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King and Ace's page

3 posts. Alias of Critzible.


About King and Ace

King, The Emperor of Rats
Neutral Good
Ratfolk Unchained Rogue 10th Mythic Trickster Tier 4
Init: +6 Perception+22
Defense:Mithral Shirt
Speed:30ft, Climb 20ft
AC:20(10+4(dex)+4(armor)+2(Ring of Forcd)
HP:103
Fort:+5[3+2]Reflex:+13[7+6] Will:+5[3+2+]
Statistics:
Str:7 Dex22 Con 14 Int18 Wis14 Cha12
BAB:+7/+2 CMB +5 CMD:21 [31 v trip]
Speed:30ft
Melee:++5/+0
Ranged:+13/+8
Dagger(x20) +13/+8(2gp)+1d3+619-20/x2 10ft Piercing
Raiper(5gp)+13/+8 1d4+6 19-20/x2 Piercing
Bolt(+4 Holy Heavy Crossbow of Endless Ammunition)+14/+9 1d6+1 19-20/x2 80ft Piercing
-20 bolts
Light Mace(5gp)+13/+8 1d4-2 x3 Bludgeoning

Feat: Rapid Reload, Weapon Finesse*, Point Blank Shot, Precise Shot, Rogue Talents 2, Mythic:Mythic Point Blank Shot, Extra Path ability
Traits:
Keen Ears:You can always take 10 on Perception checks, even when stress and distractions would normally prevent you from doing so.
Chance Encounter [Link]
Source Wrath of the Righteous Player's Guide pg. 5, Demon Hunter's Handbook pg. 31
You always tended to get in over your head as a child, but your biggest youthful misadventure was the time you “accidentally” found yourself behind enemy lines in the Worldwound. You probably never would have made it back home to Kenabres if not for the help of a mysterious woman who helped you trick your way through a group of cultists. The woman never told you her name, but you remember her beauty and a deep sense of sadness she seemed to carry with her. Her skill with the bow was impressive as well, but the thing you remember most about her was the symbol of Desna she wore—she often held onto it without seeming to realize it, as if the connection to the goddess was something she clung to in a sense of need, as someone might clutch at a rope while dangling over a vast pit. She left your side a few moments before you were picked up by a patrol of crusaders, who finished the job of escorting you back to safety, and you’ve never seen her again. Ever since, you’ve just been lucky when it comes to trickery. Once per day, if you fail an Acrobatics, Bluff, Disguise, Sleight of Hand, or Stealth check, you may immediately reroll that check as a free action. You must take the second result, even if it is worse. Associated Mythic Path: Trickster. Multiple Characters: You and other characters were all saved by the same mysterious woman in your childhood. This could have been the same event, or she could have saved you on separate occasions—the discovery that someone else was saved by the mysterious stranger has resulted in a long friendship (or perhaps friendly rivalry) with the others she rescued.

Languages:Common Abyssal,Infernal,Undercommon,Elven,Goblin,Aklo,Celestial,Dwarven,Halfling,G nome,Slyvan,Draconic,Orc,Giant

Skills: 164(8+3+1(Favor)) Background:26
Acrobatics:+28[10+6+3+5*+4]
Bluff +11[7+1+3]
Climb+8[7-2+3]
Diplomacy+11[7+1+3]
Disable Device+23(+28[13+6+5+4]
Escape Artist+22[+8][7+6+3+6]
Handle Animal +24[10+2+3+5+4]
Heal+10[5+2+3]
Linquitics+14[7+4+3]
Perception:+22[10+2+3+2+5*]
Sense Motive:+12[7+2+3]
Sleight of Hand:+16[7+6+3]
Survival* +12[7+2+3]
Stealth +33[10+6+3+4+10]
Swim:+6[5-2+3]
Use Magic Device:+1÷[7+1+3+2]
Background
Craft(Trap)+11 [2+4+3+2]
Craft(Alchemy)+11[4+4+3]
Profession:Cook +7[2+2+3]
Profession:Herbalism:+<[2+2+3]
Perform:Oratory +6[2+1+3]
Perform:Acting +6[2+1+3]
Perform:Dancing:+6[2+1!3]

Special Abilities:
Weapon and Armor:Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow. They are proficient with light armor, but not with shields.

Sneak Attack:46d6
,If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.

With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty.

The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment.

Trapfinding:+3
A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

Finesse Training:Weapon Finesse, Dagger,Raiper
At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level..

Evasion:At 2nd level, a rogue can avoid even magical and unusual attacks with great agility. If she succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Rogue Talents:
Fast Stealth:Benefit: This ability allows a rogue to move at full speed using the Stealth skill without penalty.

Survivalist:: A rogue with this talent adds Heal and Survival to her list of class skills.

Wall Crawler:A ninja with this ability gains a climb speed of 20 feet, but only on vertical surfaces. This ability cannot be used to scale perfectly smooth surfaces or to climb on the underside of horizontal surfaces.

Improved Evasion:: This works like evasion, except while the rogue still takes no damage on a successful Reflex saving throw against an attack, she also takes only half damage on a failed save. A helpless rogue does not gain the benefit of improved evasion

Uncanny Dodge:
At 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.

If a rogue already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.

Debilitating Injury:
At 4th level, whenever a rogue deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special ability). The rogue can choose to apply any one of the following penalties when the damage is dealt.

-Bewildered: The target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –2 penalty to AC against all attacks made by the rogue. At 10th level and 16th level, the penalty to AC against attacks made by the rogue increases by –2 (to a total maximum of –8).

-Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8).

-Hampered: All of the target’s speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.

These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty.

Rogues Edge: Perception, Disable Device

-Handle Animal:
5 Ranks: Creatures you have trained gain a +2 bonus on Will saves when adjacent to you.

10 Ranks: Creatures you have trained gain a +2 bonus on Will saves whenever you are within 30 feet and clearly visible. You can teach a trick in 1 day by increasing the DC by 20.

15 Ranks: You can train an animal to understand your speech (as speak with animals) with 1 week of effort and a successful DC 30 Handle Animal check. Its actions are still limited by its Intelligence. You can teach a trick in 1 day (increasing the DC by 10) or 1 hour (increasing the DC by 20).

20 Ranks: You can make your speech understandable to any animal for 24 hours with a successful DC 30 Handle Animal check (DC 40 for magical beasts or vermin). You can teach a trick in 1 day, 1 hour (increasing the DC by 10), or 1 minute (increasing the DC by 20).

-Stealth:
5 Ranks: Reduce the Stealth penalty from sniping by 10.

10 Ranks: Stealth check penalties for moving quickly are halved, including the ability unlocked at 5 ranks, moving full speed, and reaching concealment after creating a distraction.

15 Ranks: If you attack after successfully using Stealth, your target is denied its Dexterity bonus against all attacks that you make before the end of your turn.

20 Ranks: If you attack after successfully using Stealth, your target is denied its Dexterity bonus against all attacks that you make before the beginning of your next turn.

Improved Uncanny Dodge:
At 8th level, a rogue can no longer be flanked.

This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.

If a character already has uncanny dodge from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Carnivalist
Carnivalists train their miniature minions to perform acts of larceny and often hide their true talents behind theatrical sideshows.

The carnivalist is an archetype of the rogue class.

Class Skills
A carnivalist gains Handle Animal as a class skill.

Familiar
At 1st level, a carnivalist gains a familiar as a wizard of equal level. Levels in a class that grants a familiar stack with carnivalist levels for determining the familiar‘s abilities.

Pet Performance (Ex)
A carnivalist gains use of several bardic performances, making Handle Animal checks in place of any Perform checks.

At 2nd level, she gains the distraction bardic performance.

At 4th level, she gains the fascinate bardic performance.

At 6th level, she also gains use of the following performance.

Trained Legerdemain (Ex): At 6th level, a carnivalist can command a familiar or pet within 30 feet to make a Disable Device or Sleight of Hand check as if trained in the skill, using its own skill ranks (if any), Dexterity modifier, and equipment, with a competence bonus equal to 1/2 her rogue level. The check requires the normal amount of time to complete and the DC increases by 5. The carnivalist must maintain this pet performance each round her familiar or pet attempts a Disable Device or Sleight of Hand check.

The pet performance ability otherwise functions identically to bardic performance. Levels in a class with the distraction or fascinate bardic performances stack with carnivalist levels for the purpose of determining bonuses granted by these performances.

This ability replaces the rogue talents gained at 2nd, 4th, and 6th level.

Sneak Attack (Ex)
A carnivalist gains this ability starting at 2nd level. The sneak attack damage dealt is 1d6 points at 2nd level, and increases by 1d6 points every 4 carnivalist levels thereafter. A carnivalist’s familiar can also deal sneak attack damage as appropriate to foes as long as it is within 30 feet of her (though only Small and larger creatures may flank enemies, as usual).

Animal Trainer (Ex)
Starting at 3rd level, a carnivalist receives a bonus equal to 1/2 her rogue level whenever she uses Handle Animal on a Tiny or Small animal. In addition, she can increase the DC by 5 to reduce the time needed to teach an animal a new trick or train an animal for a general purpose to 1 day for every week normally required. She can also train more than one animal at once, although each animal after the first adds 2 to the DC.

This ability replaces trap sense.
Mythic:
-Basic:Ability Score
Upon reaching the 2nd mythic tier, an ability score of your choice permanently increases by 2. At 4th, 6th, 8th, and 10th tiers, another ability score of your choice permanently increases by 2; this can be an ability score you’ve already increased or a different ability score.

Mythic Feat
Select one mythic feat or non-mythic feat as a bonus feat. You must qualify for this feat normally.

You gain another mythic feat at 3rd tier, and again every 2 tiers thereafter.

Hard to Kill (Ex)
Whenever you’re below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don’t die until your total number of negative hit points is equal to or greater than double your Constitution score.

Mythic Power (Su)
Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.

Surge (Su)
You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.

Amazing Initiative (Ex)
At 2nd tier, you gain a bonus on initiative checks equal to your mythic tier. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can’t be used to cast a spell. You can’t gain an extra action in this way more than once per round.

Recuperation (Ex)
At 3rd tier, you are restored to full hit points after 8 hours of rest so long as you aren’t dead. In addition, by expending one use of mythic power and resting for 1 hour, you regain a number of hit points equal to half your full hit points (up to a maximum of your full hit points) and regain the use of any class features that are limited to a certain number of uses per day (such as barbarian rage, bardic performance, spells per day, and so on). This rest is treated as 8 hours of sleep for such abilities. This rest doesn’t refresh uses of mythic power or any mythic abilities that are limited to a number of times per day.

Trickster:
Surprise Strike (Ex)
As a swift action, you can expend one use of mythic power to make a melee attack or ranged attack against a target within 30 feet, in addition to any other attacks you make this round. When you make a surprise strike, the target is considered flat-footed regardless of any class features or abilities it might have, and you add your tier to the attack roll. Damage from this attack bypasses damage reduction.

Aim for the Eye (Ex)
Source PPC:MO

You can home in on your targets with uncanny and supernatural accuracy. You can make ranged sneak attacks from up to 60 feet away (rather than 30 feet). When calculating range penalties for ranged attacks, you are always considered to be one range increment closer to the target than you actually are. Whenever you successfully score a critical hit against a flat-footed creature with a ranged attack, as a free action you can expend one use of mythic power to blind that creature for 1d4+1 rounds. A mythic creature can attempt a Fortitude save to negate this effect (DC = 10 + your tier + your Dexterity modifier). Creatures that are immune to critical hits are immune to this ability, as are creatures with unusual anatomies (GM’s discretion).

Impeccable Balance (Ex)
Even the smallest of handholds and outcroppings are more than sufficient for your purposes. You automatically succeed at all Acrobatics checks to walk along narrow ledges. Your Acrobatics checks never take a penalty because of obstructed, slippery, sloped, or unsteady surfaces, and you can move at full speed across such surfaces with no penalty. You also gain a +10 bonus to CMD against trip attacks

Sniper’s Riposte (Ex)
Source PPC:MO

You’re an expert at defending yourself while aiming a ranged weapon. You don’t provoke attacks of opportunity from making ranged attacks. As a swift action, you can expend one use of mythic power to negate the Stealth check penalty for sniping for 1 round

Titan’s Bane (Ex)
You can move through the space of any creature two or more size categories larger than you without provoking attacks of opportunity, and you can share such a creature’s space. When sharing a larger opponent’s space, you gain cover against all melee and ranged attacks it makes, and it is considered flat-footed for the purposes of any melee or ranged attacks you make against it.
Feather Step (Su)
Source PPC:MO

Your steps are deft and always sure.

You gain a bonus on Acrobatics checks equal to your tier. You can move at full speed across any narrow or uneven surface, and can run across fragile surfaces that can’t hold your weight (including liquids) without peril as long as you end your turn on a solid surface. You leave no tracks (as pass without trace), and ignore adverse effects from non-magical difficult terrain and ground hazards, including caltrops. As an immediate action, you can expend one use of mythic power to balance on razor edges and pinpoints, allowing you to ignore damage from spiked pit traps and similar hazards for a number of rounds equal to your tier

Racial:
Ability Score Modifiers: Ratfolk are agile and clever, yet physically weak. They gain +2 Dexterity, +2 Intelligence, and –2 Strength.
Type: Ratfolk are humanoids with the ratfolk subtype.
Size: Ratfolk are Small and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth checks.
Speed (Slow): Ratfolk have a base speed of 20 ft.
Languages: Ratfolk begin play speaking Common. Ratfolk with high Intelligence scores can choose from the following: Aklo, Draconic, Dwarven, Gnoll, Gnome, Goblin, Halfling, Orc, and Undercommon. See the Linguistics skill page for more information about these languages.
Feat and Skill Racial Traits

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.
Offense Racial Traits

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.
Senses Racial Traits

Darkvision: Ratfolk can see perfectly in the dark up to 60 feet.

Ace
Rat Familiar
HD 10 HP 63
Bab +9/+4
F:+3 R:+9;W:+4
Bite +9/+4 1d3-4
Feat:Weapon Finesse
Str 2 Dex 15 Con 11 Int 11 Wis 1e Cha w
Climb +4 Stealth +23 Disable Device +15 Sleght of Hand +15
Perception +11 Acrobatics +12 Swim +4

Equipment
.
Belt of Physical Might;+2 Str,Dex,Con
Vest of Escape:+4 Disable Device,+6 Escape Artist
Boots of Striding and Springing:+10ft speed, +5 Acrobaticz
Handy Haversack
Ring of Force Shield
Ring of Chameleon:

Explorers outfit
Pathfinder kit
Adventurers sash
Bandolier
Grooming kit
2 weeks rations
2 weeks feed

pp-
gp-10
sp- 10
cp-15

Background:ing grew up far underground. His Clan the Burroughers were heartily plumbimg long forgotten Dwarven ruins, feeding off subterrean fish and fungus. Around 5 years his people mived Drow slavers came running off the clan. For fice years his clan made it to the surface. Unfortunately it was into the demonic held lands of the Worldwound.

King at the time was seperated from his immediate family,but was rescued by a different group. This group calling themselves the Redfoots (due to bloody feet from jagged earth) moved into the lands of Mendev along the border of Numeria. The Redfoot started a hearty business of trade between Numeria and Mendev.

On ome of these trips King learned to train rats. One such rat was Ace. King trained Ace how to do tricks to the point they somehow forged a bond beyond mere pet and master. They pair would entertain everyone, working the crowds with stories, dances, and obstacles.

At 14 Though the Redfoots had to run from Bandits and found themselves in the World Wound. King hated this place as the memories of the strange woman from the Red foot clan leading him past the demonic cultists and how close he was to death.

This time though vrock found them. Half the caravan was killed. King was kidnapped with four others. For two years King was tortured, with injections, surgeries and special visits by demons. All to further improve the demonic hordes. Sometime during these experiments he withered away bound.

The side effect of these horrenious endeavors was a spark. Something within him fortified him. All the other ratfolk perished.He remained. He was unique, he was different. In fact Ace along woth other rats slithered in and finally freed him after two years.

Also around this time some crusaders came in. King with Ace his general lead rats in the place meeting the crusaders. Thankfully King managed to talk to these soldiers, and he then lead them back through the areas he had avoided and cleaned out this lab.

King returned to Memdev with the crusaders. He changed his name to King and toom up being an entertainer. Despite it all he managed to build up his strength with magic and training.

Though not a typical Crusader King will join groups as a scout. His rapport with rats and his unnatural abilities in stelath have earned him the Moniker of Emperor of Rats as well as the Rat King.

King when not out aiding crusaders or entertaining the masses for coins, he avoids the powers at be who wish to exaime him. He does not want to be tortured or experimented again. Whatever process made him unlock the strange unnatural abilites, he wishes to jot relive those abhorrent years of captivity again.