Ratfolk Caravan Guard

Norveg's page

275 posts. Alias of Treppa.


Full Name

Norveg

Race

Ratfolk

Classes/Levels

Cleric 3 {Init +3; F +4 R +4 W + 6; Perc +6 (darkvision); hp 21/21; AC 18 t 14 ff 15; BAB +2, CMB +1, CMD 14; CLW 8/50}

Gender

M

Size

S

Alignment

CN

Deity

Hanspur

Languages

Common, Halfling

Strength 10
Dexterity 16
Constitution 10
Intelligence 12
Wisdom 17
Charisma 14

About Norveg

Norveg
Ratfolk cleric of Hanspur 3 (Pathfinder RPG Bestiary 3 231)
CN Small humanoid (ratfolk)
Init +3; Senses darkvision 60 ft.; Perception +6
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Defense
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AC 18, touch 14, flat-footed 15 (+3 armor, +3 Dex, +1 shield, +1 size)
hp 21 (3d8+2+toughness)
Fort +4, Ref +4, Will +6
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee hook hand +3 (1d3) or
. . tailblade +3 (1d2)
Special Attacks ale/wine variant channeling 5/day (DC 13, 2d6 plus 0 channel penalty), swarming
Cleric Spells Prepared (CL 3rd; concentration +6)
. . 2nd—blinding ray[ARG] (DC 15), death knell (DC 15), slipstream[D,APG] (DC 15)
. . 1st—bane (DC 14), hydraulic push[D,APG], shield of faith, summon monster I
. . 0 (at will)—bleed (DC 13), guidance, light, mending
. . D Domain spell; Domains Water (Rivers subdomain), Travel
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Statistics
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Str 10, Dex 16, Con 10, Int 12, Wis 17, Cha 14
Base Atk +2; CMB +1; CMD 14
Feats Selective Channeling, Toughness
Traits jenivere crew, resilient
Skills Acrobatics +5 (+2 to jump), Handle Animal +6 (+4 for rats), Knowledge (religion) +6, Perception +6, Profession (sailor) +7, Spellcraft +5, Swim -2, Use Magic Device +6; Racial Modifiers +2 Perception
Languages Common, Halfling
SQ agile feet (6/day), current flow, rodent empathy
Combat Gear wand of cure light wounds (36/50 remain); Other Gear studded leather, light wooden quickdraw shield[APG], hook hand, tailblade[ARG], backpack, bedroll, belt pouch, candle (10), flint and steel, hemp rope (50 ft.), holy text[UE], iron holy symbol of Hanspur[UE], mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, wooden holy symbol, 215 gp, 565 sp
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Special Abilities
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Agile Feet (6/day) (Su) For 1 rd, you ignore difficult terrain.
Ale/Wine Variant Channeling Ignore nauseated & sickened, or become nauseated.
Ale/Wine Variant Channeling 2d6 plus 0 channel penalty (5/day, DC 13) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Rivers) Freshwater rivers and streams are the lifeblood of both you and the land.
Cleric Domain (Travel) Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Current Flow (1 rounds, 6/day) (Su) As a free action, +10 ft to land or swim speed & bonus to swim.
Darkvision (60 feet) You can see in the dark (black and white only).
Rodent Empathy Ratfolk gain a +4 racial bonus on Handle Animal checks made to influence rodents.
Selective Channeling Exclude targets from the area of your Channel Energy.
Swarming (Ex) Can share a square with another with swarming, if both att the same foe, he is flanked.
Tunnel Rat You count as one size smaller than normal for the purpose of squeezing.

L2:
Norveg
Ratfolk cleric of Hanspur 2 (Pathfinder RPG Bestiary 3 231)
CN Small humanoid (ratfolk)
Init +3; Senses darkvision 60 ft.; Perception +6
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Defense
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AC 18, touch 14, flat-footed 15 (+3 armor, +3 Dex, +1 shield, +1 size)
hp 14 (2d8+1)
Fort +4, Ref +3, Will +6
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee hook hand +2 (1d3) or
. . tailblade +2 (1d2)
Special Attacks ale/wine variant channeling 5/day (DC 13, 1d6 plus 0 channel penalty), swarming
Cleric Spells Prepared (CL 2nd; concentration +5)
. . 1st—bane (DC 14), hydraulic push[D,APG], murderous crow, summon monster I
. . 0 (at will)—bleed (DC 13), detect magic, guidance, stabilize
. . D Domain spell; Domains Water (Rivers subdomain), Travel
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Statistics
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Str 10, Dex 16, Con 10, Int 12, Wis 17, Cha 14
Base Atk +1; CMB +0; CMD 13
Feats Selective Channeling
Traits jenivere crew, resilient
Skills Acrobatics +5 (+1 to jump), Knowledge (religion) +6, Perception +6, Profession (sailor) +7, Sense Motive +7, Spellcraft +5; Racial Modifiers +2 Perception
Languages Common, Halfling
SQ agile feet (6/day), current flow, rodent empathy
Combat Gear wand of cure light wounds (8/50 used); Other Gear studded leather, light wooden quickdraw shield[APG], hook hand, tailblade[ARG], backpack, bedroll, belt pouch, candle (10), flint and steel, hemp rope (50 ft.), holy text[UE], iron holy symbol of Hanspur[UE], mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, wooden holy symbol, 215 gp, 580 sp - 7 bathhouse = 573 sp.
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Special Abilities
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Agile Feet (6/day) (Su) For 1 rd, you ignore difficult terrain.
Ale/Wine Variant Channeling Ignore nauseated & sickened, or become nauseated.
Ale/Wine Variant Channeling 1d6 plus 0 channel penalty (5/day, DC 13) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Rivers) Freshwater rivers and streams are the lifeblood of both you and the land.
Cleric Domain (Travel) Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Current Flow (1 rounds, 6/day) (Su) As a free action, +10 ft to land or swim speed & bonus to swim.
Darkvision (60 feet) You can see in the dark (black and white only).
Rodent Empathy Ratfolk gain a +4 racial bonus on Handle Animal checks made to influence rodents.
Selective Channeling Exclude targets from the area of your Channel Energy.
Swarming (Ex) Can share a square with another with swarming, if both att the same foe, he is flanked.

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Murderous Crow (for spell)

Base animal:
Hawk (Pathfinder RPG Bestiary 131) (There is no crow animal stat block in PF1)
N Tiny animal
Init +3; Senses low-light vision, darkvision 60ft; Perception +14
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Defense
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AC 15, touch 15, flat-footed 12 (+3 Dex, +2 size)
hp 4 (1d8)
Fort +2, Ref +5, Will +2
Resist acid 5, fire 5
SR 5
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Offense
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Speed 10 ft., fly 60 ft. (average)
Melee 2 talons +5 (1d4-2)
Space 2 ft.; Reach 0 ft.
Special Attacks smite law 1/day, eye rend
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Statistics
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Str 6, Dex 17, Con 11, Int 2, Wis 14, Cha 7
Base Atk +0; CMB +1 (+3 steal); CMD 9 (11 vs. steal)
Feats Improved Steal[APG], Weapon Finesse
[b]Skills
Acrobatics +3 (-5 to jump), Fly +7, Perception +14; Racial Modifiers +8 Perception
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Special Abilities
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Fly (60 feet, Average) You can fly!
Improved Steal You don't provoke attacks of opportunity when stealing.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Darkvision See in the dark 60’
Eye Rake If both talons hit the same living foe in a single round, that foe must make DC13 Reflex save or be blinded as the murderbird tears at its eyes. Blindness lasts 1d4 days or until healed with remove blindness.
Smite Law 1/day as a swift action, add CHA bonus to attack rolls and damage bonus equal to HD against lawful foes. Smite persists until target is dead or entropic creature rests.
Bonus Feat Improved Steal
Special attack: Eye Rake If both talons hit the same living foe in a single round, that foe must make DC13 Reflex save or be blinded as the murderbird tears at its eyes. Blindness lasts 1d4 days or until healed with remove blindness.
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Minor Entropic Rat (for spell) CR 1/4
XP 100
Rat (Pathfinder RPG Bestiary 132)
N Tiny animal
Init +2; Senses low-light vision, darkvision 60ft, scent; Perception +1
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Defense
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AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
hp 4 (1d8)
Fort +2, Ref +4, Will +1
Resist acid 5, fire 5
SR 5
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Offense
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Speed 15 ft., climb 15 ft., swim 15 ft.
Melee bite +4 (1d3-4)
Space 2 ft.; Reach 0 ft.
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Statistics
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Str 2, Dex 15, Con 11, Int 2, Wis 13, Cha 2
Base Atk +0; CMB +0; CMD 6 (10 vs. trip)
Feats Weapon Finesse
[b]Skills
Acrobatics +2 (-6 to jump), Climb +10, Stealth +18, Swim +10; Racial Modifiers +4 Stealth
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Special Abilities
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Climb (15 feet) You have a Climb speed.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Swim (15 feet) You have a Swim speed.
Darkvision See in the dark 60’ in black and white
Smite Law 1/day as a swift action, add CHA bonuse to attack rolls and damage bonus equal to HD against lawful foes. Smite persists until target is dead or entropic creature rests.
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Entropic Creature (CR +0 or +1)
Creatures with the entropic template live in planes where chaos is paramount. They can be summoned using spells such as summon monster and planar ally. An entropic creature's CR increases by +1 only if the base creature has 5 or more HD. An entropic creature's quick and rebuild rules are the same.
Rebuild Rules: Senses gains darkvision 60 ft.; Defensive Abilities gains DR and energy resistance as noted on the table; SR gains SR equal to new CR +5; Special Attacks smite law 1/day as a swift action (adds Cha bonus to attack rolls and damage bonus equal to HD against lawful foes; smite persists until the target is dead or the entropic creature rests).
Entropic Creature Defenses
Hit Dice Resist Acid and Fire DR
1–4 5 —
5–10 10 5/lawful
11+ 15 10/lawful