Kitchel was raised in a warren among merchants, salvagers and survivalists. Although curiosity was a trait to be admired among her clan, seeking out danger wasn’t. Kitchel had a fascination with the unusual that got her and her packmates in trouble more often than it did any good. When she was old enough Kitchel had determined that moving on would be the best for everyone involved.
Naturally seeking out monsters and mysteries to explore and perhaps solve, Kitchen uses her nimble wits and body to get out of the trouble that her rather headstrong impulses tend to get her into. While not charming per se, she has enough training in rhetoric and attention to detail to make a convincing case to those willing to listen. As a ratfolk out in the world at large Kitchel has learned that her looks tend to bring suspicion, but she’s not the sort to let that stop her from chasing the next lead.
Stories of the Sandpoint Devil have drawn her to Sandpoint and she’s keeping an open mind. Sometimes stories are just that, but other times there’s some truth behind them. She’s not foolish enough to think that she will definitely find a definitive answer in this case, but she’s optimistic enough to try!
AC 10 + 4 Dex +3 Armor +1 Shield + 1 Size = 19
HP 10 + 1 Con = 11
Fort +1 Ref +6 Will -1
Rapier + 6 (1d4 + 4/18-20 x2)
Space 5 ft.; Reach 5 ft.
Shortbow +5 (1d4/x3, Range 60 ft.)
STR 12 -2 R = 10 (+0)
DEX 16 + 2 R = 18 (+4)
CON 12 (+1)
INT 16 + 2 R = 18 (+4)
WIS 8 (-1)
CHA 8 (-1)
BAB +1 CMB +0 CMD 14
Move 20 feet
Weapon Finesse (Rapier) Inspired Finesse
Weapon Focus: Rapier Inspired Finesse
Fencing Grace Level One
Meticulous (Drawback): You plan and prepare everything in detail, and aren’t good at improvising when things don’t go as planned.
Penalty: You take a –2 penalty on skill checks for skills with which you’re untrained.
Monster Hunter (Campaign): Perhaps you came to the Varisian Gulf in search of the Sandpoint Devil, or maybe you followed fisherman’s tales of Old Murdermaw - regardless, you’ve ventured through Varisia to hunt down famous monsters. While they have all eluded you so far, you made it to Sandpoint to research and restock before heading back out into the wilderness.
Reactionary (Combat): You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly.
Student of Philosophy (Social): You were trained in a now-defunct philosophical tradition—such as that of the now-destroyed magic universities or astrologers—and learned to use logic and reason to persuade others.
8 ranks +2 Background
Class skills have *, ACP of -2 is applied to -
*- Acrobatics +6 (1)
*Bluff -3 (+2 to convince others a lie is true)
*- Climb + 2 (1)
*Craft (Alchemy) +10 (1)
*Diplomacy +3 (+8 to persuade others) (1)
- Disable Device NA
*- Escape Artist +0
- Fly +0
Handle Animal NA
Knowledge (Arcana) NA
Knowledge (Dungeoneering) NA
Knowledge (Engineering) NA
Knowledge (Geography) NA
Knowledge (History) NA
*Knowledge (Local) +8 (1)
Knowledge (Nature) NA
*Knowledge (Nobility) NA
Knowledge (Planes) NA
Knowledge (Religion) NA
*Perception +5 (1)
*- Ride +0
*Sense Motive + 3 (1)
*- Sleight of Hand +6 (1)
- Stealth +7 (1)
*- Swim +2 (1)
Use Magic Device NA
Common, Draconic, Gnome, Goblin, Undercommon
Tinker: Ratfolk gain a +2 racial bonus on Craft (alchemy), Perception, and Use Magic Device checks.
Rodent Empath: 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.
Darkvision: Ratfolk can see perfectly in the dark up to 60 feet.
Inspired Blade Class Features:
Weapon and Armor Proficiency: Swashbucklers are proficient with simple and martial weapons, as well as light armor and bucklers.
Inspired Panache (5 points) (Ex): Each day, an inspired blade gains a number of panache points equal to her Charisma modifier (minimum 1) and Intelligence modifier (minimum 1), instead of just her Charisma modifier.
Unlike other swashbucklers, an inspired blade gains no panache from a killing blow. She gains panache only from scoring a critical hit with a rapier.
Inspired Finesse (Ex): At 1st level, an inspired blade gains the benefits of Weapon Finesse with the rapier (this ability counts as having the Weapon Finesse feat for the purpose of meeting feat prerequisites) and gains Weapon Focus (rapier) as a bonus feat.
Deeds: Swashbucklers spend panache points to accomplish deeds. Most deeds grant the swashbuckler a momentary bonus or effect, but some provide longer-lasting effects. Some deeds remain in effect while the swashbuckler has at least 1 panache point, but do not require expending panache to be maintained. A swashbuckler can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the swashbuckler has or spends the required number of panache points to perform the deed.
Derring-Do (Ex): At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).
Dodging Panache (Ex): At 1st level, when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modifier (minimum 0) against the triggering attack. This movement doesn’t negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load.
Opportune Parry and Riposte (Ex): At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If her result is greater than the attacking creature’s result, the creature’s attack automatically misses. The swashbuckler must declare the use of this ability after the creature’s attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach. This deed’s cost cannot be reduced by any ability or effect that reduces the number of panache points a deed costs.
Encumbrance: 25 lbs. for Light Encumbrance; 16 lbs. on person (*)
Armor: *Buckler (+1 AC, ACP -1, 2.5 lbs, 5 gp), *Studded Leather (+3 AC, Max Dex +5, ACP -1, 10 lbs. 25 gp)
Weapons: *Rapier (20 gp, 1 lbs.), *Shortbow (30 gp, 1 lbs.) w/ 20 arrows (1 gp, 1.5 lbs.)
Alchemy/Extract Supplies: Formula Book (15 gp, 3 lbs.), Alchemy Crafting Kit (25 gp, 5 lbs)
Other Supplies: Bedroll (1 sp, 5 lbs), Blanket (5 sp, 3 lbs), Rope, Hemp (50 ft.) (1 gp, 10 lbs.), *Small Steel Mirror (10 gp, 0.5 lbs.), *Signal Whistle (8 sp, -), Trail Rations (5 days) (2.5 gold, 5 lbs.), Waterskins x2 (2 gp)
Pack Animal: Donkey (8 gp), Saddlebags (4 gp)
Treasure: 26 gp, 1 sp
Kitchel will be going for Investigator (Empiricist) after this one level dip in Swashbuckler. The plan is to cover relevant skills and still provide some casting potential (at least through extracts) as well as some offense (Mutagens to enhance the rapier with dex to damage.)