Ratfolk

Narissth's page

297 posts. Alias of Tirion Jörðhár.


Full Name

Narissth

Race

Ratfolk

Classes/Levels

Unchained Rogue(Escapologist)/2 -- Alchemist(Plague Bringer)/2 -- (HP: 18/18; AC14; FF11; T14; F+4, R+6, W+1; Perc: +8, Init +3)

Gender

Male

Size

S - 4', 70lbs

Age

21

Alignment

Neutral

Languages

Common(Taldan), Undercommon, Aklo, Infernal

Strength 10
Dexterity 16
Constitution 12
Intelligence 17
Wisdom 12
Charisma 12

About Narissth

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Offense:
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+3 Initiative (+3 Dex)
+1 BAB

+0 CMB (+1 BAB, +0 Str, -1 Size)
+13 CMD (+1 BAB, +0 Str, +3 Dex, -1 Size, +10)

+5 Unarmed [+1 BAB, +3 Dex, +1 Size] - Damage: 1d3+1 (+0 Str)
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Defense:
____________________________________________________________
Current hp: 18

Max hp: 18 (+8,+8 +2 Con, +0 FC)
AC 14 [+3 Dex, +0 Armor, +0 Shield, +1 Size, +10]
Flatfoot AC 11 [+0 Armor, +0 Shield, +1 Size, +10]
Touch AC 14 [+3 Dex, +1 Size, +10]

+4 Fort (+3 base, +1 Con) [+3 Alchemist, +0 Rogue]
+6 Ref (+3 base, +3 Dex) [+3 Alchemist, +0 Rogue]
+1 Will (+0 base, +1 Wis) [+0 Alchemist, +0 Rogue]

Special Abilities
Trapfinding

Bombs - 5/5

Alchemists Formulae Prepared:

Level 1

Skills:
+7 Acrobatics (+3 Dex, Ranks 1, Class Skill +3)
+7 Appraise (+3 Int, Ranks 1, Class Skill +3)
+5 Bluff (+1 Cha, Ranks 1, Class Skill +3)
+4 Climb (+0 Str, Ranks 1, Class Skill +3)
+11 Craft(Alchemy) (+3 Int, Ranks 2, Class Skill +3, Racial +2, +1 Alchemist) [+1/2 per Alchemist level] <--Bonus ranks
+5 Diplomacy (+1 Cha, Ranks 1, Class Skill +3))
+9 Disable Device (+3 Dex, Ranks 2, Class Skill +3, Elusive +1) [Elusive = +1/2 per Rogue level]
+1 Disguise (+1 Cha, Ranks 0, Class Skill +3)
+8 Escape Artist (+3 Dex, Ranks 1, Class Skill +3, Elusive +1) [Elusive = +1/2 per Rogue level]
+* Fly (+3 Dex, Ranks 0)
+1 Handle Animal (+1 Cha, Ranks 0) [+4 to influence rodents]
+5 Heal (+1 Wis, Ranks 1, Class Skill +3)
+1 Intimidate (+1 Cha, Ranks 0, Class Skill +3)
+7 Knowledge, Arcana (+3 Int, Ranks 1, Class Skill +3)
+7 Knowledge, Dungeoneering (+3 Int, Ranks 1, Class Skill +3)
+* Knowledge, Engineering (+3 Int, Ranks 0)
+* Knowledge, Geography (+3 Int, Ranks 0)
+* Knowledge, History (+3 Int, Ranks 0)
+* Knowledge, Local (+3 Int, Ranks 0, Class Skill +3)
+8 Knowledge, Nature (+3 Int, Ranks 2, Class Skill +3) <-- bonus knowledge/craft ranks
+* Knowledge, Nobility (+3 Int, Ranks 0)
+* Knowledge, Planes (+3 Int, Ranks 0)
+* Knowledge, Religion (+3 Int, Ranks 0)
+* Linguistics (+3 Int, Ranks 0, Class Skill +3)
+8 Perception (+1 Wis, Ranks 2, Class Skill +3, Racial +2)
+1 Perform(untrained) (+1 Cha, Ranks 0, Class Skill +3)
+* Profession(untrained) (+1 Wis, Ranks 0, Class Skill +3)
+3 Ride (+3 Dex, Ranks 0)
+5 Sense Motive (+1 Wis, Ranks 1, Class Skill +3)
+7 Slight of Hand (+3 Dex, Ranks 1, Class Skill +3)
+7 Spellcraft (+3 Int, Ranks 1, Class Skill +3)
+12 Stealth (+3 Dex, Ranks 2, Class Skill +3, Size +4)
+6 Survival (+1 Wis, Ranks 2, Class Skill +3)
+4 Swim (+0 Str, Ranks 1, Class Skill +3)
+7 Use Magic Device (+1 Cha, Ranks 1, Class Skill +3, Racial +2)

Each level skill points gained:
Rogue --> 11 (+8 Class, +3 Int)

Traits:
• Alchemical Adept - You are skilled in creating alchemical items.
Benefits: You gain a +2 trait bonus on all Craft (alchemy) checks made to craft alchemical items. Furthermore, when you fail a Craft (alchemy) check by 5 or more but don't roll a natural 1, you don't ruin any raw materials or have to pay that cost again.

• Self-Reliant - You know how to work with your hands and aren't dependent on complex tools.
Benefit(s): When attempting Craft checks, you take no penalty when using improvised tools. At the GM's discretion, you can attempt certain Craft checks even when no tools are available, though you take a –2 penalty.

Feats:

Weapon Finesse (Rogue Level 1 Bonus)
Throw Anything (Alchemist Level 1 Bonus)
Brew Potion (Alchemist Level 1 Bonus)

Point Blank Shot (Level 1)
Precise Shot (Rogue Talent, Combat Trick, Level 2)

Light Weapon Proficiency

Light Armor Proficiency

Racial:

Ability Score Racial Traits: +2 Dexterity, +2 Intelligence, and –2 Strength.
Type: Humanoid(ratfolk)
Size: Small - +1 AC & attacks, -1 CMB & CMD, +4 Stealth
Speed (Slow): base speed of 20 ft.
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. See the Linguistics skill page for more information about these languages.

Tinker: +2 racial Craft (alchemy), Perception, and Use Magic Device checks.

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

Favored Class:

Favored Class: Alchemist
Lvl 1 Rogue/1 - Alchemist/1 -- +1/6 Discovery
Lvl 2 Rogue/1 - Alchemist/2
Lvl 3 () -
Lvl 4 () -
Lvl 5

Bonus Alchemist Discovery from Favored Class - 2/6

Abilities:
Str: 12 -2 racial = 10(2 point buy)
Dex: 14 +2 racial = 16 (5 point buy)
Con: 12 (2 point buy)
Int: 15 +2 racial = 17 (7 point buy)
Wis: 12 (2 point buy)
Cha: 12 (2 point buy)

+2 Dex - Racial
+2 Int - Racial
-2 Str - Racial

Unchained Rogue(Escapologist):

Weapon and Armor Proficiency
Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow. They are proficient with light armor, but not with shields.

Sneak Attack
If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.

With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty.

The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment.

Elusive: An escapologist adds 1/2 her rogue level (minimum +1) as a bonus on all Disable Device and Escape Artist checks. An escapologist can use Disable Device to disarm magical traps.
This ability replaces trapfinding, but counts as trapfinding for the purposes of prerequisites and abilities that require trapfinding.

Finesse Training (Ex)
At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.

Evasion (Ex)
At 2nd level, a rogue can avoid even magical and unusual attacks with great agility. If she succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Rogue Talents
As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2 levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once.

Talents marked with an asterisk add effects to a rogue's sneak attack. Only one of these talents can be applied to an individual attack, and the decision must be made before the attack roll is made.
See Class info for list of talents

Danger Sense (Ex)
At 3rd level, a rogue gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. In addition, she gains a +1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 rogue levels thereafter (to a maximum of +6 at 18th level). This ability counts as trap sense for the purpose of any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (from another class).

Debilitating Injury (Ex)
At 4th level, whenever a rogue deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special ability). The rogue can choose to apply any one of the following penalties when the damage is dealt.

Bewildered: The target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –2 penalty to AC against all attacks made by the rogue. At 10th level and 16th level, the penalty to AC against attacks made by the rogue increases by –2 (to a total maximum of –8).

Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8).

Hampered: All of the target's speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.

These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty.

Unfettered Mind (Su)
At 3rd level, an escapologist can attempt an Escape Artist check as a full-round action to remove a mind-affecting effect currently affecting her.

The DC of this check is equal to the effect's original save DC + 20. She cannot remove effects that do not allow a saving throw. She can attempt to escape even if paralyzed or restrained, as long as she can take purely mental actions. She can attempt this check against a particular effect once per round if the effect is measured in rounds, once per minute if the effect is measured in minutes, once per 10 minutes if the effect is measured in 10-minute intervals, and so on.
This ability replaces uncanny dodge.

Rogue's Edge (Ex)
At 5th level, a rogue has mastered a single skill beyond that skill's normal boundaries, gaining results that others can only dream about. She gains the skill unlock powers for that skill as appropriate for her number of ranks in that skill. At 10th, 15th, and 20th levels, she chooses an additional skill and gains skill unlock powers for that skill as well.

Impossible Escape (Su)
At 8th level, as an immediate action, an escapologist can attempt an Escape Artist check at a –10 penalty and apply the result in place of either a failed Reflex save or her AC against an attack that would have hit her. If she succeeds, her contortions let her avoid the attack or effect entirely. Using this ability leaves the escapologist staggered until the end of her next turn. If the escapologist can't become staggered, she can't use impossible escape.
This ability replaces improved uncanny dodge.

Advanced Talents
At 10th level and every 2 levels thereafter, a rogue can choose one of the following advanced talents in place of a rogue talent.
See Class info for list of advanced talents

Rogue Talents:

Level 2 - Combat Trick (Precise Shot)

Alchemist (Plague Bringer):

Alchemy (Su)
+1/level Craft(alchemy)
lots of other stuff

Bomb (Su)
In addition to magical extracts, alchemists are adept at swiftly mixing various volatile chemicals and infusing them with their magical reserves to create powerful bombs that they can hurl at their enemies. An alchemist can use a number of bombs each day equal to his class level + his Intelligence modifier. Bombs are unstable, and if not used in the round they are created, they degrade and become inert—their method of creation prevents large volumes of explosive material from being created and stored. In order to create a bomb, the alchemist must use a small vial containing an ounce of liquid catalyst—the alchemist can create this liquid catalyst from small amounts of chemicals from an alchemy lab, and these supplies can be readily refilled in the same manner as a spellcaster's component pouch. Most alchemists create a number of catalyst vials at the start of the day equal to the total number of bombs they can create in that day—once created, a catalyst vial remains usable by the alchemist for years.

Drawing the components of, creating, and throwing a bomb requires a standard action that provokes an attack of opportunity. Thrown bombs have a range of 20 feet and use the Throw Splash Weapon special attack. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, an alchemist's bomb inflicts 1d6 points of fire damage + additional damage equal to the alchemist's Intelligence modifier. The damage of an alchemist's bomb increases by 1d6 points at every odd-numbered alchemist level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). Splash damage from an alchemist bomb is always equal to the bomb's minimum damage (so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire damage). Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the alchemist's level + the alchemist's Intelligence modifier.

Alchemists can learn new types of bombs as discoveries (see the Discovery ability) as they level up. An alchemist's bomb, like an extract, becomes inert if used or carried by anyone else.

Brew Potion (Ex)
At 1st level, alchemists receive Brew Potion as a bonus feat. An alchemist can brew potions of any formulae he knows (up to 3rd level), using his alchemist level as his caster level. The spell must be one that can be made into a potion. The alchemist does not need to meet the prerequisites for this feat.

Plague Vial (Su)
At 1st level, a plague bringer can create a plague vial, an alchemically grown and concentrated disease sample. It takes 1 hour to prepare a plague vial, and once prepared, the vial remains potent until used. A plague bringer can only maintain 1 plague vial at a time—if he prepares a second vial, any existing plague vial becomes inert. A plague vial that is not in a plague bringer's possession becomes inert until a plague bringer picks it up again.

It's a standard action to drink a plague vial. Upon being imbibed, the plague vial infects the plague bringer's blood, sweat, tears, and other bodily fluids for 10 minutes per class level. Any creature that harms him with melee attacks (except with reach weapons) must make a Fortitude save (DC 10 + 1/2 the plague bringer's level + the plague bringer's Intelligence modifier) or become sickened for 1 round per plague bringer level. The plague bringer is immune to the effect of his own plague vial, but not that of another's plague vial. The effects of multiple plague vials do not stack.

As a standard action, the plague bringer can infect a weapon with this sickness (typically by licking it or wiping his blood or pus on it). The disease on the weapon works like a poisoned weapon, except the source is a disease instead of a poison (so a dwarf's resistance to poison does not apply).

Anyone other than a plague bringer (including another alchemist) who drinks a plague vial must make a saving throw against the vial's DC or become nauseated for 1 hour. Unless he learns how to brew a mutagen by taking the mutagen discovery, he can never benefit from a mutagen and reacts to it as if he were a non-alchemist. At any particular time, a plague bringer can only be under the effect of either a plague vial or a mutagen (not both); drinking another immediately ends the effects of any ongoing plague vial or mutagen.

All limitations to mutagens apply to plague vials as if they were the same substance. The infuse mutagen discovery and persistent mutagen class ability apply to plague vials. The sticky poison discovery applies to a weapon infected with a plague vial. The plague vial is a disease effect.
This ability replaces mutagen.

Throw Anything (Ex)
All alchemists gain the Throw Anything feat as a bonus feat at 1st level. An alchemist adds his Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature.

Discovery (Su)
At 2nd level, and then again every 2 levels thereafter (up to 18th level), an alchemist makes an incredible alchemical discovery. Unless otherwise noted, an alchemist cannot select an individual discovery more than once. Some discoveries can only be made if the alchemist has met certain prerequisites first, such as uncovering other discoveries. Discoveries that modify bombs that are marked with an asterisk (*) do not stack. Only one such discovery can be applied to an individual bomb. The DC of any saving throw called for by a discovery is equal to 10 + 1/2 the alchemist's level + the alchemist's Intelligence modifier.

Disease Resistance (Ex)
At 2nd level, a plague bringer gains a +2 bonus on all saving throws against disease. This bonus increases to +4 at 5th level, and to +6 at 8th level. At 10th level, a plague bringer becomes completely immune to disease (including magical diseases).
This ability replaces all increments of poison resistance and poison immunity.

Poison Use (Ex)
Alchemists are trained in the use of poison and starting at 2nd level, cannot accidentally poison themselves when applying poison to a weapon.

Swift Alchemy (Ex)
At 3rd level, an alchemist can create alchemical items with astounding speed. It takes an alchemist half the normal amount of time to create alchemical items, and he can apply poison to a weapon as a move action.

Swift Poisoning (Ex)
At 6th level, an alchemist can apply a dose of poison to a weapon as a swift action.

Alchemist Discoveries:

Precise Bombs (Level 2)

Equipment:

Arms, Armor, and Clothing

0 lbs

In Backpack

23+12 lbs - 1/2 encumbrance from MW Backpack = 11.5+6 = 17.5

Belt Pouch

Chalk, 3 pieces
0 p.p.
0 g.p.
0 s.p.
0 c.p.

Carrying Capacity

Current Encumbrance: 48.5 = 31 Equipment + 11.5 Backpack + 6 Waterskins

Light Load: x < 76 lbs.
Medium Load: 77 < x < 153 lbs.
Heavy Load: 154 < x < 230 lbs

Appearance:

Background:

Narissth lay back between the barrels and looked up at the thin rays of light shining through the floor above him. As he did, the ship rocked once more, as it had been doing for nearly a week. Not that he minded the darkness, it was no different that the light he had seen for years looking up at the grates in the streets above as he moved about in the dank sewers of Varisia’s greatest city, Korvosa.

With that, he reached into his pouch and pulled out a small stone, as he had done a hundred times over the past week, and studied the sparkling stone. A smile crept across his whiskered face. Ah yes. When the ship arrived in Eleder, he would sneak ashore, find one of the buyers dealing in goods from the Mwangi, and then sell the gems. Then he thought, then he would be rich and would be able to purchase an estate, hire servants, and live the good life.

Ok, so perhaps his dreams were a little grandiose. But, for a small ratfolk who had spent his life scrounging in the sewers of Korvosa, it would not take much for an estate, and even one servant would make him feel like a king.

He put the gem back in its pouch and reached into this pack, feeling the vials carefully stashed there. Yes, he had spent much time studying those books he had acquired from an old man. They were interesting books about chemicals and alchemy. It had taken several years, and a number of burned whiskers, but he had figured out how to make all sorts of interesting concoctions, ones that made him smaller, ones that enabled him to sicken enemies, and other interesting things.

With that, he reached into his shirt and took out the simple silver necklace he wore. It was not the necklace, rather what he looked at was the object hanging from it. A small ring. He had received it from his mother who told him it had belonged to his grandmother, who had acquired it from a princess of Korvosa. He did not think that it was magic, or of great value, but it was the only thing he had to remind him of his mother and grandmother, as the lifetime of ratfolk beneath the streets of Korvosa are rarely long. He kept it on the simple chain as there were far too many who might see a shiny ring on a finger and decide to take the ring, and the finger.

Returning the ring into his shirt, he felt the gems in his pouch again. Perhaps he should have been more careful. He had staked the home out for two weeks, hiding in the sewers, the bushes behind the home, and even on the roof. Timing when the owners came and went, when the staff arrived and went shopping. Finally, he was sure that he knew when to strike. The plan was perfect, he made it into the jewelry merchant’s home, easily sneaking past the guards. He found the hidden chamber behind a picture in the merchant’s office, and easily got into the gems.

And . . . that was when things started going wrong. He does not know if it was a silent alarm or something else that alerted the guards. Knowing that facing the well armed guards, probably retired Korvosan soldiers or even Hellknights, was futile, he quickly quaffed an elixir and shrunk down to a much smaller size. From there he hid behind a small flower pot in the corner of the room and hoped the guards would not find him. He is sure this would have worked, except the guards had a dog, which quickly sniffed him out.

It was at this point he ran, tossing several bombs behind him which lit the rugs, and most of the office the guards were still in, into a sudden conflagration. From there, he fled down into the basement and was able to sneak through a hole in the cellar, which his diminutive size allowed him to pass through, although not easily.

Having escaped, he thought he was safe and returned to the sewers. The next day however, he found a flyer with not just a poor drawing of a rat-thief, but an almost perfect representation of him, including his slightly short whiskers from a past bomb incident. The next week is a blur as he spent the entire time fleeing and on the run, and always as soon as he would find a hole to rest in, he would hear hounds and searchers catching up. So it was that he finally found himself on a long pier with only a single ship moored, and with the sailors beginning to cast off. Sprinting to the end of the pier, he leapt and just caught the ropes as they were pulled onto the ship. After a day hiding on the deck, he managed to get into the hold and has spent the past week there, listening to the sailors above and anxiously hoping that nobody finds him.

As he released the gems and lay back, recrossing his legs, he suddenly heard a a shout from the deck. The only thing he understood in the sudden shouting was ”WHIRLPOOL”. He leapt up and ran to the door, but it was unlocked from the other side. So, he began to attempt to unlock the door . . .