Malgrim

Krat the Brutal's page

57 posts. Alias of Zorblag.


Race

M Blue Cryptic 1 | Vigor: 20/20 | Wounds: 28/28 | AC: 19, T: 19, FF:14 | Spd: 30 ft | Init +6, Darkvision 60; Percept: +9 | Fort: +3, Ref: +8, Will: +6 | PP: 5/5 | Psionic Focus: 1/1 | Altered Defense Rounds: 9/9 | Active Type: Humanoid

About Krat the Brutal

Personality and Backstory:

Krat the Brutal isn’t anyone’s actual name. It’s the identity that Grelb Rivercrest has taken in the city of Arbil, but knowing that true names have power Grelb never plans to let anyone else know what his true name is.

Krat was raised in a tribe of goblins who almost killed him once they realized that he was actually a Blue. He never knew his father or mother and doesn’t know which of them might have infiltrated the tribe and then left him there with only a well-worn kukri as a memento of them, but this doesn’t bother him much. Being exiled be a tribe of goblins means that one doesn’t need to stay with a tribe of goblins which suits Krat just fine.

After leaving his tribe with nothing but the blade his unknown parent had left for him, Krat wandered the lands of the Ophid Protectorate for a while before winding up in Abril. The city suits Krat just fine and he’s decided that he’s going to make himself a power there before too long. Always in disguise he has made the connections with the local thieves' guilds he needs to; they take a cut of his treasure from any haul and he follows their rules for who is and isn’t a valid target, but that doesn’t bother him. He’s using them to make the connections he’ll need for the future. His psionic ability has served him well in a place where psionic powers equate to authority, and he is focused on developing those as well as his connections and knowledge before establishing a base of power in the city.

Being especially driven, Krat has sworn off anything that might distract him from his goals: fine food; wine; close companionship; the comfort of another's arms. All distractions and potential dangers that could lead to someone discovering his true identity, all useful to entice others with instead. Krat isn’t especially cruel when left to his own devices, but he’ll do whatever he thinks best to achieve a given goal.

When moving around town Krat will usually be disguised as some other persona, often a kobold or other small race, depending on what he needs to accomplish. He’s almost never seen as a goblinoid, and when he is he wears a kobold mask designed to look as intimidating as possible. Krat would have no compunction at all eliminating anyone who he believed to know his true identity. He intends that his moniker, the brutal, will be known and respected by those who dwell in Abril’s underworld and will go to great lengths to further that end.

Krat will work alongside a group as long as their goals align, but is unlikely to make close friends and it will take extended contact to make him believe that anyone else would actually value him or his needs above their own. He doesn’t find this at all unfortunate, it’s just what expects from the world.

Party Role:
Krat is a sneaky skill monkey who will do reasonable damage as a striker once a few abilities kick in by level 6 or so. He can handle traps and scouting as well as some face activities (in disguise.)

Build:

Krat the Brutal
Male Blue Cryptic(Brutal Disruptor, Distorter, Circuitbreaker (Free)) 1 VMC Rogue
LE Small humanoid (goblinoid)
Init +7; Senses Darkvision 60 feet; Perception +9
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Defense
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AC 19, touch 19, flat-footed 14 (+3 Defense Bonus Type B, +5 Dex, +1 Size)
Wounds 28
Wound Threshold 14
Vigor 20
Fort +3; Ref +8; Will +6 (-2 to vs charm and compulsion effects if the creature creating the effect promises wealth or power)
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Offense
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Speed 30 feet
Melee Rapier +6 (1d4 +5 P/18-20) or Kukri +6 (1d3 +5 S/18-20)
Ranged Disrupt Pattern +6 Touch (1d6 +5, range 30 feet, ½ damage if not active creature type) or Dagger +6 (1d3 +5 P or S/19-20, range 10 feet)
Special Attacks Ambush Training (+1 Weapon Damage in surprise round), Unnerving Disruption (Use Psionic Focus for demoralize attempt when doing damage with Disrupt Pattern)
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Statistics
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Str 7 (-2 R), Dex 20 (+2 R), Con 14, Int 20 (+2 R), Wis 16, Cha 14
Base Attack +0; CMB -3; CMD 12
Feats Deadly Agility (1), Psionic Talent (Race), Signature Skill (Free), Technologist (Class), Weapon Finesse (EitR)
Traits Ambush Training (Combat), Bruising Intellect (Social), Heirloom Weapon (Equipment), Secret Keeper (Faith), Survivor (Regional), Ugly Swine (Race, Goblin)
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Oaths
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Oath of Abstention (1): You cut excess pleasures from your consumption, surviving on only the bare necessities. You may not consume any but the most basic food and drink, meaning that you cannot consume drugs, potions, alchemical formulae, or other beneficial items that must be consumed to gain their effects. You may not consume any food or drink worth more than 1 gp.
Oath of Celibacy (1): You have vowed to abstain from all intimacy with others, refusing to form romantic or sexual attachments with others. You cannot express any non-platonic love to others in any form, and cannot willingly benefit from morale bonuses granted by other characters or from the aid another action. In addition, you cannot perform the aid another action to benefit other people.
Oath of Secrecy (1): You have sworn to keep your identity secret from all others, and may neither speak your real name nor reveal your real face to anyone.

Skillful (3): If you spend at least one Oath point on this Oath boon, you treat all skills as class skills. For every Oath point you spend on this Oath boon, you gain a number of skill ranks equal to your character level.
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Skills
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Ranks: 15 (4 Class +5 Int +3 Skilled +2 Background +1 FCB)

Acrobatics +9 (1 Rank +5 Dex +3 Class)
Appraise +9 (1 Rank +5 Int +3 Class)
Autohypnosis +6 (1 Rank +2 Wis +3 Class)
Bluff +6 (+5 for non-goblinoid humanoids, +7 for goblins) (additional +3 when opposed by sense motive check) (1 Rank +2 Cha +3 Class)
Climb +2 (1 Rank -2 Str +3 Class)
Craft +5 (5 Int)
Diplomacy + 6 (+5 for non-goblinoid humanoids, +7 for goblins) (1 Rank +2 Cha +3 Class)
Disable Device +9 (+11 with tools) (1 Rank +5 Dex +3 Class)
Disguise +8 (+7 for non-goblinoid humanoids, +9 for goblins) (1 Rank +2 Cha +3 Class +2 Trait)
Escape Artist +5 (5 Dex)
Fly +5 (5 Dex)
Handle Animal NA (2 Cha)
Heal +3 (3 Wis)
Intimidate +9 (+10 to demoralize) (1 Rank +5 Int +3 Class)
Knowledge (Arcana) NA (5 Int)
Knowledge (Dungeoneering) +9 (1 Rank +5 Int +3 Class)
Knowledge (Engineering) NA (5 Int)
Knowledge (Geography) NA (5 Int)
Knowledge (History) NA (5 Int)
Knowledge (Local) NA (5 Int)
Knowledge (Nature) NA (5 Int)
Knowledge (Nobility) NA (5 Int)
Knowledge (Planes) NA (5 Int)
Knowledge (Psionics) +9 (1 Rank +5 Int +3 Class)
Knowledge (Religion) NA (5 Int)
Linguistics NA (5 Int)
Perception +9 (1 Rank +3 Wis +3 Class +2 Race)
Perform +2 (2 Cha)
Profession NA (3 Wis)
Ride +7 (5 Dex +2 Race)
Sense Motive +8 (1 Rank +3 Wis +3 Class +1 Trait)
Sleight of Hand +9 (1 Rank +5 Dex +3 Class)
Spellcraft NA (5 Int)
Stealth +15 (1 Rank +5 Dex +3 Class +2 Race +4 Size)
Survival +3 (3 Wis)
Swim -2 (-2 Str)
Use Magic Device NA (2 Cha)

Languages Alyrian, Chemish, Goblin, Giant, Ophic, Ophiduan, Orc
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Psionics
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Daily Power Points: 5 (1 Cryptic + 2 Int + 2 Feat)

Level 0 Powers (DC 15): Conceal Thoughts, Detect Psionics
Level 1 Powers (DC 16): Chameleon
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Powers
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Altered Appearance: Full round action to gain +10 to disguise check to change physical appearance to look like someone else. Must have psionic focus to use/maintain.
Altered Defense: 9 Rounds; Swift Action to gain DR 1/- or +1 Dodge to AC until dismissed as a free action
Ambush Training: +1 initiative, +1 weapon damage during the surprise round
Chameleon: 1 PP for +10 enhancement bonus to Stealth (visual) for 10 minutes. +1 bonus for each additional 2 PP.
Conceal Thoughts: 1 PP or Psionic Focus to gain +10 bonus to Bluff Checks opposed by Sense Motive and +4 to saves vs. spells/power to read mind for 1 hour.
Detect Psionics: 1 PP or Psionic Focus to Detect Psionics for up to 1 minute (Concentration)
Disrupt Pattern: Ranged Touch attack for 1d6 + 5 damage (½ damage if target not of active type)
Intimidating Pattern: +1 on Intimidation checks to demoralize
Repletion: Spend 1 PP to not need to eat or drink for 24 hours.
Unnerving Disruption: Expend Psionic Focus for a free demoralize attempt when dealing damage with Disrupt Pattern
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Racial Traits
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Size: Blues 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: Blues are of the humanoid (goblinoid) subtype.
Speed: Blues are fast for their size, and have a base speed of 30 feet.
Vision: Blues have darkvision 60 ft. See Vision and Light for details.
Naturally Psionic: Blues gain the Wild Talent feat as a bonus feat at 1st level. If a blue takes levels in a psionic class, he instead gains the Psionic Talent feat..
Pariah: The appearance of the blue can affect the reactions of those nearby. A blue takes a -1 penalty to Charisma-based skill checks when dealing with non-goblinoid humanoids, but gains a +1 bonus to Charisma-based skill checks while interacting with goblins.
Psionic Aptitude: When a blue takes a level in a favored class, he can choose to gain an additional power point instead of a hit point or skill point.
Repletion (Su): A blue can sustain his body without need of food or water. If he spends 1 power point, a blue does not need to eat or drink for 24 hours.
Keen Senses: Blues receive a +2 racial bonus on Perception skill checks.
Stealthy: Blues receive a +2 racial bonus on Stealth and Ride checks, and blues always treat Stealth as a class skill
Weapon Familiarity: Blues treat any weapon with the word “goblin” in its name as a martial weapon.
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Brutal Disruptor, Circuitbreaker, Distorter Cryptic Traits
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Weapon and Armor Proficiency: Cryptics are proficient with all simple, plus the rapier and shortbow. Cryptics are proficient with light armor but not with shields. Armor does not interfere with the cryptic’s class features.

Pattern Designs (Su): Unlike normal manifesters, a cryptic manipulates the world around her by creating tattoos and patterns that alters reality in different ways. Cryptic powers show up on the cryptic’s body in the form of tattoos. The cryptic’s known powers can be identified via Spellcraft checks with a DC equal to 10 + double the power’s level. These tattoos do not count against the number of psionic tattoos that the cryptic can safely wear.

When a cryptic manifests one of her powers, it creates a visual pattern of energy during the action taken to manifest the pattern. While the cryptic’s powers have the normal displays for psionic powers – auditory, mental, and the like – this visual pattern unique to the cryptic cannot be suppressed as normal displays can be suppressed.

Altered Defense: A cryptic learns early on to modify the patterns around her to grant her protection as a swift action. The cryptic chooses from the options below and may only have one such effect active at any given time. The cryptic can use this ability for a number of rounds per day equal to 4 + her Intelligence modifier. The cryptic can maintain this ability as long as she wants as long as she has rounds available, or dismiss it at any time as a free action.

Absorb: The cryptic gains DR 1/-.

Deflect: The cryptic gains a +1 dodge bonus to his AC.

Retaliate: The cryptic gains a +1 bonus on his attack rolls against any opponent that successfully hit him since his last turn.

Every four cryptic levels thereafter, this bonus increases by 1 (to 2 at 5th level, 3 at 9th level, 4 at 13th level, and 5 at 17th level).

Advanced Tech Expert The circuitbreaker’s pursuit of technological discovery drives him to develop new techniques and tools to assist him in reaching his goals.

At 1st level, the circuitbreaker receives the Technologist feat.

Disrupt Pattern (Su) All cryptics are able to disrupt the patterns they can perceive, although the potency of this disruption is based on the cryptic’s focus. When a cryptic gains psionic focus, she selects one creature type as her active type (she does not need to select a subtype). As a standard action, the cryptic can make a ranged touch attack with a range of 30 feet, firing a ray of black energy at the target. If the attack is successful, the cryptic deals 1d6 points of damage + additional damage equal to the cryptic’s Intelligence modifier. This attack deals half damage if the target’s type is not of the cryptic’s active type. Like some other rays, if the attack roll of this ability would indicate a critical hit, the damage is doubled. This ability can only be used once per round, even if an item or other effect would duplicate it.

Lesser Insights: Cryptics learn minor powers they can use at will to aid them in a variety of ways. The cryptic gains 2 talents from the cryptic talent list.

Intimidating Pattern: A brutal disruptor adds 1/2 her level (minimum 1) on Intimidate checks made to demoralize a target.

This ability replaces trapfinding.

Unnerving Disruption: Any time the brutal disruptor deals damage with her disrupt pattern ability, she can expend her psionic focus to make a free Intimidate check against the affected opponent.

This ability replaces trapmaker.

Altered Appearance (Su): A distorter has learned to alter her pattern to mask her appearance. As long as the distorter is maintaining psionic focus, as a full-round action, the distorter can change her physical appearance to look like someone else, granting a +10 bonus on Disguise skill checks. The distorter’s size does not change, and she does not gain any special abilities, even if her new appearance would seem to grant it. The effect ends once the distorter is not maintaining psionic focus or it can be dismissed as a free action.

This ability replaces the Scribe Tattoo feat normally gained at 1st level.

Favored Class Bonus: Skill Rank x1
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Equipment
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Weapons: Dagger, Kukri (Heirloom, Proficient), Rapier

Other Gear: Adventurer’s Sash, Belt Pouch, Chalk (5 pieces), Charcoal (1 stick), Mirror (Small, Steel), Monster Mask (Kobold), Paper (5 sheets), Thieves’ Tools, Twine (50 ft), Whistle (Signal)

Treasure: 1 gp
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Future Plans
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Level 2: Psicrystal Affinity, Branding Pattern, Minor Metamorphosis
Level 3: Trapfinding (VMC), Defensive Precognition, Psicrystal Containment, Psi-Core Upgrade
Level 4: Improved Disruption, Cloud Mind
Level 5: One Pattern, Power, Control Sound
Level 6: Two Weapon Fighting, Fast Stealth, Defy Gravity
Level 7: Sneak Attack (VMC), Escape Detection
Level 8: Greater Two Weapon Fighting, Dislocating Pattern, Dispel Psionics
Level 9: Accomplished Sneak Attacker, Hidden Pocket (possibly Natural Linguist?)
Level 10: Weapon Focus (Light Blades), Fold Space
Level 11: Evasion (VMC, dead level, ask about improved evasion or regular feat), Slip the Bonds
Level 12: Improved Critical (Light Blades), Throw Pattern, Hidden Body

Martial Training (Veiled Moon) or Harbinger Dip (at 13?)

Harbinger at 13: Distorted Clock (Riven Hourglass Level 1 Stance)
Rapid Strike (Riven Hourglass Level 2 Strike)
Time Skitter (Riven Hourglass Level 3 Boost)
Temporal Body Adjustment (Riven Hourglass Level 4 Counter)
Ghost Hunting Blow (Veiled Moon Level 1 Boost)
Flicker Strike (Veiled Moon Level 4 Strike)

Grasp of Darkness (claim 3 instead of 1)
Winds of War (Extra move, more for each claimed creature)
Lurker in Darkness (Stealth vs special senses)