Cirieo Thessaddin

Ner 'The Rat''s page

406 posts. Alias of Jibril Johan Sameh.


Full Name

Ner aka The Rat

Race

Halfling

Classes/Levels

Unchained Rogue survivalist 6th lvl | HP 36/45 | AC 22/17F/16T | Fort+5 Ref+11 Will+5 | BAB+4 CMB+4 CMD19 | Per+11 SM+11 | move 20 |Active: evasion/uncanny dodge/edure elements

Gender

Male

Age

27

Alignment

Chaotic Neutral

Deity

athiest

Languages

halfling, teldane, elven, goblin, varisian

Occupation

Begger/Valet

Strength 12
Dexterity 21
Constitution 14
Intelligence 9
Wisdom 14
Charisma 9

About Ner 'The Rat'

Small (2' 11", 33lbs)
Humanoid (Halfling) Male
Init +5
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DEFENSE
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AC: 22 (+1size +5dex +5std leather+2/bitter +1nat-snakeskin tunic)
-Touch: 16
-Flat-footed: 17
-Fighting Defensively: 25 (-4 attack)
-Full Defensive: 28
HP: 45 (6d8+12 [con x lvl])

Fortitude Save: +5 (+2 +2con +1race)
Reflex Save: +11 (+5 +5dex +1race)
Will: +5 (+2 +2wis +1race)
sp. +2 saves vs fear and poison
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OFFENSE
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Speed 20'
Base attack bonus +4
(+5/+9 melee, +9 thrown, +9 projectile)
CMB +3 (+4bab -1size)
CMD 19 (10 +4bab +1str +5dex -1size)
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Weapons - Melee
+1 Short Sword - Attack +10 | Dam 1d4+6 | Crit 19-20/x2 | Wgt 1lb | Type P

Sap - Attack +8 | Dam 1d4+1 | Crit x2 | Wgt 1lb | Type B

Weapons - Ranged
+1 Shortbow - Attack +10 | Crit x3 | Range 60' | Wgt 1lb
+1 flaming arrows - Dam 1d4+1 +1d6flame | Type P | x18

RACIAL MODIFIERS
Fearless +2 saves vs fear
Halfling Luck +1 luck bonus to all saving throws
Sure Footed +2 racial bonus to acrobatics and climb
Weapon Familiarity Dimdweller +2 intimidate, perception, and stealth when benefitting from concealment or full concealment due to dim light or darkness
Keen Senses +2 on perception checks

CLASS ABILITIES
Sneak Attack +3d6dam on all targets denied their dex bonus to AC or flanked (including ranged attacks within 30'); extra damage is not multiplied on criticals; must be able to see target (totally concealed targets negate)
Trapfinding Hardy (Ex) can go twice the normal number of days without water and triple the normal number of days without food before feeling the effects of either thirst or starvation
Finesse Training (ex) gains Weapon Finesse as a bonus feat; he adds his dex modifier to damage with any short sword. If any effect would prevent adding a str modifier to the damage roll, then no dex modifier is added
Evasion (ex) with a Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage; can be used only if wearing light armor or no armor; no benefit if helpless
Danger Sense Endure Elements (sp) can use endure elements 1/d as a spell-like ability with a caster level the same as his rogue level
Debilitating Injury (ex) whenever he deals sneak attack damage, he can also debilitate the target for 1rnd (this is in addition to any penalty caused by a rogue talent or other special ability): 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; or, 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; or, 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; note: these penalties do not stack, additional attacks that deal sneak attack damage extend the duration by 1 round, creature cannot suffer from more than one penalty at a time, the newest penalty is applied, any form of healing also removes the penalty
Uncanny Dodge (ex) cannot be caught flat-footed, nor lose his dex bonus to AC vs invisible attackers (still loses dex bonus to AC if immobilized); he can still lose his dex bonus to AC if an opponent successfully uses the feint action against him
Rogue’s Edge (ex) stealth

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
Trap Finder (camp) +1 trait bonus on Disable Device checks, you can use Disable Device to disarm magic traps, like a rogue
Helpful (racial) whenever he successfully perform an aid another action, he grants his ally a +4 bonus instead of the normal +2
Poverty Stricken (social) +1 bonus on Survival checks, and Survival is a class skill
Unlearned (drwbk) with the exception of 'knowledge - local', he cannot attempt untrained knowledge checks with any knowledge skills (even if the check’s DC is 10 or lower); if he has access to a library that covers a specific knowledge skill, he may attempt an untrained knowledge check with a –2 penalty

FEATS
Weapon Finesse uses his dex modifier instead of str with a light weapon, elven curve blade, rapier, whip, or spiked chain of the appropriate size category; armour check penalties for shields apply to this adjustment
Endurance +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.You may sleep in light or medium armour without becoming fatigued
Precise Shot shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty
Skill Focus (disable device) +3 bonus on all checks involving disable device. +6 for 10 or more ranks in that skill

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
+2 studded leather armour (10lbs), +1 Magic Short Sword (1lb), sap (1lb), +1 Magic Shortbow (1lb), 20 +1 Flaming Arrows (1.5lb)
Sub Total 14.5 lbs Total 17 lbs lightly encumbered

Traveling
Handy Haversack (MAIN POUCH: Book "The Cold Sister's bedtimes tales: fables to keep the little ones from wandering", climber's kit, mw survival kit, healer's kit, Bauble (12/80); RT SIDE POUCH: 40 sling bullets (20/20); L SIDE POUCH: jug of applejack, 19 days of rations (20/20))
Sub Total 5lbs Total 22 lbs lightly encumbered

Specialized Equipment Details:
Goblin Leathers - +2magic studded leather with the Bitter special ability {+5ACbonus | MDB +5 | -0Dex Penalty | ASF 15% | spd 20' | wgt 10lbs}
- Bitter exudes an exceptionally vile and bitter taste whenever something bites or swallows a creature that is wearing it. Any grapples with a bite attack (or any other attack using the mouth) must succeed at a DC 14 Fortitude save to avoid immediately ending the grapple. If swallowed whole, the creature must succeed at a DC 14 Fortitude save at the start of each turn that the armored victim remains alive inside of the creature or become nauseated for 1 round. The creature may vomit up the victim as a standard action. This is a poison effect.
Value 25gp (st leather) +150gp (mw quality) +4,000gp (+2magic) +1,000gp (+1 ability) = 5,175gp

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)
Value 2,000gp

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}
Value 8,000gp

+1 Short Sword {dam 1d4+1 | crit 19-20/x2 | wgt 1lb | type P}
Value 10gp (sh sword) +300gp (mw quality) +2,000gp (+1adjustment) = 2,310gp

+1 Shortbow {dam 1d4+1 | crit 20/x2 | wgt 1lb | type P}
Value 30gp (sh bow) +300gp (mw quality) +2,000gp (+1adjustment) = 2,330gp

+1 flaming arrows {dam +1d6 additional fire | - | wgt 1.5lb | type P}
Value 1gp (20 arrows) +300gp (mw quality) +8,000(/50arrows)gp or 3,200gp (+1adjustment w/+1ability) = 3,501gp

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
The Bizaunkrats (beets and carrots) family clan of Halflings were undergoing a great migration. From their flooded farmland of Shpaikler's Meadow on the northern boarder of Nirmathas they were headed to south eastern Varisia ... but they got lost. There was dissension as they found themselves much too far into the lower parts of the Kodar mountains and the clan fractured into three factions: the 'Let's continue due west's'; the 'Let's follow that river south west and then ask somebody's'; and, the 'Um, the west is direct but the river seems calm, um'. The last faction was made up of Ner's father (Issur), mother (Hode), and Ner's brother and sisters (Joethef, Glucke, and Toltse).

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.
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He found himself in a forest called Ashwood and was discovered by some biguns from something called the churnch-a-ferretstill. They seemed nice at first, but then they were worse then the greenies! They kept bathing him and using big brushes (which he stole and hid), they took his greenie stuff (which he stole and hid), and they tried to make him learn letters! Well he left them a nice note in his best letters and decided not to be there anymore.

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.
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Petronia was just walking to someplace and she stopped and told these dwarves to stop. They said something about her and her father not being related ... which didn't make any sense. Anyway, to make a long story short, Ner got to keep the bag all to himself and Petronia and he started traveling together.

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
1) He tends to treat everybodies stuff as everybodies stuff
2) To be part of a team you have to be needed - so Ner is always helping!
3) Ner carries as much as his bag will hold and when he is forced to get rid of something he will bury it

Three people tied to Ner
Related: Ner doesn't know where his parents are but they are probably deeply concerned
Friendly: There's this guy, Hakun, who gets Petronia good jobs and is smart and nice
Unfriendly: Anyone Petronia has fought with in the past may have marked Ner as possible way to get back at her without having to face her directly

Secrets
Known to Ner: Ner was a lackey for goblins during the 'lone-time' and may know a few of their haunts.

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
Ner wants to make everyone around him happy and to be really really good at his job so that no one will think he isn't very important. He believes this will lead to meaningful work.