Ratfolk Troubleshooter

Lomo Krehl's page

125 posts. Organized Play character for TrinketMike.


Full Name

Lomo Krehl

Race

| HP: 20/20 | AC 18 (T16, FF 14) | CMB: +1 CMD: 15 | F:+5 R:+8* W:+3 | Init +4 | Perc +9, SM +2, Social +0

Classes/Levels

| Speed 20 ft. | Shifter Aspect: 5/5 | Active Conditions: None

Gender

Male Ratfolk Shifter 2

Size

Small

Alignment

NG

Languages

Common, Druidic, Sylvan

Strength 10
Dexterity 18
Constitution 12
Intelligence 13
Wisdom 15
Charisma 10

About Lomo Krehl

Statistics:

PFS # 293444-5
Faction Grand Lodge
Experience 3
Fame 5, Prestige Points 5

Lomo
Male Ratfolk Shifter 2
NG Small Humanoid (ratfolk)
Init +4; Senses Darkvision 60 ft., Perception +9

------------------------------
DEFENSE
------------------------------
AC 18, touch 16, flat-footed 14 (+2 armour, +4 Dex, +0 shield, +1 size, +1 wis)
hp 20 (2d10+4)
Fort +5, Ref +8, Will +3
Defensive Abilities Evasion

------------------------------
OFFENSE
------------------------------
Speed 20 ft.
Melee 2 claws +7 (1d3)
Ranged sling +4 (1d4) (50 ft. range)
Offensive Abilities ratfolk avenger (+1 damage vs. enemies who have harmed your allies)

------------------------------
STATISTICS
------------------------------
Str 10, Dex 18, Con 12, Int 13, Wis 14, Cha 10
Base Atk +2; CMB +1; CMD 15
Traits ratfolk avenger, sacred touch
Feats Weapon Finesse
Skills Acrobatics +9 (2R), Climb +4 (1R), Craft (alchemy) +3 (0 ranks), Handle Animal +0 (+4 with rats, 0 ranks), Knowledge (nature) +4 (1R), Perception +9 (2R), Stealth +13 (2R), Survival +6 (+1 track, 1R), Swim +4 (1R), Use Magic Device +2 (0 ranks)
(5 points; 4 class, 1 INT, 0 race, 0 favoured class)
Abilities cheek pouches, defensive instinct, rodent empathy, shifter aspect (mouse), shifter claws, tinker, wild empathy (+2)
Languages Common, Druidic, Sylvan

Special Abilities:

------------------------------
SPECIAL ABILITIES
------------------------------

Cheek Pouches - Some ratfolk have developed stretchy cheek pouches that they can use to hold and carry small loads up to 1 cubic foot in volume and 10 pounds in weight, such as light weapons, potions, scrolls, and similar objects. Such a ratfolk can transfer a held object to his cheek pouches or extract an object from his cheek pouches as a swift action. As a move action that provokes an attack of opportunity, the ratfolk can instead massage all of the items held in the cheek pouches onto the ground in the square it occupies. As long as the ratfolk has at least one object in its cheek pouches, its speech is difficult to understand, and it has a 20% spell failure chance when casting spells with verbal components. This racial trait replaces swarming.

Defensive Instinct (Ex): At 2nd level, when unarmored, not using a shield, unencumbered, and conscious, the shifter adds her Wisdom bonus (if any) to her AC and CMD. If she is wearing nonmetal armor or using a nonmetal shield, she instead adds half her Wisdom bonus to her AC (minimum 0). In addition, the shifter gains a +1 bonus to her AC and CMD at 4th level. This bonus increases by 1 for every 4 shifter levels thereafter (up to a maximum of +5 at 20th level).
...These bonuses to AC apply even against touch attacks and when the shifter is flatfooted. She loses these bonuses when she is immobilized or helpless. These bonuses do not stack with the monk AC bonus class feature.

Ratfolk Avenger - You protect your own. You gain a +1 trait bonus on weapon damage rolls against opponents you have witnessed dealing damage to one of your allies.

Rodent Empathy - Ratfolk gain a +4 racial bonus on Handle Animal checks made to influence rodents.

Sacred Touch - You were exposed to a potent source of positive energy as a child, perhaps by being born under the right cosmic sign, or maybe because one of your parents was a gifted healer. As a standard action, you may automatically stabilize a dying creature merely by touching it.

Shifter Aspect (Su): 5 minutes/day, Swift Action
…A shifter gains her first aspect—a category of animal to which her body and soul have become supernaturally attuned. She can shift into her aspect’s minor form for a number of minutes per day equal to 3 + her shifter level. The duration need not be consecutive but must be spent in 1-minute increments. Shifting into a minor form is a swift action, while ending the effect is a free action that can be taken only on the shifter’s turn. Until a shifter reaches 9th level and gains the chimeric aspect class feature, she can assume only one minor form at a time. Shifting to a new aspect (or aspects, in the case of chimeric aspects or greater chimeric aspects) ends all minor forms currently manifested. The minor forms of aspects are not polymorph effects, and the shifter does not lose the benefits of a minor form while affected by polymorph effects. As the shifter gains levels, she gains more aspects; she gains her second aspect at 5th level, a third aspect at 10th level, and a fourth at 15th level. Aspects are detailed in their own section starting on page 28.
Mouse - Minor Form - You gain evasion (you can avoid even magical and unusual attacks with great agility. If you makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead takes no damage. Evasion can be used only if you are wearing light armor or no armor. A helpless shifter does not gain the benefit of evasion). At 12th level, this benefit becomes improved evasion, as per the rogue advanced talent.

Shifter Claws (Su): At will, a shifter in her natural form can extend her claws as a swift action to use as a weapon. This magical transformation is fueled as much by the shifter’s faith in the natural world as it is by inborn talent. The claws on each hand can be used as a primary natural attack, dealing 1d4 points of piercing and slashing damage (1d3 if she is Small). If she uses one of her claw attacks in concert with a weapon held in the other hand, the claw acts as a secondary natural attack instead.
…As the shifter gains levels, the power of her claws increases. At 3rd level, her claws ignore DR/cold iron, DR/magic, and DR/silver. At 7th level, her claw damage increases to 1d6 (1d4 if Small). At 11th level, her claw damage increases to 1d8 (1d6 if Small). At 13th level, her claw damage increases to 1d10 (1d8 if Small). At 17th level, the damage die does not increase, but the critical multiplier becomes ×3. Lastly, at 19th level, the claws ignore DR/adamantine and DR/—.
…While a shifter uses wild shape to assume her aspect’s major form, her natural attacks gain the same benefits granted by her shifter claws ability. If the form she takes has claw attacks, she can use either the base damage of her shifter claws or the damage of the form’s claws, whichever is greater. If the form does not have claw attacks, she can choose up to two natural attacks that would deal less damage than her shifter claw damage and have those attacks instead deal the same damage as her shifter claws.

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

Track (Ex): At 2nd level, a shifter adds half her level as a bonus on Survival checks to follow tracks.

Wild Empathy (Ex): A shifter can improve the attitude of an animal. This ability functions as a Diplomacy check to improve the attitude of a person. The shifter rolls 1d20 and adds her shifter level and Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the shifter and the animal must be within 30 feet of one another and under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. The shifter can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.

Proficiencies - A shifter is proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear. She is also proficient with the natural attacks (claw, bite, and so forth) from the shifter claws class feature and of forms she assumes with wild shape. Shifters are proficient with light and medium armor but are prohibited from wearing metal armor. A shifter can wear wooden armor that has been altered by the ironwood spell so that it functions as if it were steel. Shifters are proficient with shields (except tower shields) but must use only those crafted from wood. A shifter who wears prohibited armor or uses a prohibited shield is unable to use her shifter aspect, shifter claws, wild shape, and other shifter supernatural or spell-like abilities while doing so and for 24 hours thereafter.

Gear/Possessions:

------------------------------
GEAR/POSSESSIONS
------------------------------
Combat Gear sling, bullets (10), acid (2), potion of cure light wounds
Possessions leather armour, masterwork backpack, bedroll, belt pouch, flint and steel, grooming kit, rations (4), waterskin, cloak of resistance +1, dad's repaired necklace (no longer magical)
Carrying Capacity
Light 0-28.5 lb. Medium 29-57 lb. Heavy 58-86 lb.
Current Load Carried 16.45 lbs.
Money 489 GP 6 SP 0 CP

Temporary Gear:

Boons:

[] Blessing of Aurelliax: By helping the people of Highdelve, you have also earned the favor of its protector, Aurelliax. As a sign of her appreciation, she has provided you a small golden dragon statuette. You can check the box that precedes this boon to tap into the statuette’s faint magic and gain one of the benefits below; afterward cross out all of the benefits below, (except Dragon’s Friend, if you selected that benefit).
Dragon’s Prosperity: Before attempting a Day Job check to earn additional gold at the end of one adventure, you can use this benefit to triple the amount of gold the check grants you (maximum 300 gp).
Dragon’s Luck: Before you roll any one d20 roll, you can use this benefit to roll twice and take the higher result. For 1 minute afterward, you gain a +1 luck bonus on all attack rolls, skill checks, ability checks, and saving throws.
Dragon’s Scales: You gain fire resistance 5 for 24 hours.
Dragon’s Friend: The statuette permanently transforms into a fairly harmless animal with supernaturally golden features, such as gold-hued fur, feathers, or scales. Once per day, the animal can either deal an additional 1d6 fire damage with one natural attack or can gain fire resistance 10 against one attack. You can select any Diminutive, Tiny, or Small animal suitable for a familiar. You can choose to adopt this creature as your familiar, spirit animal, or similar companion, replacing your current companion at no cost. Otherwise, you can keep the creature as a loyal pet.

[][][] Cleaning House: You’ve removed Phlegos Dulm from the Pathfinder Society, forcing the cruel half-orc to flee from Katapesh. While the Kotargo Lodge was seized by Phlegos’s many creditors, Wulessa Yuul reclaimed as many of the lodge’s assets as she could, setting aside a small trove for you in case of emergencies. Once per adventure you can spend 1 minute and check a box next to this boon to gain a free potion of cure light wounds. If you are 7th level or higher when you check a box, you instead gain a potion of cure serious wounds.

Highdelve’s Hero: You were instrumental in saving Highdelve from imminent attack and preserving its Brightbloom tradition. If you played one of the provided pregenerated characters, you earn the benefit below associated with that character. Otherwise, choose one of the benefits below. Cross out the other benefits.
[] Brialla or Meraina: Thanks to the generosity and understanding of a Highdelve jeweler, you have acquired a replacement signet ring for your family. You gain a signet ring of your own, and when purchasing a magic ring, you can check the box that precedes this boon to enchant this signet ring, reducing the magic ring’s cost by 150 gp.

Rodent Heritage You may play a ratfolk character (Pathfinder RPG Bestiary 3 231, Pathfinder PPG Advanced Pace Guide 150, or Pathfinder Campaign Setting: Inner Sea Paces 247), beginning at level 1 as normal. Other than access to this additional race, all character creation rules are the same as those outlined in the Pathfinder Society Roleplaying Guild Guide. This Chronicle sheet must be the first Chronicle sheet for the given character, and you must bring a copy of one of the rulebooks listed above to all sessions in which this character appears as if access to this race selection were granted by the Additional Resources list

[][][][][] Well-Connected: You’ve made a friend who wields substantial clout not just in Katapesh but throughout the Inner Sea region. Once per adventure before attempting an Appraise, Disable Device, Knowledge (local), Perception, Profession, or Stealth check, you can check a box next to this boon to add 1d6+1 to the roll, representing the benefits of the information filtered to you by Yigrig Moneymaker’s extensive underground network.

Background:

Lomo is the eldest son of a powerful and well-respected wizard. His father once took great pride in passing on his magical teachings and excellence to Lomo, who proved completely and totally ungifted in the arcane arts. Disappointed in his son’s failure, Lomo’s father gave up on him, and began training Lomo’s younger brother instead. Jealous, Lomo spent his nights sneaking into his father’s arcane laboratory and library, desperately trying to make the various wands and magical formula work. He failed. A lot. In frustration he gnawed on the objects he failed to activate. A horrible trait which eventually became habitual. To this day Lomo’s constantly chewing on things — including valuable magical objects. One night he found himself chewing on a powerful artifact of his fathers, which crumbled to pieces in his mouth. Horrified and unable to fix it, Lomo set off to find someone who could.

He left with his friend, Croak, and eventually became companions with Pinesong and Sereia. The journey gave him the chance to indulge in his long-time love of the natural world. When Sereia offered to sponsor their entry into the Pathfinders, the trio took her up on her offer. Now the group works together. He’s become very protective of them and, whenever they’re hurt, he tends to go a little… feral. (“Oh, no you didn’t!”)

Lomo desperately wants to be a member of the Dark Archives, but keeps getting turned down. They won’t let him anywhere near the relics. Still, he’s hopeful he’ll not only get in, but he’ll come to lead them one day! Despite his troubles with the Dark Archive, Lomo’s a good Pathfinder Agent. He’s nosy, curious, and good at getting into places he shouldn’t.

While Lomo’s in Highdelve with his friends, he hopes to find a magical craftsman capable of fixing his father’s artifact. Having been let down before, he’s not hopeful. (Unbeknownst to Lomo his father’s artifact is, and always has been, a fake. It can’t be fixed, because it was never magical in the first place. And if it was? Well, obviously it would have taken something stronger than his teeth to break it). After their successful mission in Highdelve (where they rode a dragon and saved a town) the original crafter of the necklace (Carth Garenth) repaired it for him. Now it looks good as new.

Appearance and Personality:

Lomo is a rough looking ratfolk with thick gray fur, bright beady eyes, and soft ears. His cheeks bulge out, as if filled with something, and he nibbles on the end of a fancy looking stick. His long hairless tail is crooked from a magical mishap suffered long ago.

Lomo is a nimble, scrappy ratfolk who is constantly gnawing on things — particularly magical objects. He’s greedy, nosy, and a little self-centred — but not obviously so. He tries to be friendly, but it always comes off a bit desperate and awkward. He’s the street-wise member of the group. Lomo knows how the world works and how to get by in it.