About Ner 'The Rat'Small (2' 11", 33lbs)
Fortitude Save: +5 (+2 +2con +1race)
Sap - Attack +8 | Dam 1d4+1 | Crit x2 | Wgt 1lb | Type B Weapons - Ranged
RACIAL MODIFIERS
CLASS ABILITIES
Rogue Talents:
Distracting Attack can forgo the additional damage of a sneak attack to cause the creature to become flat-footed against one target of his choosing (not himself) until the beginning of her next turn. Creatures with uncanny dodge are immune to distracting attack
Assault Leader 1/d, when the rogue misses with an attack on a flanked opponent, he can designate a single ally who is also flanking that target and make a single melee attack against the opponent as an immediate action Trap Spotter whenever within 10' of a trap the DM makes a secret perception check to notice it
SKILLS:
(+8class -1int +1fav class) 8/lvl +10background (C) Acrobatics rnks 4 bonus (+3class +2race +5dex) +14 (C) Appraise rnks 0 bonus (-1int) -1 (C) Bluff rnks 1 bonus (+3class -1cha) +3 (C) Climb rnks 5 bonus (+3class +2race +1str) +11 (C) Craft- none rnks 0 bonus (-1int) -1 (C) Diplomacy rnks 1 bonus (+3class -1cha) +3 (C) Disable Device rnks 5 bonus (+3class +5dex +1trait +3feat +2item) +19 (C) Disguise rnks 0 bonus (-1cha) -1 (C) Escape Artist rnks 3 bonus (+3class +5dex) +11 Fly rnks 0 bonus (+5dex) +5 Handle Animal rnks 0 bonus (-1cha) -1 Heal rnks 0 bonus (+2wis) +2 (C) Intimidate rnks 0 bonus (-1cha) -1 condition (race): +2 when benefiting from concealment/full concealment from dim light/darkness Knowledge (arcana) rnks 0 bonus n/a see traits (C) Knowledge (dungeon.) rnks 2 bonus (+3class -1int) +4 Knowledge (engin.) rnks 0 bonus n/a see traits Knowledge (geog.) rnks 1 bonus (-1int) +0 Knowledge (history) ranks 0 bonus n/a see traits (C) Knowledge (local) rnks 2 bonus (+3class -1int) +4 Knowledge (nature) rnks 1 bonus (-1int) +0 Knowledge (nobility) rnks 0 bonus n/a see traits Knowledge (planes) ranks 0 bonus n/a see traits Knowledge (religion) rnks 0 bonus n/a see traits (C) Linguistics rnks 3 bonus (+3class -1int) +5 (C) Perception rnks 4 bonus (+3class +2race +2wis) +11 condition (race): +2 when benefiting from concealment/full concealment of dim light/darkness (C) Perform (none) rnks 0 bonus (-1cha) -1 (C) Profession (begging) rnks 2 bonus (+3class +2wis) +7 (C) Profession (valet) rnks 1 bonus (+3class +2wis) +6 Ride rnks 0 bonus (+5dex) +5 (C) Sense Motive rnks 6 bonus (+3class +2wis) +11 (C) Sleight of Hand rnks 5 bonus (+3class +5dex) +13 Spell Craft rnks 0 bonus n/a (C) Stealth rnks 6 bonus (+3class, +4size, +5dex) +18 condition (race): +2 when benefiting from concealment/full concealment of dim light/darkness (C) Survival rnks 3 bonus (+3class +2wis +1trait) +9 (C) Swim rnks 3 bonus (+3class +1str) +7 (C) Use Magic Device rnks 1 bonus (+3class -1cha) +3 TRAITS
FEATS
EQUIPMENT:
Encumbrence: Lgt 0-32lbs / Mod 33-65lbs / Hvy 66-98lbs / Lift 195lbs / Drag 488lbs Everyday leather breeches, belt, Snakeskin Tunic (1lb), fingerless gloves, reversable cloak, scarf (the clothes have plenty of pockets - especially the cloak) mw Thieves Tools - concealable +2dd/+4soh (.5lb), belt pouch w/47gp, 1sp (1lb) Sub Total 2.5 lbs lightly encumbered Armed
Traveling
Specialized Equipment Details:
Haversack It has two side pouches, each of which appears large enough to hold about a quart of material (actually holds 2 cubic feet/20 lbs). The large central portion of the pack can contain up to 8 cubic feet/80 lbs of material. The backpack always weighs only 5 pounds. When the wearer reaches into it for a specific item, that item is always on top (retrieving any specific item from a haversack is a move action that does not provoke the attacks of opportunity)
Snakeskin Tunic A light, form-fitting shirt crafted from the scales of a giant snake {+1 armor bonus to AC | +2 enhancement bonus to Dexterity | +2 resistance bonus on saving throws against poison}
+1 Short Sword {dam 1d4+1 | crit 19-20/x2 | wgt 1lb | type P}
+1 Shortbow {dam 1d4+1 | crit 20/x2 | wgt 1lb | type P}
+1 flaming arrows {dam +1d6 additional fire | - | wgt 1.5lb | type P}
TEN MINUTE BACKGROUND:
Description Stunted and scrawny, underfoot and overeager, and with a very special smell of his own, Ner tries to improve his appearance from time-to-time but he just doesn't have the know-how. From his greasy black hair, to his ratty cloak covering his strange oxblood studded leathers, to his jagged toenails, he may not be the scruffiest halfling you've ever seen but you've never known one so thoroughly unkempt. He's short, even for a halfling, and boney - he just doesn't seem to have a halfling's plump. He doesn't have a halfling's way about him either. With his tiny bow and arrows and his letter opener of a sword, he's a bit easy to forget about. Then, when he wants to blend in, he's suddenly in the way. And he has a way of looking at you for a little too long ... directly at you ... for too long! Underneath it all, there is a boyish thing, a cute-little-fellow. He has a near permanent grin on his face, his eyes are big and curious, and he seems open to everyone. Oh, but his hands are everywhere, he doesn't seem to have boundaries, and, if he sits down just right, a strange acrid apple smell wafts from his armour. He's a little one and sweet ... it's just so hard to get there through all of that other stuff. Background
That's when the storm struck. That's when he and his family were separated. That's when he got lost in the Kodar mountains. In the first years, 'the lone-times', Ner was just a jumble of instincts. He avoided the mean men, and then the greenies and their snares, then the BIG-bigguns, and the kitties with the long long teeth. He was always cold, or always hot, or always sick, but mostly, he was always hungry. For a short time the greenies got him. They fed him, but only if he would do stuff. "Go in that hole!" "Go up that tree!" "Go take the shinny thing!" But the Big-bigguns did for them and he got away from all that. He took some of their stuff and found his way out of the mountains. 'The lone-times' were over.
He went west and then south and then east, and attached himself to the biguns he met. There was the one from Galduris that wore the blue drapes ... he didn't like Ner's packing. There was the one from Whistledown with the name like a cough ... she didn't like Ner's 'pro-nun-ci-a-tions'. And then there was these three dwarves in Harse who thought that this bag was theirs, even when it was just sitting there. Ner offered to share the bag but then they started yelling and hitting. That's how Ner met Petronia.
She was smart. Smart enough to know how to beat up three dwarves. She was big, like three Ner's riding on each other's shoulders big. But she was real quiet - like they weren't even friends at all ... not all the way to Biston! It wasn't till just before they left for Korvosa that she said something, something kinda funny. She said, "You should come to Korvosa with me." Well of course they were going to Korvosa! Then, of course they would work with the society people! Then, when that grey madame got herself hurt and didn't wake up and the society people wanted Petronia to do something new, of course they would go to Absalom. Who would repack her things while she slept? Or get underfoot of the people who yelled at her?? Or go get that thing she said was nice and that she probably really wanted??? Three Quirks
Three people tied to Ner
Secrets
Unknown to Ner: Ner's family now live just outside of Palin's Cove in Varisia and are moderately wealthy merchants who, once every three years, make the long pilgrimage to Absalom. Ner’s main goal
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