Ratfolk Troubleshooter

Kissich Zer's page

10 posts. Alias of Zorblag.


Race

F Ratfolk Daring Champion 3 | HP 28/28| AC: 21, T: 16, FF:16 | Spd: 20 ft | Init +3, Darkvision 60; Percept: +6 | Fort: +4, Ref: +4, Will: +2 | Challenges: 1/1

About Kissich Zer

Personality and Backstory:

Kissich’s clan hails from the desert face of the Cube, and several hundred years ago the entire clan was saved from extinction by the actions of the Order of the Eastern Star who stepped in to stop some cataclysmic event from happening in the area. Since then the Zer clan’s tradition has been to send one member of each generation to serve in the Order which is how Kissich wound up there.

Arriving as a young pup Kissich had years to learn the secrets that the Order has preserved over the years and how to fight the forces of evil and chaos which might one day overwhelm the world. And then the necromancers rose and sent out their waves of undead. Not originating from another plane or reality, their actions caught the Order of the Eastern Star somewhat unprepared. This native threat to the world wasn’t indicated in the prophecies and by the time the Order realized what was happening it was too late.

None the less, the leader of the Order, Grandmaster Veh Lonecrest, a Dwarf normally preoccupied with finding a way to undo the damage of the future wars, rallied the members of the Order and set them to work at once, fully dedicated to the crisis. The more junior members were sent out into the field to various population centers to protect who they could and gather what information was possible. More senior members were sent on missions that Kissich could only speculate on, but presumably there was great danger and a tiny chance of gaining the tools or knowledge that could be used in the future to turn back the current grim tide.

Kissich started out excited at the chance to do this field work, to put her training to the test and heroically deal with exciting dangers. What she’s witnessed so far has taken a lot of the edge off that excitement. This isn’t just an adventure; suffering and horror are rampant and, though her skills have allowed her to survive and help somewhat, the situation feels far more overwhelming than she anticipated.

Regardless of this, she’s kept her spirits up the best she can as she searches for places where she can help people survive and carve out a future as well as trying to gather information to send back to the Order’s stronghold where hopefully Grandmaster Lonecrest is putting together some sort of plan for resistance and eventual triumph. She still has faith in the Order and moves on with determination.

Build:

Kissich Zer
Female Ratfolk Cavalier (Daring Champion) 3
LG Small humanoid (ratfolk)
Init +3; Senses Darkvision 60 feet; Perception +6
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Defense
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AC 21, touch 16, flat-footed 16 (+4 armor, +3 Dex, +2 Dodge, +1 Shield, +1 Size)
HP 28/28 (3d10 + 3 Con + 3 FCB)
Fort +4; Ref +4; Will +2
Special Defense: Guarded (DR 1/- and +2 Morale to Saves when fighting defensively or using Combat Expertise), Naive (-2 to to AC vs Improvised Weapons, -2 to CMD vs Dirty Tricks)
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Offense
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Speed 20 feet
Melee Rapier +8 (1d4 +3 P/18-20) or Dagger +8 (1d3 +3 P or S/19 - 20)
Ranged Dagger +8 (1d3 +3 P or S/19-20, range 10 feet)
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Statistics
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Str 9 (-2 R), Dex 16 (2 R, 2 L), Con 12 (1 L), Int 16 (2 R), Wis 12, Cha 14
Base Attack +3; CMB +5; CMD 14 (12 vs Dirty Trick Combat Maneuvers)
Feats Agile Maneuvers (EitR), Combat Expertise (EitR), Deadly Aim (EitR), Dodge (3), Escape Route (Tactician), Fencing Grace (1), Power Attack (EitR), Psychic Sensitivity (Order), Stealth Synergy (Bonus Teamwork 1), Weapon Finesse (EitR), Weapon Focus: Light Blades (Daring Champion)
Traits Dangerously Curious (Magic), Highlander (Regional), Secret Knowledge (Religion)
Drawback Naive
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Skills
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Ranks: 27 (4*3 Class +3*3 Int +2*3 Background)

Acrobatics +3 (3 Rank +3 Dex -3 ACP)
Appraise +3 (3 Int)
*Bluff +2 (2 Cha)
*Climb -4 (-1 Str -3 ACP)
*Craft (Alchemy) +11 (3 Rank + 3 Class + 3 Int + 2 Race)
*Craft +3 (3 Int)
*Diplomacy + 2 (2 Cha)
Disable Device NA (3 Dex -3 ACP)
Disguise +2 (2 Cha)
Escape Artist +0 (3 Dex -3 ACP)
Fly +0 (3 Dex -3 ACP)
*Handle Animal NA (2 Cha)
Heal +1 (1 Wis)
*Intimidate +2 (2 Cha)
*Knowledge (Arcana) +9 (+10 for checks involving the occult or supernatural) (3 Rank + 3 Class +3 Int)
Knowledge (Dungeoneering) NA (3 Int)
Knowledge (Engineering) +6 (3 Rank + 3 Int)
Knowledge (Geography) NA (3 Int)
Knowledge (History) NA (3 Int)
Knowledge (Local) NA (3 Int)
Knowledge (Nature) NA (3 Int)
Knowledge (Nobility) NA (3 Int)
*Knowledge (Planes) +9 (+10 for checks involving the occult or supernatural) (3 Rank + 3 Class +3 Int)
*Knowledge (Religion) +11 (3 Rank + 3 Class +3 Int +2 Trait)
Linguistics NA (3 Int)
Perception +6 (3 Rank +1 Wis +2 Race)
Perform +2 (2 Cha)
*Profession NA (1 Wis)
*Ride +0 (3 Dex -3 ACP)
*Sense Motive +1 (1 Wis)
Sleight of Hand NA (3 Dex -3 ACP)
Spellcraft NA (3 Int)
*Stealth +11 (+12 in hilly or rocky areas) (3 Rank +3 Dex +3 Class +4 Size +1 Trait -3 ACP)
Survival +1 (1 Wis)
*Swim -4 (-1 Str -3 ACP)
*Use Magic Device +11 (3 Rank + 3 Class +2 Cha +2 Race +1 Trait)

Languages Common, Draconic, Dwarven, Ratfolk, Undercommon
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Racial Traits
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Size: Ratfolk are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Type: Ratfolk are of the humanoid (ratfolk) subtype.
Speed (Slow): Ratfolk have a base speed of 20 ft.
Darkvision: Ratfolk can see perfectly in the dark up to 60 feet.
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.
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.
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Cavalier (Daring Champion) Traits
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Weapon and Armor Proficiency: Daring champions are proficient with all simple and martial weapons, light and medium armor, and bucklers. This replaces the cavalier’s weapon and armor proficiencies.

Challenge (Ex): Once per day, a cavalier can challenge a foe to combat. As a swift action, the cavalier chooses one target within sight to challenge. The cavalier’s melee attacks deal extra damage whenever the attacks are made against the target of his challenge. This extra damage is equal to the cavalier’s level. The cavalier can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level.

Challenging a foe requires much of the cavalier’s concentration. The cavalier takes a –2 penalty to his Armor Class, except against attacks made by the target of his challenge.

The challenge remains in effect until the target is dead or unconscious or until the combat ends. Each cavalier’s challenge also includes another effect which is listed in the section describing the cavalier’s order.

Champion’s Finesse (Ex): At 1st level, a daring champion gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons Weapon Focus (Light Blades), and he can use Charisma in place of Intelligence for the purpose of combat feats prerequisites. A daring champion also counts as having the Weapon Finesse feat for the purpose of meeting feat requirements.

This ability replaces mount.

Order of the Eastern Star: This cavalier order exists to keep dangerous secrets hidden from the world and secretly protect the world against unimaginable threats from beyond the mortal realms. These cavaliers scout and observe, concerning themselves not with the trivial pursuit of morality, but rather with ensuring the survival of society itself.

Edicts: The cavalier must preserve the secrets of his order while acting to protect civilization against occult threats. He must thwart the schemes of otherworldly horrors and must give his order a full accounting of any potential threats.

Challenge: Whenever a cavalier of the order of the eastern star issues a challenge, he receives a +1 dodge bonus to AC and a +1 insight bonus on saves against the attacks and abilities of the target of his challenge. He must be wearing light armor and carrying no more than a light load to receive these bonuses. These bonuses increase by 1 for every 4 class levels the cavalier possesses.

Skills: A cavalier belonging to the order of the eastern star adds Knowledge (arcana) and Knowledge (planes) to his class skills. He can attempt Knowledge (arcana) and Knowledge (planes) checks untrained. If he has ranks in these skills, as long as a check involves knowledge of the occult or supernatural, he receives a bonus on the check equal to 1/2 his cavalier level (minimum +1).

Feats: A cavalier of this order gains Psychic Sensitivity as a bonus feat.

Tactician (Ex): At 1st level, a cavalier receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. As a standard action, the cavalier can grant this feat to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two levels the cavalier possesses. Allies do not need to meet the prerequisites of these bonus feats. The cavalier can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every 5 levels thereafter.

Guarded (Ex) At 2nd level, the cavalier gains DR 1/— and a +2 morale bonus on saving throws when wearing light armor or no armor and fighting defensively or using Combat Expertise. At 6th level and every 4 levels thereafter, this DR increases by 1. He loses the benefits of this ability if carrying a medium or heavier load.

Nimble (Ex): At 3rd level, a daring champion gains a +1 dodge bonus to AC when wearing light or no armor and carrying no more than a light load. Anything that causes the daring champion to lose his Dexterity bonus to AC also causes him to lose this dodge bonus. This bonus increases by 1 for every 4 levels beyond 3rd (to a maximum of +5 at 19th level).

This ability replaces cavalier’s charge.

Favored Class Bonus: Skill Rank x1
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Equipment
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Weapons: Dagger, Rapier

Armor: Buckler, Chain Shirt

Other Gear: Alchemist’s Fire (4 flasks), Alchemy Crafting Kit, Backpack, Belt Pouch, Blanket, Chalk (5 pieces), Charcoal (1 stick), Hammock, Mirror (Small, Steel), Paper (5 sheets), Scroll Case, Swordmaster’s Flair (Blue Scarf), Trail Rations (10 days), Twine (50 ft), Waterskin, Whistle (Signal)

Treasure: 119 gp, 4 cp
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Future Plans
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Level 4: Outflank (Free Teamwork Feat)
Level 5 - 7 : Weapon Master Fighter
Level 5: Swordplay Style, Improved Unarmed Strike
Level 6: Crane Style
Level 7: Weapon Style Master
Level 8 - 11: Duelist PC
Level 9: Structural Strike (precise strike on previously immune creatures)