About KhezkavKhezkav: Ratfolk Investigator 3 Background:
Born to a large and overcrowded warren in the North of Osiron, Khezkav left home at a relatively young age driven by a need for space. He joined a passing caravan that brought him to Wati, where the city's sights sounds and scents captivated him. After a rough start where he took odd jobs to scrape by, he caught the attention of Zanmi Bristlewort, a gnomish perfumer who took him on as an apprentice. Khezkav learned quickly and upon completing his training, opened his own modest perfumery. He has now entered the lottery to explore the necropolis - in an ever competitve market, he is looking for something to give him an edge - and a scent from the past might just be what could provide that.
Description:
For a Ratfolk, Khezkav is tall and lean, with black fur and silver eyes that peer out inquisitively from beneath his hood. His armor is simple and practical, and across his chest he wears a bandolier stocked with numerous glass vials of liquid, small tools, and pouches of various powders, leaves and crystals. He is fastidious about cleanliness and after venturing out into the city, he will take pains to clean himself and his gear from the dust of the desert. His small size among the tall folk makes him quiet and reserved, but can talk your ear off once he opens up.
Statistics:
STR: 11 = Base: 13; Racial: (-2) Ratfolk
DEX: 16 = Base: 14; Racial: (+2) Ratfolk CON: 8 = Base: 8 INT: 20 = Base: 18; Racial: (+2) Ratfolk WIS: 11 = Base: 11 CHA: 14 = Base: 14 Fort: +1 = Base: +1; CON: -1; Trait: (+1) Resilient
AC: 14 = Base: (+10); Dexterity: (+3); Size: (+1) Small
BAB: 2
Init: +7 = Dexterity: +3; Misc: (+4) Improved Initiative
Attacks:
Melee Sword, short (Small) +3 (1d4, 19-20) Ranged Crossbow, light (Small) +6 (1d6, 19-20) Skills:
Acrobatics: 3 = +3 DEX Appraise: 11 = +3 ranks; +5 INT; Misc: (+3) Class Skill Bluff: 2 = +2 CHA Climb: 0 = +0 STR Craft (Alchemy): 13 = +3 ranks; +5 INT; Misc: (+3) Class Skill; Racial: (+2) Tinker Diplomacy: 2 = +2 CHA Disable Device: 10 = +3 ranks; +3 DEX; Misc: (+1) Trapfinding, (+3) Class Skill Disguise: 2 = +2 CHA Escape Artist: 3 = +3 DEX Fly: 5 = +3 DEX; Size: (+2) Size Modifier Heal: 6 = +3 ranks; +0 WIS; Misc: (+3) Class Skill Intimidate: 2 = +2 CHA Knowledge (arcana): 11 = +3 ranks; +5 INT; Misc: (+3) Class Skill Knowledge (dungeoneering): 5 = +5 INT Knowledge (engineering): 9 = +1 rank; +5 INT; Misc: (+3) Class Skill Knowledge (geography): 5 = +5 INT Knowledge (history): 5 = +5 INT Knowledge (local): 12 = +3 ranks; +5 INT; Trait: (+1) Wati Native; Misc: (+3) Class Skill Knowledge (nature): 11 = +3 ranks; +5 INT; Misc: (+3) Class Skill Knowledge (nobility): 5 = +5 INT Knowledge (planes): 5 = +5 INT Knowledge (religion): 5 = +5 INT Perception: 8 = +3 ranks; +0 WIS; Misc: (+3) Class Skill; Racial: (+2) Tinker Profession (Perfumer): 6 = +3 ranks; +0 WIS; Misc: (+3) Class Skill Ride: 3 = +3 DEX Sense Motive: 7 = +3 ranks; +0 WIS; Trait: (+1) Hardly a Fool; Misc: (+3) Class Skill Sleight of Hand: 7 = +1 rank; +3 DEX; Misc: (+3) Class Skill Spellcraft: 11 = +3 ranks; +5 INT; Misc: (+3) Class Skill Stealth: 7 = +3 DEX; Size: (+4) Size Modifier Survival: 1 = +1 rank; +0 WIS Swim: 0 = +0 STR Use Magic Device: 10 = +3 ranks; +2 CHA; Misc: (+3) Class Skill; Racial: (+2) Tinker Race Features:
Type (ARG 151): You are a humanoid with the ratfolk subtype.
Darkvision (ARG 151): You have darkvision to a range of 60ft. Tinker (ARG 151): You gain a +2 racial bonus on Craft (alchemy)*, Perception*, and Use Magic Device* checks. Cheek Pouches (MC 176): You have stretchy cheek pouches that can hold and carry small loads up to 1 cubic foot in volume and 10 points in weight, such as light weapons, potions, scrolls. You can take things in and out of a cheek pouch as a swift action. As a move action that provokes an attack of opportunity, you can massage all items held onto the ground. As long as your cheek pouches are occupied, your speech is difficult to understand and have a 20% failure chance when casting spells with verbal components. Cleanliness (MC 176): You gain a +2 bonus on saving throws against disease. When you exceed the save DC by 5 or more, you are treated as though you had made 2 consecutive saving throws. Class Features:
Armor Proficiency: You are proficient in Light Armor. *
Weapon Proficiency: You are proficient with all Simple weapons. Additionally you are proficient with the following weapons: Crossbow, hand; Rapier; Sap; Shortbow; Sword, short; Sword cane; Tailblade (Ratfolk) Alchemy (Su) (ACG 30): When using Craft (alchemy) to create an alchemical item, you gain a +3 competence bonus. You can use Craft (alchemy) to identify potions as if using detect magic. You can cast spells like an alchemist. Inspiration (Ex) (ACG 31) (6 /day): You begin each day with 6 inspiration points in your pool. You can expend one use of inspiration to add 1d6 to the result of an ability or skill check (including taking 10 or 20). This choice is made after the check is rolled and before the results are revealed. You can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided you are trained in the skill. You can also use inspiration on saving throws (as an immediate instead of free action) and attack rolls, but doing so expends two uses of inspiration from your pool. Trapfinding (ACG 31): You add +1 to Perception skill checks made to locate traps and to Disable Device checks. You can use Disable Device to disarm magical traps. Poison Lore (Ex) (ACG 31): You cannot accidentally poison yourself when applying poison to a weapon. If you spend 1 minute physically examining the poison, you can attempt a Knowledge (nature) check to identify any natural poison or Knowledge (arcana) check to identify any magical poison (DC = the poison's saving throw DC). Once a poison is identified, you can spend 1 minute and attempt a Craft (alchemy) check (DC = the poison's saving throw DC) to neutralize 1 dose of the poison. Poison Resistance (Ex) (ACG 31): You gain a +2 bonus on all saving throws against poison. Investigator Talent (ACG 32): You have selected the following talents:
Trap Sense (Ex) (ACG 34): You gain an intuitive sense that alerts you to danger from traps, granting you a +1 bonus on Reflex saving throws to avoid traps and a +1 dodge bonus to AC against attacks by traps. Traits:
Wati Native (APMM 10): You gain a +2 trait bonus on saves against fear effects. Your knowledge of the city grants you a +1 trait bonus on Knowledge (local) checks* and it is a class skill*.
Hardly a Fool (CoP 11): You gain a +1 trait bonus on Sense Motive checks* and a +1 trait bonus on saving throws against illusion effects. Resilient (APG 328): You gain a +1 trait bonus on Fortitude saves*. Feats:
Improved Initiative (Core 127): You get a +4 bonus on initiative checks.*
Extra Investigator Talent (ACG 147): You gain an additional investigator talent.* Equipment:
Leather, Light crossbow, Short sword, 10 x Bolts, crossbow, Alchemy crafting kit, Backpack, Thieves' tools, masterwork
Spells:
Investigator (Formula Book) 1st (DC 16): Ant Haul, Cure Light Wounds, Endure Elements, Enlarge Person, Expeditious Retreat, Firebelly, Keen Senses, Negate Aroma, Shield Investigator 1st (DC 16): Cure Light Wounds, Enlarge Person, Firebelly, Expeditious Retreat, Shield Conditional Modifiers:
AC: • +1 dodge - vs attacks from traps (Trap Sense) Acrobatics:
Craft (Alchemy):
Disable Device:
Reflex:
Saving Throws:
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