Ratfolk Elder

Kubi Niss's page

34 posts. Alias of AGM Lemming.


About Kubi Niss

Character Name: Kubi Niss
Character Race: Rat Folk
Character Class: Snakebite Striker
Alignment: Neutral Good
Deity: Korada

Current Moderator: Mokmurian the Great
Adventure: Curse of the Crimson Thrown

Gender: Female
Age: 19
Height: 3' 8"
Weight: 62 lbs
Eyes: Black
Hair: Reddish Brown
Region: Korvosa

Character Level: 1
EXP Points Gained: 0
EXP Needed For Next Level:

Known Languages: Common, Ratfolk, Draconic, Dwarf, Orc

Strength: 12 (5 points, -2 Racial Adjust)
Dexterity: 16 (5 points, +2 Racial Adjust)
Constitution: 14 (5 points)
Intelligence: 16 (5 points, +2 Racial Adjust)
Wisdom: 10
Charisma: 14 (5 points)
25 point buy

Hit Points: 12 (d10+2)

Armour Class: 15 (base 10; Armor +1; Dex +3; Size +1)
Flatfooted Armour Class: 12
Touch Armour Class: 14

Silken Ceremonial AC +1

Save vs. Fortitude: +4 (base +2; Con +2)
Save vs. Reflex: +5 (base +2; Dex +3)
Save vs. Will: +1 (base +0; Wis 0, Trait +1)

Special:

Initiative Modifier: +9 (DEX +3, Trait +2, Feat +4)
Base Attack Bonus: +1
Melee Attack Bonus: +2/+5 (BAB, STR+0/DEX+3, Size+1)
Ranged Attack Bonus: +5 (BAB, DEX+3, Size+1)

Special Combat Notes: +1 To Hit Size Bonus, Sneak Attack 1d6

Weapons:
Unarmed Attack: d4 B
2 daggers d3 S 10' range
4 darts d3 P 20' range

Snakebite Striker class skills: Acrobatics(Dex), Bluff(Cha), Climb(Str), Craft(Int), Escape Artist(Dex), Handle Animal(Cha),
Knowledge(dungeoneering)(local)(Int), Perception(Wis), Profession(Wis), Ride(Dex), Sense Motive(Wis), Stealth(Dex), Swim(Str).

Skill Points: 8 (Brawler: 4 + Int(3) + Favored Class(1)) Plus 2 Background.

Acrobatics: = +7 (Dex 3) 1 Ranks +3 [Class Skill]
Bluff: = +2 (Cha 2)
Climb: = +5 (Str 1) 1 Ranks +3 [Class Skill]
Diplomacy: = +2 (Cha 2)
Disguise: = +2 (Cha 2)
Escape Artist: = +3 (Dex 3)
Fly: = +3 (Dex 3)
Heal: = +0 (Wis 0)
Intimidate: = +2 (Cha 2)
Knowledge (dungeoneering): = +7 (Int 3) 1 Ranks +3 [Class Skill]
Knowledge (local): = +7 (Int 3) 1 Ranks +3 [Class Skill]
Perception: = +6 (Wis 0) 1 Ranks +3 [Class Skill] Race +2
Ride: = +3 (Dex 3)
Sense Motive: = +4 (Wis 0) 1 Ranks +3 [Class Skill]
Stealth: = +11 (Dex 3) 1 Ranks +3 [Class Skill] Size +4
Survival: = +0 (Wis 0)
Swim: = +5 (Str 1) 1 Ranks +3 [Class Skill]

Background Skills
Appraise: = +3 (Int 3)
Artistry: = +3 (Int 3)
Craft (Alchemy): = +9 (Int 3) 1 Ranks +3 [Class Skill] Race +2
Perform: = +2 (Cha 2)
Profession(Glass Blowing): = +1 (Wis 0) 1 Ranks

Feats:
1st Level: Weapon Finesse

Brawler Level 1: Improved Unarmed Strike

Traits:
- Combat: Reactionary: +2 to Initiative
- Missing Child: You suspect that a child you know has been abducted by Gaedren Lamm. Whatever the relationship, you’ve heard rumors about “Lamm’s Lambs,” and of how the old man uses children as pickpockets and agents for his crimes. You’ve even heard rumors that the child you’re looking for has been spotted in the marketplaces in the company of known cutpurses and pickpockets. Although the Korvosan Guard has been understanding of your plight, it has its hands full with “more important” matters these days, it seems, and has not yet been able to learn anything more about Gaedren. No one else is interested in bringing Gaedren down and rescuing his victims— that task falls to you. Yet where could the old scoundrel be hiding?
Missing Son or Daughter: The missing child is your own son or daughter, a niece or nephew, or a child you were charged with protecting. The child was abducted during a trip to the market or other daily event. Your stubbornness and long hours spent searching for rumors grant you a +1 trait bonus on Will saves.

Racial and Class Skills, Abilities & Features:
Race: Rat Folk
Ratfolk Racial Traits
+2 Dexterity, +2 Intelligence, –2 Strength: Ratfolk are agile and clever, yet physically weak.

Ratfolk: Ratfolk are humanoids with the ratfolk subtype.

Small: Ratfolk are Small and gain:
+1 size bonus to their AC
+1 size bonus on attack rolls
–1 penalty on combat maneuver checks and to their CMD
+4 size bonus on Stealth checks.

Slow Speed: Ratfolk have a base speed of 20 feet.

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

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.

Tinker: Ratfolk gain a +2 racial bonus on Craft (alchemy), Perception, and Use Magic Device checks.

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.

Ratfolk Favored Class Bonus(Witch): +5' to range with a hex.

Class: Snakebite Striker brawler
- Weapon and Armor Proficiency: A brawler is proficient with all simple weapons plus the handaxe, short sword, and weapons from the close fighter weapon group. She is proficient with light armor and shields (except tower shields).
- Brawler's Cunning: If Int is under 13 it counts as 13 for feats
- Martial Flexibility: Replaced by Sneak Attack
- - Sneak Attack: As per rogue. 1d6 at level 1, additional gained at 6, 10, 12, and 20.
- Martial Training: Brawler levels count as Fighter and Monk for feats and magic items affecting either.
- Unarmed Strike: Gains Improved Unarmed Strike feat.

Equipment & Gear (include weight of individual items and total weight):

Worn:
Explorers outfit (N/A gp/2 lb.) *(weight not to be added to the total worn weight)

Weapons:
--(2) Daggers (4 GP/1 lb)
--(4) Darts (2 GP/1 lb)

Armor: Silken Ceremonial: (30 GP/2 lb)

--(1) Backpack (2 gp/.5 lb.)
----(1) Bedroll (1 sp/1.25 lb.)
----(1) Waterskin (1 gp/1 lb.)
----(4) Rations (2 gp/1 lb.)
----(1) Grooming Kit (1 gp/.5 lb)

--(1) Pouch, Belt (1 gp/.1 lb.)
----(1) Sister's Ashiftah Veil

Weapon Weight: 2 lb
Armor Weight: 2 lb
Equipment Weight: 4.35 lb

Total weight carried: 8.35 lb.

Carrying capacity:
Light load: 0-43 lb.; Medium Load: 44-86 lb.; Heavy load: 87-130 lb.

Starting Gold: 105 GP

Weapons: 6 GP
Armor: 30 GP
Equipment: 7 GP, 1 SP

Money: 5 Plat, 11 Gold, 9 Silver

Movement: 20'

Character History:

My family lives in the shingles of Bridgefront. To some making that statement is to say that I was born into danger and am lucky to be alive. If I were human like most of the population that may be true. But I am ratfolk and my family is a community of survivors. The chokers have trouble reaching us when we drop to all fours to scoot by them, and the imps prefer singular targets. I do remember trouble from some shingle spiders, but the family came in force and destroyed that threat.

I can't say that growing up in the shingles was totally safe though. My generation consisted of 7 males and 8 females, with only 5 survivors to adulthood. I won't go into great detail, 2 sisters didn't survive birth, 1 infant brother was killed by a shingle spider that somehow sneaked into our home without being noticed.

Other deaths as children happened from accidents, and while tragic weren't life changing. However, my niece Fhar's fate affected me deeply. Just a year ago Fhar and I went to the market. She was just 14 years of age and had been learning Qadiran magic from a witch named Boudacia. Boudacia had gifted her with a veil that was her link to a patron. Fhar had just learned a hex to protect her allies and a few spells, but technically wasn't ready to start a life as an adventurer. I had mastered my fighting techniques and was ready but was waiting for her. Our trip to the market was the same as many others, but I was supposed to be protecting Fhar. We had just stepped up to a vegetable wagon but I didn't notice that Fhar wasn't right behind me as usual. When I realized her absence I initially thought that she'd spotted a ribbon or something that she wanted and started looking around. It took just a couple of minutes to realize that she was gone, and I noticed several of Gaedren Lamm's men around. I felt that I could handle any one of them in a fight, fair or otherwise, but there were 3 visible which meant that there were at least 6 in the area. I searched out a guard, but by then his men were gone and so was Fhar.

Fhar's loss was harder on my family than any of the previous deaths. We didn't know if she was dead or being held somewhere.... Nobody really blamed me other than myself, but I did. Fhar's belongings were packed up in hope of her return but I took her veil. I swore an oath to Korada, and to Fhar's patron, that I would find her or at least avenge her with the death of Gaedren Lamm and the destruction of his network. I continued my training and stayed more alert any time I was out and around in the town, especially whenever I spotted any of his men. A couple of times I spotted a ratfolk girl with his men at distance. By the time I got closer though she was gone and his men just sneered at me. They knew I was seeking Fhar and just laughed.

Boudacia approached me asking about Fhar. It was hard but I explained what had happened. I showed her Fhar's veil but asked if I could keep it. I told her that I felt something whenever I touched it. I didn't think it was like what Fhar felt, but maybe it was a sign that she was alive? Boudacia told me she had been looking after her younger brother who was only 12 and he had gone missing 2 months earlier. She had approached the authorities twice and found the same thing I had, they were doing nothing about Lamm. She said they were probably being paid off by the criminal and would not help us and may well inform Lamm we were on his tail. Boudacia and I have been working together against Lamm, but will have to be cautious and plan carefully. Lamm's gang outnumbers us greatly and he seems to have at least some of the cities authorities in his pocket.

As I approached adult age for a ratfolk I decided that I needed to learn a trade. I had learned to fight, adjusting my fighting style to take advantage of my stealth and small size to counter the negative of my small size. As a worshiper of Korada I avoided combat when I could. When I couldn't avoid it I did my best to end it quick! None of this made me city guard material, so I learned to craft glass containers and alchemical reagents that could be made without magic. My glass creations weren't pretty enough to earn much, but it helped that I could craft the flasks that I needed to hold acid or alchemist's fire. Overall I didn't make much coin with it, but my skills did get me known by many of the merchants in town. This gave me access to more information about Lamm's organization. It also expanded my knowledge of Korvosa.

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Level up thoughts:
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Level 2 Ashiftah Witch
Level 3 Ashiftah Witch - Ancestors Patron - Bless spell
After that stick to Snakebite Striker Brawler
Feats:
Improved Initiative
Weapon Focus: Unarmed
Weapon Specialization: Unarmed
Hex Strike
Extra Hex ??
https://www.aonprd.com/FeatDisplay.aspx?ItemName=Shingle%20Runner ??