Ratfolk Sage

Niccan Tol's page

3 posts. Alias of AGM Lemming.


About Niccan Tol

Character Name: Niccan Tol
Character Race: Ratfolk
Alignment: Lawful Neutral
Deity: Magdh

Current Moderator:
Adventure:
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Gender: Male
Age: 15
Height: 3' 10"
Weight: 74 lbs
Eyes: Black
Hair: Light Grey
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Character Level: 1
EXP Points Gained: 0
EXP Needed For Next Level:

Known Languages
Common, Draconic, Goblin, Orc
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Appearance: What can I say? Many humans think ratfolk all look the same. I'm small like most ratfolk, with grey fur. I wear light armor, carry a few small weapons and a light wooden shield. I also wear a green, three-pointed knot, the holy symbol of Magdh. I don't know how many people would recognize it though.
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Strength: 11 (3 points, Race -2)
Dexterity: 16 (5 points, Race +2)
Constitution: 12 (2 points)
Intelligence: 16 (5 points, Race +2)
Wisdom: 15 (7 points)
Charisma: 8 (-2 points)
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Hit Points: 9 (d8 +1)
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Armor Class: 18 (Base: 10, Dex +3, Armor +3, Shield +1, Size +1)
Flatfooted Armor Class : 14
Touch Armor Class: 14

Studded Leather Armor +3 AC, -1 ACP
Light Wooden Shield +1 AC, -1 ACP

Special Armor Class Notes: None
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Save vs. Fortitude: +3 (Base: +2, Con: +1)
Save vs. Reflex: +3 (Base: +0, Dex:+3)
Save vs. Will: +4 (Base: +2, Wis: +2)

Special Save Notes: None
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Initiative Modifier: +5 (Dex +3, Trait +2)
Base Attack Bonus: +0
Melee Attack Bonus: +0/+3 finesse
Ranged Attack Bonus: +3

Special Combat Notes:
+1 Size Bonus to hit
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Weapons:
Dagger d3 | 19-20/x2 | P or S
Light Mace d4 | x2 | B
Longbow d6 | x3 | P
Arrow, Durable(10)

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Skills
Total skill points earned: 10/level (6 + Int(3) + Favored Class(1)) +2 Background

Inquisitor's class skills: Bluff(Cha), Climb(Str), Craft(Int), Diplomacy(Cha), Disguise(Cha), Heal(Wis), Intimidate(Cha),
- Knowledge (arcana)(dungeoneering)(nature)(planes)(religion)(Int), Perception(Wis), Profession(Wis), Ride(Dex),
- Sense Motive(Wis), Spellcraft(Int), Stealth(Dex), Survival(Wis), Swim(Str)

Acrobatics: = +2 (Dex 3)
Climb: = +3 (Str 0) 1 Ranks +3 [Class Skill]
Escape Artist: = +2 (Dex 3)
Heal: = +2 (Wis 2)
Knowledge (arcana): = +9 (Int 3) 1 Ranks +3 [Class Skill] Wis +2
Knowledge (dungeoneering): = +9 (Int 3) 1 Ranks +3 [Class Skill] Wis +2
Knowledge (nature): = +9 (Int 3) 1 Ranks +3 [Class Skill] Wis +2
Knowledge (planes): = +9 (Int 3) 1 Ranks +3 [Class Skill] Wis +2
Knowledge (religion): = +9 (Int 3) 1 Ranks +3 [Class Skill] Wis +2
Perception: = +8 (Wis 2) 1 Ranks +3 [Class Skill] Race +2
Ride: = +2 (Dex 3)
Sense Motive: = +6 (Wis 2) 1 Ranks +3 [Class Skill]
Stealth: = +11 (Dex 3) 1 Ranks +3 [Class Skill] Size +4, Trait +1
Survival: = +2 (Wis 2)
Use Magic Device: = +6 (Int 3) 1 Ranks Race +2

Background
Appraise: = +3 (Int 3)
Artistry: = +3 (Int 3)
Craft: = +7 (Int 3) 1 Ranks +3 [Class Skill]
Profession(Cook): = +6 (Wis 2) 1 Ranks +3 [Class Skill]

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Feats & Traits:
1st Level: Additional Traits

Traits:
Faith - Fate's Favored: Increase Luck bonuses by 1
Combat - Reactionary: +2 Initiative
Magic - Pragmatic Activator: Use INT instead of CHA for UMD.
Campaign - You’re Here to Investigate. Something smells fishy about Silas Gribb, and its not his cargo. Whether you were asked by Cassomir’s Constabulary or a rival mercantile guild, you’ve been tasked with keeping an eye on Silas. Your skills with investigation and reconnaissance make you the ideal spy. But your employers think that there’s more going on than just a lowly dealer like Silas, however... so look out! You gain a +1 to stealth checks, and stealth is always a class skill for you.
Additionally, you gain an extra 50 starting gold.

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Race: Ratfolk
+2 Dexterity, +2 Intelligence, –2 Strength: Ratfolk are agile and clever, yet physically weak.
Ratfolk: Ratfolk are humanoids with the ratfolk subtype.
Small: Ratfolk are Small and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Slow Speed: Ratfolk have a base speed of 20 feet.
Darkvision: Ratfolk can see in the dark up to 60 feet.
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.
Tinker: Ratfolk gain a +2 racial bonus on Craft (alchemy), Perception, and Use Magic Device checks.
Languages: Ratfolk begin play speaking Common. Ratfolk with high Intelligence scores can choose from the following languages: Aklo, Draconic, Dwarven, Gnoll, Gnome, Goblin, Halfling, Orc, and Undercommon.

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Class: Inquisitor/Monster Tactician

Domain: Luck: Bit of Luck (Sp): You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Monster Lore (Ex): The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.

Stern Gaze (Ex): Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).

Summon Monster (Sp): Starting at 1st level, a monster tactician can cast summon monster I as a spell-like ability a number of times per day equal to 3 + her Wisdom modifier. She can cast this spell as a standard action, and the creatures remain for 1 minute per level (instead of 1 round per level). At 3rd level and every 2 inquisitor levels thereafter, the power of this ability increases by 1 spell level, allowing her to summon more powerful creatures (to a maximum of summon monster IX at 17th level). A monster tactician cannot have more than one summon monster spell active in this way at a time; if she uses another, any existing summon monster immediately ends. These summon monster spells are considered to be part of the monster tactician’s spell list for the purposes of spell trigger and spell completion items. In addition, she can expend uses of this ability to fulfill the construction requirements of any magic items she creates, so long as she can use this ability to cast the required spells.
At 2nd level and each level thereafter, the monster tactician can add one monster from the expanded summon monster list (see pages 28–29) to her list of available summoned creatures. She can add a new option to any summon monster spell she can cast at the time she chooses the monster; once made, these choices cannot be changed.
This ability replaces judgment.

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Equipment & Gear:
Explorer's Outfit 2 lb

Armor:
Studded Leather Armor: 25 GP, 10 lbs.
Light Wooden Shield: 3 GP, 2.5 lbs.

Weapons:
Dagger: 2 GP, .5 lbs
Light Mace: 5 GP, 2 lbs
Longbow: 75 GP, 1.5 lbs
Arrow, Durable(10): 10 GP, 1 lb

Backpack: 2 GP, .5 lb
Waterskin: 1 GP, 1 lb
Trail Rations(4): 2 GP, 1 lb
Blanket: 5 SP, .75 lb

Adventurer's Sash: 20 GP, .75 lb
Acid Flask: 10 GP, 1 lb
Alchemists's Fire: 20 GP, 1 lb

Spell Component Pouch: 5 GP, 2 lb

Total weight carried: 25.5
Armor: 12.5
Weapons: 5
Equipment: 8

Carrying capacity : Light Load -> 38 lbs | Medium Load -> 76 lbs | Heavy Load -> 115 lbs

Starting Gold: 190 GP (Average for class: 140, Trait: 50)
Armor: 28
Weapons: 92
Equipment: 57.5

Remaining Gold: 12 GP, 5 SP
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Movement:
Base Speed: 20 ft.
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Magic:
Spells Known:
Level 0: 4: Daze, Detect Magic, Guidance, Light
Daze
Detect Magic
Guidance
Light
Level 1: 2: Cure Light Wounds, Divine Favor
Cure Light Wounds
Divine Favor

Spells per Day:
Level 1: 2 (1 +Wis(1))

Save DC: 10 + Spell Level + WIS(2)
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Character History :

I grew up in Cassomir with my parents, their parents, my brothers and sisters and dozens of cousins. Ratfolk aren't exactly popular in the area, perhaps because we do look like very large rodents. Well, if rodents were smart enough to speak the common language, or several others, and learn a trade to earn money.... I might understand better. Well, maybe not. But I've gotten over most of that prejudice. We're people too.

Many in my family work the docs, loading the ships carrying freight and passengers up or down the Sellen River. We don't work on the boats though. Some of them have learned to speak with animals and occasionally work to relocate the mice and rats from the boats back to the wild. Occasionally they transfer rats from one boat to another though, when the crew deserve the cruelty.

My mother is Mahr Fral, Heaven's Shaman of Ng. Early in her life she joined a group of adventurers that headed far North to the Lake of Mists and Veils searching for treasure from the Jundlan Wrecks. She was one of only two survivors from that trek. The other was an elven barbarian that was magically aged several decades. She returned to Oppara and retired from adventuring, marrying my father, Kottan Tal. She doesn't freely speak of that time other than to warn that "messing with the Fey is dangerous". She taught me what she knew of the Fey (not really much) and about several of the Eldest. Maybe she thought that I'd follow her worship of Ng? I hope I didn't disappoint when I chose to worship Magdh. She also taught me to cook, saying that adventurers always needed someone that knew how to turn the trail rations into something that tasted better than mud....

I joined my family at the shipyard about two years ago. The big folk working constantly underestimate us, thinking that since we are small we are weak. I may not be some strapping barbarian, but I can handle any weight that a normal human can.... My dad had to 'rein me in' a couple times at first, not wanting me to cause trouble for the family. I learned the trade and learned to just growl to myself when dealing with stupidity. The quiet times between jobs also let me focus on my dedication to Magdh. I had made a holy symbol out of green rope like my reading had said was right. I must have done something wrong though because when I tried to use it as a focus for my prayers.... it didn't work. I meditated and prayed some more, and studied the word and tried again, and again.

Looking back I wonder if it was a test. Was I dedicated enough? Would I stick with it? Did I actually have faith in Magdh? Possibly because I hadn't followed Ng like my mother? After about a month, and thirty different attempts at tying the rope into the three-pointed knot, it finally worked. I had learned the right way to call on the divine power of Magdh when the magic was needed.

While I had been working the docks I was also watching and listening. What did the adventuring types do? Some went "monster hunting" for glory and treasure. Thinking about how my mother's early life had gone I didn't want to do that. I decided that I'd wait and watch for some task with a little more, "meaning". I'm not a Paladin or someone that is seeking evil to destroy. I am devoted to Magdh, seeking to simplify the strands of fate.

I joined the caravan because I saw Silas Gribb was organizing it and I think there's something 'wrong' about him. I considered applying for a guard position, I do have a long bow and know how to use it.... But taking a job as cook was easier to get. Even Silas seemed to accept me for that. We'll see where this leads.