would I be able to take that probably around 5th level or something and reflavour it to be more madness oriented?


Male Ratfolk Alchemist(Mindchemist) 1/Wizard 1 | HP 10/10 | AC 16 T 16 FF 11 | F +4 R +7 W +3 | CMB -3 CMD 12 | Init +12 | Perc +8

Sounds quite serious. Hope it gets sorted soon for his sake.


Male Ratfolk Alchemist(Mindchemist) 1/Wizard 1 | HP 10/10 | AC 16 T 16 FF 11 | F +4 R +7 W +3 | CMB -3 CMD 12 | Init +12 | Perc +8

Hopefully this one keeps going.


Male Ratfolk Alchemist(Mindchemist) 1/Wizard 1 | HP 10/10 | AC 16 T 16 FF 11 | F +4 R +7 W +3 | CMB -3 CMD 12 | Init +12 | Perc +8

Would it be worth it in this campaign to take crafting feats?


Male Ratfolk Alchemist(Mindchemist) 1/Wizard 1 | HP 10/10 | AC 16 T 16 FF 11 | F +4 R +7 W +3 | CMB -3 CMD 12 | Init +12 | Perc +8

Itches springs for the yellow manuscript and picks it up with a quick scoop to examine it. How did you come to be here then
Perception: 1d20 + 8 ⇒ (4) + 8 = 12
Seeing the small bookmark-like scrap, he opens to it to examine closer.


Male Ratfolk Alchemist(Mindchemist) 1/Wizard 1 | HP 10/10 | AC 16 T 16 FF 11 | F +4 R +7 W +3 | CMB -3 CMD 12 | Init +12 | Perc +8

No big deal i think. It was the weekend and all


Male Ratfolk Alchemist(Mindchemist) 1/Wizard 1 | HP 10/10 | AC 16 T 16 FF 11 | F +4 R +7 W +3 | CMB -3 CMD 12 | Init +12 | Perc +8

Itches paced. Itches sat. Itches looked at the bible for the umpteenth time today. He had already read it through several times but it still called to him. Couldn't they give him something different to take his mind off his current situation. It called to him. He tried to ignore it. Maybe he had missed a page. Mitra! So cruel, all knowing beings keeping it all to themselves, giving only enough to keep their followers... following, in their place. He had tried to rise out of his place and this is what he got. There was nothing wrong him. It's these walls stressing him out! He rushed over to pick up the mitran holy book.Flipping through it he read a few passages before closing it shut. It did nothing to ease his mind. He already knew the words it contained. He scratched his head. Not much fur was left up there. If he was stuck here much longer he would wear through the skin too. He threw the book away and screamed, his hands wildly held up in the air. He looked over to where the book had fallen. It called to him again.


Male Ratfolk Alchemist(Mindchemist) 1/Wizard 1 | HP 10/10 | AC 16 T 16 FF 11 | F +4 R +7 W +3 | CMB -3 CMD 12 | Init +12 | Perc +8

Well I love mine.
TwiceInt + 2bonus + half level + classskill + rank
By level 4 I'll have all knowledges with at least 1 rank = +18 :D (max +26 with cognatogen and fox's cunning active)


Male Ratfolk Alchemist(Mindchemist) 1/Wizard 1 | HP 10/10 | AC 16 T 16 FF 11 | F +4 R +7 W +3 | CMB -3 CMD 12 | Init +12 | Perc +8

Itches documents everything that his new and clearly insane allies do, even helping out if an experiment calls for arcane or alchemical expertise. At least there is one normal person here to catalog this extremely interesting knowledge. *scratches his skull unconsciously*


Male Ratfolk Alchemist(Mindchemist) 1/Wizard 1 | HP 10/10 | AC 16 T 16 FF 11 | F +4 R +7 W +3 | CMB -3 CMD 12 | Init +12 | Perc +8

I'm hyped and waiting.

I think if divine protection was even cha mod per day to one save or something it would still be fine. It would still be just as strong for enemies since they only need all they have for the one encounter but not quite as huge for pcs though still very useful.


Male Ratfolk Alchemist(Mindchemist) 1/Wizard 1 | HP 10/10 | AC 16 T 16 FF 11 | F +4 R +7 W +3 | CMB -3 CMD 12 | Init +12 | Perc +8

Empty spoiler there :(

Wow divine protection, R.I.P.


Male Ratfolk Alchemist(Mindchemist) 1/Wizard 1 | HP 10/10 | AC 16 T 16 FF 11 | F +4 R +7 W +3 | CMB -3 CMD 12 | Init +12 | Perc +8


Male Ratfolk Alchemist(Mindchemist) 1/Wizard 1 | HP 10/10 | AC 16 T 16 FF 11 | F +4 R +7 W +3 | CMB -3 CMD 12 | Init +12 | Perc +8

Almost jumped out of my freaking chair.

This oughta be crazy good.

Exactly the same as you Sarhashil.

I have no idea what my insanity brings me. Almost driving me crazy not knowing ;)


More skill points? Don't mind if I do! Added Stealth and Planes.

Confiscated Equipment
Wizard's Spellbook 0gp
Alchemist's Formulae Book 0gp
Masterwork Ring(bonded item) 0gp
Sleeves of many garments 200gp
Ioun Torch 75gp
Potion of CLW(crafted) 25gp
200gp(might buy an Alchemist's Lab when given the opportunity after escaping)


Praetorix wrote:
@Itches- why do you have it as "advanced ratfolk"? xD

That is now fixed in my character sheet at least


I believe I am all done now.

Character Sheet:

Itches
Advanced Ratfolk Alchemist(Mindchemist) 1/Wizard 1
CE Small Humanoid(Ratfolk)
Init +12;
Senses Perception +8; Darkvision 60ft.
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DEFENSE
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AC 16, touch 16, flat-footed 11 (+1 size, +5 dex)
HP 10 (1d8+2)
Fort +4, Ref +7, Will +4
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OFFENSE
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Speed 30ft.
Melee
Ranged Bomb +6 (1d6+5)[6/day](DC 15 for half)
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SPELLCASTING CL 1; concentration +6
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Cantrips Prepared 3/day Detect Magic
1st level spells prepared 3+1/day
1st level formulae prepared 3/day
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STATISTICS
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Str 6, Dex 20, Con 14, Int 20, Wis 14, Cha 8
Base Attack 0; CMB -3; CMD 12
Feats Improved Initiative, Brew Potion, Throw Anything, Scribe Scroll
Traits Reactionary, Wanderlust
Favoured Class(Alchemist) 1/6 new discovery
Skills 9(9 per level) *only shows class skills*
1 Appraise +9
1 Craft(Alchemy) +12(+17 with crafter's fortune)
0 Disable Device +5
0 Heal +2
0 Fly +5
1 Knowledge(arcana) +9
0 Knowledge(Dungeoneering) +5
1 Knowledge(Engineering) +9
0 Knowledge(Geography) +5
0 Knowledge(History) +5
0 Knowledge(Local) +5
0 Knowledge(Nature) +5
0 Knowledge(Nobility) +5
0 Knowledge(Planes) +5
0 Knowledge(Religion) +5
1 Linguistics +9
1 Perception +8
0 Profession +2
0 Sleight of Hand +5
1 Spellcraft +9
0 Stealth +9
1 Survival +8
1 Use Magic Device +5
Size bonus +4 stealth
Languages Common, Draconic, Aklo, Abyssal, Undercommon, Dwarven, Orc
Equipment
Current encumberance
Money
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SPECIAL ABILITIES
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Bomb 1d6(Su) 6/day Range 20ft.(Thrown Splash Weapon). Damage increases by 1d6 points at every odd-numbered level (not multiplied on a critical hit or by using feats). Splash damage equals minimum damage(Reflex save for half). DC equals 10 + 1/2 level + Int mod.
Cognatogen(Su) +4 Intelligence -2 Strength or +4 Wisdom -2 Dexterity or +4 Charisma -2 Constitution. +2 Natural Armour. 10 min per level.
Alchemy(Su) competence bonus equal to his class level on the Craft (alchemy) check. In addition, an alchemist can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to make such a check.
1st level Formulae known Bomber's Eye, Crafter's Fortune, Cure Light Wounds, Endure Elements, Expeditious Retreat, Heightened Awareness, Reduce Person

Arcane School Foresight subschool of Divination
Forewarned(Su) Always act in surprise round, though flat-footed until you take an action. Initiative bonus equals 1/2 your wizard level(minimum +1). At 20th level auto roll 20.
Prescience(Su) 8/day At the beginning of your turn, you may, as a free action, roll a single d20. At any point before your next turn, you may use the result of this roll as the result of any d20 roll you are required to make. If you do not use the d20 result before your next turn, it is lost.
Opposed Schools Enchantment, Evocation
Arcane Bonded Object Masterwork Ring
Cantrips Resistance, Acid Splash, Drench, Detect Magic, Detect Poison, Read Magic, Ghost Sound, Haunted Fey Aspect, Bleed, Disrupt Undead, Touch of Fatigue, Jolt, Mage Hand, Mending, Message, Open/Close, Root, Arcane Mark, Prestidigitation
1st level spells Infernal Healing, Shield, Grease, Mage Armour, Comprehend Languages, Identify, Vanish, Silent Image.
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RACIAL TRAITS
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Tinker Ratfolk gain a +2 racial bonus on Craft (alchemy), Perception, and Use Magic Device checks.
Rodent Empathy Ratfolk gain a +4 racial bonus on Handle Animal checks made to influence rodents.
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.

Backstory:

Itch. Itch. Itches. Itches. It itches. It scratches. I can't get it out. Feed it. It's hungry. Food. Food. Information. Wants to know. Wants. Needs. Has to consume. Itch becomes bite. Feels like chewing. Make it stop. Stop. Only one thing it wants. Knowing.

Itches is not our ratfolks original name. His real name is Erixz. He was a normal ratfolk, by the standards of ratfolk. Living in the poor side of the city most of his days were spent running around with frineds. Trying to scrounge whatever they could find to get something extra to eat or trade. It was a simple life. Each day blended into the next. The only way he knew that things changed in the world was the seasons. Winter into summer back into winter. Other than that he never knew anything else than his little corner of the city. A couple times he tried to explore other areas of the city but was chased away by guards or by others that called him gutter filth. He hated it. One day one of them chased him a little too far. His friends turned on the lone human catching it off guard and pulling it to the ground. They robbed it and left it in the dirt bleeding.

A few coins was all they got. But they thought they had found a fortune. A feast was had, in their minds at least. They each with their share of the coins spent a day in the less rundown markets of their quarter. Before the night was gone their money was gone. They had the best night of their lives and made plans to do it again. A few weeks later a strange old man was walking through and went into a rundown building. Erixz had never seen this one here and was a little hesitant at following him. Inside the building it looked like the man had set up some sort of experiment. Curiosity caught them and momentarily forgetting the old guy who seemed to have vanished they slowed to examine the objects in the room. Before they could touch anything a bright light flared blinding them and loud noise assaulting their ears. His friends scurried away scared out of their minds but he dived to the ground and covered his ears. The man was standing over him talking but he couldn't hear. He let him go.

He was curious and returned to the building without his friends and waited for the man to leave. He found many curious things and books that he couldn't read. He was sure there might be something here worth a lot of gold. Maybe the books possessed magic formulas. No one he knew would buy books off him. They would be known to be stolen goods. Everything besides books he found was strange and mysterious to him. Jars and substances that he had never seen. He grew more and more curious, sneaking in to look at the books. Wanting so badly to know what was written in them. If he could do the magicks or make magical substances and potions he could get money, gold. Then the man caught him. He couldn't escape. But instead of turning him into a mouse as he feared he told him that he had been watching him. He wanted Erixz to be an apprentice. In exchange for his help he would teach him to read and one day he would go wherever he wanted. He easily agreed. It didn't take him long to learn to read. He ignored his friends when they wanted to play. He just ran off to go to the old building.

A few years later and Erixz was beginning to get impatient. The man had stopped showing him new things. He wouldn't allow him to learn the spells properly. Sure he could read and any book in the library was open to him. But the old man kept other books. Magical books that Erixz wanted to read. He would scratch his head and burst out of the building angrily. The old man was hoarding all his secrets for himself. He scratched his head, wondering how to get at it. He felt an itch in his mind, a curiosity to know what was so precious that the man kept hidden. He couldn't wait. He scratched his head while thinking. He made his way back in and demanded again to get hold of the books the old man was keeping from him but he wouldn't let him. Erixz threw a flash of acid at his face and while he was distracted took the key from around his neck. The old man tried to follow him but could not see properly. The acid had damaged his eyes. They struggled inside the secret room, rolling around, breaking a table as each tried to subdue each other. Several minutes later Erixz got up and dusted himself off. Finally the old man had stopped struggling and lay on the ground too tired to move. He got up and surveyed the room. There was much to discover.

Unfortunately the old man died in the struggle, weak old wizard that he was. When Erixz realised he freaked out and scampered away not daring to return for a week. When he finally forced himself to go back the smell was pretty bad but nothing he hadn't lived with his whole life. He found everything that had been kept hidden from him. In a frenzy he opened and read the first tome, it was almost ecstasy to finally have his hands on what he had been denied for too long. He was there for days, didn't even stop to eat until he had gone through every last bit. He experimented with this new knowledge and crafted his own spellbook full of spells and alchemical formulae for his potions. When he had absorbed all the knowledge he started to get the itch again. The old man wasn't as powerful as he had seemed to be. He needed more, and he could finally get out of these gutters. He set his sights on a wealthy ratfolk merchant, one of few. He offered his services and worked with them for a while before the itch came back. They noticed him acting strangely. Talking to himself sometimes and scratching his head. Whenever they payed him he would disappear for a few days and then come back, seeming normal again but he would never tell them what he was upto.

They grew increasingly worried for him and their own safety. When they saw oneday that the fur on top of his head had been pulled out they confronted him asking what was wrong. He freaked out and tried to attack them saying they didn't understand. They managed to subdue him with only a few scratches and fortunately were not far from Branderscar. They quickly took him there and he was taken as a patient. He never saw them again. Now he is restrained so he can't hurt himself or anyone else. Screaming incoherrant babblings mostly confined alone.

Psych Evaluation:

Ratfolk Patient Erixz
It has been several months now since admittance and we are still unable to accertain any hint to the cause of the patients incessant demands. An interesting case to be sure. He keeps talking about an itch. From the other bits and pieces I suspect he has an acute obsession disorder. Mostly he talks about strange magical phrases and other knowledge. We have kept his possessions and he seems to have been a dabbler in wizardry and alchemy. Most obvious conclusion that I can draw is that he experimented on himself and it went wrong. We hope that with more time he may return to normal though it seems to be getting worse for the moment.


Easy part (character sheet) done. Harder part still in progress. Will post full back story asap.

Itches the Obsessed Ratfolk.

He is a Divination School Wizard and Mindchemist Alchemist for massive Knowledge skill bonuses and nigh unbeatable Initiative.

He needs all the knowledge and if you don't answer his questions you better watch out. Unfortunately he is no good at enchantment so he uses other means to get thr information he needs. He will find out all your secrets. If he is unable to get what he wants, say by accidentally killing someone before they could confess, then getting captured and committed and finally confined, unable to sate his NEED to answer every question that comes to his mind... then things start getting messy. For everyone.