Ratfolk Elder

Mama Frill's page

205 posts. Alias of Gerald.


Race

Female Ratfolk (Swarm Monger) 5 | AC (21)19/13/17 | HP 37/38 | F+9,R+4,W+8 (+4 vs disease and poison) |

Classes/Levels

Init+2, Perc.+13 | Darkvision 60' |

About Mama Frill

Female Ratfolk (Swarm Monger) Druid 5
Neutral Good Small Humanoid
Init.+2; Perception +13
Darkvision 60'
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DEFENSE
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AC 14 (20 w/Ice Armor & Barkskin), touch 14, Flatfooted 12 (18 w/Ice Armor and Barkskin)
HP 38/38 (5d8 + 5 Con + 5 Toughness)
Saves Fort +9, Ref +4, Will +8 (+4 vs. Disease and Poison)
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OFFENSE
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Speed 20'
Melee +4 Claw, 1d4 (x2), and +4 Claw, 1d4 (x2)
Ranged +6

Spells Typically Memorized
0-Detect Magic, Enhanced Diplomacy, Guidance, Read Magic
1-Cure Lot Wounds, Mudball (DC 14), Produce Flame, Snowball (DC 14)
2-Barkskin, Lesser Restoration, Summon Swarm
3-Cure Moderate Wounds, Spit Venom (DC 16)
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Statistics
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STR 10
DEX 14
CON 12
INT 14
WIS 16
CHA 12

BAB +3; CMB +2; CMD 14

Feats:

Spoiler:

1. Sharpclaw, 2B. Vermin Heart, 3. Toughness, 5. Natural Spell

Swarm Monger Druid Abilities:

Spoiler:

Fecund Familiar: treats Druid level as wizard level for determining benefits to familiar. As a standard action, can change familiar into a full swarm of identical creatures, filling four contiguous 5' squares and gaining temporary hit points equal to half the Monger's hit points. While in swarm form, the familiar loses improved evasion, share spells, deliver touch attack, and scry familiar abilities. It uses its normal AC, saving throws, and skill bonuses, as it gains the swarm subtype and the ability to make swarm attacks doing 1d6 damage. The Monger is immune to the swarm's attack. Beginning at 5th level, a creature damaged by the familiar swarm must succeed at a Fortitude DC 15 save or be sickened for 1d6 rounds. This can be done 3 times per day, and each one lasts for five minutes, or until the Monger uses a standard action to transform it back to familiar form. This ability replaces Nature Bond.
Low Friends:gains Vermin Heart as a bonus feat at 2nd level. This ability replaces Woodland Stride.
Shadowy Opportunist: +2 on Knowledge Local and Stealth checks. This ability replaces Nature Sense.
Wild Empathy: Diplomacy checks versus animals and vermin.
Trackless Steps: cannot be tracked and leaves no trails in natural surroundings.
Child of Pollution: +4 on saves versus disease and poison. Can eat or drink spoiled or rotted food with no effect. Once per day, the Monger and its familiar can devour a handful of rotting food to gain 1d8+5 temporary hit points that last for an hour. This ability replaces Nature's Lure.
Wild Shape: 1/day, lasting for five hours unless dismissed.

Skills:

Spoiler:

35 total ranks (4 class, + 2 Int + 1 FC)

Craft Alchemy +2 (+2 Racial)
Disguise +5 (4 ranks + 1 Cha)
Fly +6 (1 rank + 2 Dex, + 3 Class)
Handle Animal +7/+11* (3 ranks, + 1 Cha, + 3 Class)
*as to rodents only.
Heal +8 (2 ranks, + 3 Wis, + 3 Class)
Know. Local +9 (5 ranks, + 2 Int, + 2 Shadowy Opportunist)
Know. Nature +10 (5 ranks, + 2 Int, + 3 Class)
Perception + 13 (5 ranks, + 3 Wis, + 3 Class, + 2 Racial)
Stealth +10 (2 ranks, + 2 Dex, + 2 Shadowy Opportunist, + 4 size)
Survival +11 (5 ranks, + 3 Wis, + 3 Class)
UMD +10 (3 ranks, + 1 Cha, + 3 Class, + 1 Trait, + 2 racial)

Traits:

Spoiler:

Resilient: +1 to Fort saves.
Bauble Fascination: +1 trait bonus to UMD and it is always a class skill.

Languages: Common, Druidic, Gnome, Halfling.

Ratfolk Racial Abilities:

Spoiler:

+2 Int and Dex, -2 Str
Small size: +1 to AC and to hit, -1 to CMB and CMD, and +4 to Stealth
+2 to Craft Alchemy, Perception and UMD
+t to handle animals vs. rodents
Darkvision 60'
Swarming: two Ratfolk can share the same square. If they attack the same creature, they are considered to be flanking.

Wealth: 500 gold piece jade, 2 gold, 5 silver

Gear:

Spoiler:

Handy Haversack, 2000 gold

Cloak of Resistance +1, 1000 gold
Ring of Protection +1, 1000 gold

Pearl of Power, 1st level, 1000 gold

Wand of CLW, (32 charges), 750 gold
Wand of Heightened Awareness, (50 charges), 750 gold
Wand of Ice Armor, (45 charges), 750 gold
Wand of Magic Fang, (50 charges), 750 gold

Oil of Silence, 250 gold

Sleeves of Many Garments, 200 gold

Club, free
Explorer's outfit, free
Druid's kit: 5 days animal feed, backpack, belt pouch, blanket, flint and steel, holly and mistletoe, soap, spell component pouch, ten torches, five days rations, and a water skin, 14 gold.
50' rope, 1 gold
Five scroll cases, 2.5 gold
Acid flask, 10 gold
Alchemist's Fire, 20 gold

Appearance and Mannerisms:

Spoiler:

Mama Frill is a short, slightly heavy female Ratfolk with dark black fur. She has a few streaks of white beginning to color in the fur as well. Occasionally, she attempts to pass herself of as a gnome, using a combination of her disguise skill, and her magical garments. She always uses it to conjure clothing with hoods, which she keeps pulled tight around her head. It's Impossible to get a good read on how old Frill actually is, but he holds herself as middle aged or older. She is a doting motherly type, not afraid to lock her thumb and wipe off the streak of dirt one of her group has on his face. When addressing or answering a question from her family, she peppers her response with sweet nicknames for them like ,pumpkin', 'sweetheart', or 'sugar pie.' She has a matronly instinct for her group.

Slightly off putting to others is the fact that Mama's haversack has a wealth of foodstuffs in it, most of which are moldy and rotting when produced. She has a particular fondness for well past their prime watermelon rinds, and she keeps a steady stock for she and Millie to nibble on absentmindedly. She always brings enough to share, although no one ever seems to be hungry around her. She takes no offense to the refusals..."You kids just don't know what's good, that's all."

Backstory:

Spoiler:

Frill was raised on the streets of Castorhage. She might have been born here, but her first memory is of the dirty alley she grew up mostly alone in. She never knew her family. That has a major effect on Frill as she aged. She might not have a family by blood, but she has developed family by pure force of will. For the last decade, she has considered herself a 'den mother' to many of the homeless alley dwellers of the city. She has a soft heart for the young ones especially, perhaps because she never had children of her own. Her relationship is quite one sided with her charges, as she never introduces herself to them, only watches them from behind a hole in the wall, a corner around the alley, or from a streaked dirty window. She's afraid she wouldn't be accepted as someone very different from most of the races in the city.

She keeps a lookout on her kids in the alleys most days. No one knows the streets of Castorhage like her, and using her disguises, stealth, and wild shape, she's almost impossible to be ferreted out. If she sees them behaving well, she might leave a shiny gold coin or other gift for them. If they are misbehaving, she's not above scaring them away, as a reminded that Mama is always there. Other than the scamps she keeps a close eye on, all she cares about in the world is her familiar, Millicent. She carries on full conversations with her baby girl, Millie, whether around people or not. Nothing makes her happier than sharing her rotten watermelon with her rat. When really lonely, Frill asks Millie to use her special power, and Mama plays with all her swarm full of Millie's, laughing and giggling like a madwoman.

Once she decides a group is her family, she'd gladly fight to the death to protect them. Same for Millie and her children of the city.

Millicent, rat Fecund Familiar

Spoiler:

Rat
Init.+2; Perception +9
Low light vision, Scent
Improved Evasion

AC 17 (2 Dex, + 3 NA, +2 size)
Touch 12
FF 15

HP 19 (5d8)
Fort+4, Ref+4, Will+5
Speed 15'/ Climb 15'/ Swim 15'

STR 2
DEX 15
CON 11
INT 8
WIS 13
CHA 2

BAB +3, CMB +3, CMD 9 (12 vs. trip)
Feats: Weapon Finesse
Skills: Acrobatics +2, Climb +10, Perception +9, Stealth +20, Swim + 10

Attacks: +7 bite, 1d3-4.