Race |
Male Ratfolk Psychic 5 | AC 13/13/11 | HP 8/32 | F+4,R+4,W+7 | CMD 12 | Init+6,Perc+12 |
Classes/Levels |
Phrenic pool 6/6 day | 20’ movement | Darkvision 60’ & Scent | |
About Ninnic
PFS Info
12445-25
Xp 12
PP/Fame 14/17 (spent 2 PP for CLW wand and 1 for Wayfinder)
Completed Scenarios
1. The Confirmation (1 xp, 2 PP, 505 gold)
2. AP 115 Trail of the Hunted (3 xp, 4 PP, 3711 gold)
3. Pathfinder Module: Murder’s Mark (3 xp, 4 PP, 1418 gold)
4. 0-23 Tide of Morning (1 xp, 2 PP, 981 gold)
5. 5-22 Scars of the Third Crusade (1 xp, 2 PP, 1195 gold)
6. 9-08 Birthright Betrayed (1 xp, 2 PP, 1186 gold)
7. 6-99 True Dragons of Absolom (1 xp, 2 PP, 1634 gold)
8. 10-14 Debt to the Quah (1 xp, 2 PP, 1285 gold)
Boons
1. Confirmed Field Agent: can receive personalized wayfinder for 1 PP.
2. Explore, Report, Cooperate: as a free or immediate action, you can determine if an action you are preparing to take will help realize the goals of the Society. Positive, negative, or negligible.
3. Militia Leader: Aubrin the Green. Checked one loyalty box.
4. Feed the Troops.
5. Masterful Performance: one time as a swift action, you gain one of the following benefits after which you mark off this boon. +3 on a Bluff check to feint in combat or create a diversion and attempt to Hide, +3 on an Intimidate check to demoralize an opponent, +3 bonus on a Sleight of Hand check, or a +1 to the caster level and DC of any enchantment or illusion spell you cast.
6. Clockwork Spy: May spend 50 gold and 2 PP to repair the clockwork and then pay 325 gold to have the clockwork spy follow your simple commands.
7. Mendevian Confirmation: +1 on all charisma checks against Mendev crusaders.
8. Arnisant Museum Patron: +1 on Know History v. Taldor. Also, after hearing the mission briefing, can check up to three boxes to gain a borrowed weapon with a +1, +2, or +3 bonus respectively. Alternatively, a +2or +3 weapon can subtract the onus by one to gain the undead bane ability on the weapon. The weapon is made from common materials.
9. Field Commissioned Kobold: when you could play a 4th level pregen, you can play Pethjun from6-99 instead.
10. Trapmaker: a kobold from the Sewer Dragon tribe taught you trap making and gave you some supplies to make a swinging axe trap.
11. Careful Archaeologist: you are thorough and careful. When you fail to achieve secondary success condition of a scenario, you can burn this boon and the entire table gains the secondary success instead.
Male Ratfolk (Ferocity Discipline) Psychic 5
Neutral Small Humanoid
Init.+6; Perception +12
Darkvision 60'; Scent
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DEFENSE
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AC 13 (+2 Dex, +1 size) touch 13, Flatfooted 11
HP 32/32 (5d6+ 5 Con + 5 FC)
Saves
Fort +4 (+1 Class, +1 Con, +1 Trait +1 Magic)
Ref +4 (+1 Class, +2 Dex + 1 Magic)
Will +7 (+4 Class, +2 Wis + 1 Magic)
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OFFENSE
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Speed 20'
Melee +2 spear, 1d6-1 (x3)
Ranged +5 light crossbow, 1d6 (19-20/x2), 80’.
Spells Known
0-Dancing Lights, Daze (DC 15), Detect Magic, Message, Read Magic, Telekinetic Projectile
1-(8/day) Anticipate Peril, Comprehend Languages, Mage Armor, Magic Missile, MonkeyFish
2-(5/day) Bull’s Strength, Invisibility, Mind Thrust II (DC 17)
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Statistics
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STR 8
DEX 15
CON 13
INT 21
WIS 14
CHA 9
BAB +2; CMB 0; CMD 12
Feats:
1. Improved Initiative
3. Spell Penetration
5. Expanded Phrenic Pool
Psychic Abilities:
*Ferocity Discipline
Enhanced Senses: You gain the Scent ability. You can spend one point from the Phrenic pool as a standard action to gain Blindsense 30’ for one minute, At 11th Level, blindsense is continually active and you can spend one point from your Phrenic pool to gain Blindsight 30’ for one minute.
Survival Instinct: You gain your Wisdom modifier (+2) to your Con score to determine the negative hit point total at which you die, and as a bonus on Con checks to become stable or regain consciousness.
*Knacks and spells
*Phrenic pool (6/day)
*Phrenic amplification. A. Overpowering Mind: can spend 2 points from Phrenic pool to increase Will save by +1 on mind affecting spells, B. Focused Force: you can spend a point to increase the damage dice on Force spells from d4 to d6, etc.
*Detect Thoughts
*Ferocity: at zero or below HP, gain +4 to Strength and Dex and +2 to Fort saves. At 8th level you are no longer staggered at zero HP or below, and you automatically stabilize when you have negative HP.
Skills:
30 total ranks (2 class, + 4 Int per level)
Craft Alchemy +14 (4 rank + 5 Int + 3 Class +2 Racial)
*Diplomacy +7 (from headband)(5 ranks -1 Cha + 3 Class)
Intimidate +3 (1 rank - 1 Cha + 3 Class)
Know. Arcana +13 (5 rank + 5 Int, + 3 Class)
Know. Dungeoneering +9 (1 rank + 5 Int + 3 Class)
Know. History +9 (1 rank + 5 Int + 3 Class)
Know. Planes +10 (2rank +5 Int, +3 Class)
Perception + 12 (5 rank + 2 Wis, + 3 Class + 2 Racial)
Spellcraft +13 (5 rank + 5 Int + 3 Class)
Stealth +7 (1 rank + 2 Dex, + 4 size)
UMD +10 (5 rank - 1 Cha + 3 Class + 1 Trait + 2 Racial)
Traits:
Resilient: +1 to Fort saves.
Dangerously Curious: +1 trait bonus to UMD and it is always a class skill.
Languages: Common, Draconic, Gnome, Halfling, Infernal, Undercommon.
Ratfolk Racial Abilities:
+2 Int and Dex, -2 Str
Small size: +1 to AC and to hit, -1 to CMB and CMD, and +4 to Stealth
+2 to Craft Alchemy, Perception and UMD
+t to handle animals vs. rodents
Darkvision 60'
Swarming: two Ratfolk can share the same square. If they attack the same creature, they are considered to be flanking.
Wealth: 5 silver plus 1711 gold plus 1136 gold plus 1634 gold plus 1285 gold
Gear:
Wand of Mage Armor(x50), 750 gold
Headband of Intellect +2, 4000 gold
Cloak of Protection +1, 1000 gold
Wand of CLW (x47), 2 PP
Potion of CLW (x3), 150 gold
Wand of Magic Missile (x36), 750 gold
Light crossbow, 35 gold
Quiver with 10 bolts, 1 gold
Spear, 2 gold
Explorer's outfit, free
Sorcerer’s kit: backpack, bedroll, belt pouch, blanket, flint and steel, iron pot, mess kit, soap, ten torches, five days rations, and a water skin,
8 gold.
Five scroll cases, 2.5 gold
Acid flask, 10 gold
Alchemist's Fire, 20 gold