Ratfolk Caravan Guard

Nikki Tempest's page

138 posts. Alias of DW Duck.


Full Name

Nicodemus "Nikki" Tempest |Per +6|Init +6/+8 If Underground

Race

Offense:
Range +10 Melee +3 | Hex Save 19 | Flight 5/6

Classes/Levels

Defense:
AC:18|T17|FF13|CMD14 | HP 42/42 FHP 21/21 | Saves (F|R|W): 5|8|8 +2 Underground Traps/Hazards

Gender

Current AC-22|T-17|FF-17|CMD-14|Mage Armor 6 Hours|

About Nikki Tempest

Misc Stats:

Init +8 (+6 above ground)
DEX, Reactionary (trait), Underworld Guide (Alt Race)
Senses Darkvision (60ft); Perception +X
Movement on Foot 30ft/6Sq
Mounted Movement 60ft/12Sq (Fly; Average)
Size/Reach: Tiny/0ft (Small/5ft Naturally)
Favored Class: Witch
Burn:
Weight Carried:
Age:18
Height: 1ft 6⅛in (3'7" Naturally)
Weight: 7.5lbs (59 Naturally)
Load: Light: <20 / Medium: 20-40 / Heavy: 41-60 / Overhead: 60 / Lift: 120 / Drag: 300
^^^ Calculated Using Small Size as adjustments for Tiny items don't exist, so calculating both Items and Carrying Capacity as Small ^^^
Languages: Abyssal, Celestial, Common, Draconic, Dwarven, Elven,
Giant, Gnoll, Goblin, Halfling, Infernal, Necril, Orc, Sylvan, Undercommon

Stat Block:

Primary - Witch: 6
Gestalt - Wizard 3

Max HP 42 ({BASE}6+{LVL2-6}AVG(2d6+3d8)+{CON}(2*6)
STR 06 -2 Base 08 -2Perm'dReduce
DEX 20 +5 Base 16 +2Racial +2Perm'dReduce
CON 14 +2 Base 13 +1LVL4
INT 22 +6 Base 18 +2Racial +2Headband
WIS 12 +1 Base 12
CHA 08 -1 Base 08 -2Racial

Defense:

AC 18; Touch 17; Flat-Footed 13
DEX +5, Size +2, Natural Armor +1
Fire Resistance 5

Fort +5 +2 Class, +2 CON, +1 Cloak
Ref +8 +2 Class, +5 DEX, +1 Cloak
Will +8 +5 Class, +1 WIS, +1 Cloak
+2 Traps/Hazards Underground from Underworld Guide

CMD 14
10 +3 BAB, -2 STR, +5 DEX, -2 Size

Armor: Scaled Skin (1 Nat)
Shield: None
Magic Items: None

Offense:

BAB +3 Primary Class Witch Lvl 6
Melee +3 +3 Class, -2 STR, +2 Size
Range +10 +3 Class, +5 DEX, +2 Size
CMB +8 +3 BAB, +5 DEX
^^ Tiny Size allows DEX instead of STR ^^

Melee Weapons
Dagger
+3 ATK 1d2-1 Slash or Pierce Crit 19-20/x2

Ranged Weapons

Witch 6:

The witch’s class skills are Craft (Int), Fly (Dex), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (nature) (Int), Knowledge (planes) (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).

Skill Ranks per Level: 2 + Int modifier

Hit Die: d6

Patron: Time
Familiar: Parrot - Niddler
Hexes: Lvl1 - Evil Eye, Lvl1 Feat Extra Hex: Flight, Lvl2 - Misfortune, Lvl4 - Cackle, Lvl6 - Slumber
Spells/Day: Cantrips/4, 1st/5, 2nd/5, 3rd/3
^^^ Includes High INT Bonus ^^^

Wizard 3:

The wizard’s class skills are Appraise (Int), Craft (Int), Fly (Dex), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), and Spellcraft (Int).

Skill Ranks per Level: 2 + Int modifier.
Hit Die: d6

Arcane School Specialization: Admixture (Evocation Subschool)
Opposition Schools: Enchantment, Necromancy
Arcane Bond/Familiar: Bond? Waiting on GM Rule

Evocation Arcane School
Evokers revel in the raw power of magic, and can use it to create and destroy with shocking ease.

Intense Spells (Su)
Whenever you cast an evocation spell that deals hit point damage, add 1/2 your wizard level to the damage (minimum +1). This bonus only applies once to a spell, not once per missile or ray, and cannot be split between multiple missiles or rays. This bonus damage is not increased by Empower Spell or similar effects. This damage is of the same type as the spell. At 20th level, whenever you cast an evocation spell you can roll twice to penetrate a creature’s spell resistance and take the better result.

Versatile Evocation (Su): When you cast an evocation spell that does acid, cold, electricity, or fire damage, you may change the damage dealt to one of the other four energy types. This changes the descriptor of the spell to match the new energy type. Any non-damaging effects remain unchanged unless the new energy type invalidates them (an ice storm that deals fire damage might still provide a penalty on Perception checks due to smoke, but it would not create difficult terrain). Such effects are subject to GM discretion. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Lvl 1 - Scribe Scroll Bonus Feat

Inventory and Spells

Skills:

3 Witch: 2+INT(5) Adventure Skill Points per level (21)
3 Kineticist: 2+INT(5) Adventure Skill Points per level (21)
6 Character Level: 2 Background Skill Points per level (12)
FCB: 00
Adventure Skill Points: 42 Background Skill Points: 12
Headband Skill Selected: Knowledge (religion)

Witch Class Skills: Craft (Int), Fly (Dex), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (nature) (Int), Knowledge (planes) (Int), Profession (Wis), Spellcraft (Int), Use Magic Device (Cha)

Wizard Class Skills: Appraise (Int), Craft (Int), Fly (Dex), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), and Spellcraft (Int).

AM = Ability Mod / R = Ranks / C = Class Bonus / O = Other Bonus
(T) = Trained Only / * = Class Skill
Untrained

Adventure Skills 37/42 Spent (5 converted to Background)
AM+R+C+O=TTL Skill Circumstantial
+5+0+0+0=+05 Acrobatics (DEX)
-1+0+0+0=-01 Bluff (CHA)
+5+0+0+0=+05 Climb (DEX)
^^ Tiny Size uses DEX ^^
-1+0+0+0=-01 Diplomacy (CHA)
+5+1+0+0=+06 Disable Device (DEX)(T)
-1+0+0+0=-01 Disguise (CHA)
+5+0+0+0=+05 Escape Artist (DEX)
+5+1+3+8=+17 Fly* (DEX)
^^ +4 Vestigial Wings Alt Racial Trait ^^
^^ +4 Size Bonus (Tiny) ^^
+1+0+0+0=+01 Heal* (WIS)
-1+0+0-4=-05 Intimidate* (CHA)
^^ -4 Size Bonus (Tiny) ^^
+6+6+3+2=+17 K- arcana* (INT)(T)
+6+6+3+2=+17 K- dungeon* (INT)(T)
+6+3+3+2=+14 K- local* (INT)(T)
+6+1+3+2=+12 K- nature* (INT)(T)
+6+6+3+2=+17 K- planes* (INT)(T)
+6+1+3+2=+17 K- religion* (INT)(T)
^^ +1 Rank, +6 Headband Ranks, Max Rank = +6 ^^
^^ All Knowledge:+2 Auto Aid Another from Niddler ^^
+1+0+0+0=+01 Perception (WIS)
+5+0+0+0=+05 Ride (DEX)
+1+0+0+0=+01 Sense Motive (WIS)
+6+6+3+0=+15 Spellcraft* (INT)(T)
+5+0+0+8=+13 Stealth (DEX)
^^ +8 Size Bonus (Tiny) ^^
+1+0+0+0=+01 Survival (WIS)
+5+0+0+4=+09 Swim (DEX)
^^ +4 Fly Hex ^^
^^ Tiny Size uses DEX ^^
+6+6+3+0=+15 Use Magic Device* (INT)(T)
^^ UMD INT instead of CHA = Pragmatic Activator Trait ^^

Background Skills 12/12 Background Spent - 5 Adventure Spent
+6+1+3+3=+13 Appraise* (INT)
^^ Familiar Bonus ^^
+6+0+0+0=+06 Artistry (INT)
+6+0+0+0=+06 Craft* (INT)
-1+0+0+0=-01 Handle Animal (CHA)(T)
+6+1+3+2=+12 K- engineering* (INT)(T)
+6+1+3+2=+12 K- geography* (INT)(T)
+6+1+3+2=+12 K- history* (INT)(T)
+6+1+3+0=+12 K- nobility* (INT)(T)
^^ All Knowledge:+2 Auto Aid Another from Niddler ^^
+6+6+3+0=+15 Linguistics* (INT)(T)
+6+6+3+2=+17 Lore- Rappan Athuk* (INT)(T)
^^ Counts as Knowlege per Skill Desc ^^
-1+0+0+0=-01 Perform (CHA)
+1+0+0+0=+01 Profession* (WIS)(T)
+5+0+0+0=+05 Sleight of Hand (DEX)(T)

Climb/Swim Dex Referance

Familiar - Niddler:

Name: Niddler
Archetypes: Sage
Master Class Equivlant Level: 9
Bonus: +3 Appraise

Skills: 14 Ranks (Sage's Knowledge 12, 1HD +2 INT), Knowledge (All) Class Skills (Sage's Knowledge)

Untrained Skills
STR -4, DEX +2, INT +2, WIS, +2, CHA -2

Trained Skills
Other Skills
AM+R+C+O=TTL Skill Circumstantial
-2+1+0+0=-01 Diplomacy (CHA)
+2+0+0+4=+06 Fly (DEX)
^^ +4 Size Bonus (Tiny) ^^
+2+1+0+3=+06 Perception (WIS)
^^ Skill Focus ^^
+2+0+0+8=+10 Stealth (DEX)
^^ +8 Size Bonus (Tiny) ^^
+2+1+0+0=+03 Use Magic Device (INT)(T)

Knowledge Skills
Sage Archetype Grants Half Master Level (+4) Bonus to Knowledge Checks]
AM+R+C+O=TTL Skill Circumstantial
+2+1+3+4=+10 K- arcana* (INT)(T)
+2+1+3+4=+10 K- dungeon* (INT)(T)
+2+1+3+4=+10 K- engineering* (INT)(T)
+2+1+3+4=+10 K- geography* (INT)(T)
+2+1+3+4=+10 K- history* (INT)(T)
+2+1+3+4=+10 K- local* (INT)(T)
+2+1+3+4=+10 K- nature* (INT)(T)
+2+1+3+4=+10 K- nobility* (INT)(T)
+2+1+3+4=+10 K- planes* (INT)(T)
+2+1+3+4=+10 K- religion* (INT)(T)
+2+1+3+4=+10 Lore* (INT)(T)
[OOC]^^ Counts as Knowlege per Skill Desc ^^

Parrot
N Tiny animal
Init +2; Senses low-light vision; Perception +6

DEFENSE

AC 16, touch 14, flat-footed 14 (+2 Dex, +2 size, +2 Natural)
hp 21 (Master/2 - F.HP)
Fort +2, Ref +4, Will +2

OFFENSE

Speed 10 ft., fly 40 ft (average)
Melee bite +9 (1d3–4)
Space 2-1/2 ft.; Reach 0 ft.

STATISTICS

Str 2, Dex 15, Con 8, Int 14, Wis 15, Cha 7
Base Atk +5; CMB +5; CMD 8
Feats Skill Focus (Perception), Weapon Finesse
Skills Fly +6, Perception +6
SQ sound mimicry

SPECIAL ABILITIES

Sound Mimicry (Ex)
Parrots are excellent at learning and copying sounds they hear often, from creaking boards to even specific voices. The parrot makes a Bluff check opposed by the listener’s Sense Motive check to recognize the mimicry, although if the listener isn’t keenly familiar with the person or type of sounds mimicked, it takes a –8 penalty on its Sense Motive check. The parrot has a +8 racial bonus on its Bluff check to mimic sounds it has listened to for at least 1 week. This ability does not allow the parrot to speak or understand languages, it simply imitates them.

Special Replaced
Alertness Sage's Knowledge, improved evasion, share spells, empathic link
Deliver touch spells
Speak with master
Speak with animals of its kind

Sage
---Dazzling Intellect (Ex)
A sage’s Intelligence score is always equal to 5 + its master’s class level (14), but it gains natural armor (+2) increases as if its master’s class level were half what of the actual class level.

This alters the familiar’s Intelligence score and natural armor adjustment.

---Sage’s Knowledge (Ex)
A sage stores information on every topic and is happy to lecture its master on the finer points of a subject. A sage can attempt all Knowledge checks untrained and gains a bonus on Knowledge checks equal to half its master’s class level. Additionally, a sage gains 2 skill ranks each time its master gains a class level. Its maximum number of ranks in any given skill is equal to its master’s class level.

This replaces alertness and the familiar’s ability to share its master’s skill ranks.

Feats:

Proficiencies: Simple Weapons, Light Armor, No Shields
Level 01 - Extra Hex
Level 03 - Accursed Hex: If target saves against 1/day Hex, can target 1 extra time before end of next turn
Level 05 - Craft Wondrous Items

Traits:

Racial
Ability Score Racial Traits: Tieflings are quick in body and mind, but are inherently strange and unnerving. They gain +2 Dexterity, +2 Intelligence, and –2 Charisma.
Type: Tieflings are outsiders with the native subtype.
Size: Small. In game terms, the difference between non-human tieflings and human tieflings is purely a matter of size. Unless they have specific tiefling-related size modifiers, the tieflings of each of these races are the same size as their non-fiendish ancestors. They gain any of the bonuses or penalties related to that size, but gain no racial bonuses except those of the tiefling; beyond size, their humanoid ancestry is purely cosmetic.
^^ Ratfolk Tiefling. Perm'd Reduce Person to Tiny ^^
Speed: Tieflings have a base speed of 30 feet.
Languages: Tieflings begin play speaking Common and either Abyssal or Infernal. Tieflings with high intelligence scores can choose from the following: Abyssal, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Infernal, and Orc. See the Linguistics skill page for more information about these languages.

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

Prehensile Tail: Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.
Scaled Skin: The skin of these tieflings provides some energy resistance, but is also as hard as armor. Choose one of the following energy types: cold, electricity, or fire. A tiefling with this trait gains resistance 5 in the chosen energy type and also gains a +1 natural armor bonus to AC. This racial trait replaces fiendish resistance.
Underworld Guide (2 RP): Those who brave the lightless tunnels below the world’s surface learn to identify the dangerous phenomena that characterize the Underworld. Characters with this trait gain a +2 bonus on initiative checks, and on saves against traps and hazards when underground (from a lifetime of dodging accursed pools, cave-ins, and green slime). Tieflings can take this trait in place of the darkness spell-like ability. Source PZO9466
Vestigial Wings: Some tieflings possess a pair of undersized, withered, or stunted wings like a mockery of those of their fiendish forbearer. Sometimes these wings are leathery, like those of a bat. Other times they are covered with a scattering of black, red, or violet feathers. Rare manifestations can take even more bizarre forms. These wings do not provide the lift required for actual flight, but do have enough power to aid flight attained by some other method, and grant a +4 racial bonus on Fly skill checks. This racial trait replaces skilled.

Background
Traits
Pragmatic Activator: Use INT instead of CHA for Use Magic Device.
Reactionary: +2 to Initiative
Drawback
Umbral Unmasking: You cast no shadow whatsoever, or the shadow you do have is monstrous. Under normal lighted conditions, this is not hard to observe—but uncommon to notice. Creatures that succeed at a DC 15 Wisdom check notice it plainly (an additional Perception check may be required based on environmental conditions). This telltale sign of wickedness cannot be concealed by misdirection, nondetection, or illusions, except those that also affect shadows (such as invisibility).

To be added:
Backstory