Boggard

Raok the Leaper's page

109 posts. Alias of Tharasiph.


Full Name

Raok the Leaper

Race

Grippli Inquisitor of JalaiJatali 5 Init+8;HP32/38|AC22|T15|FF:17|Fort+6|Ref+6|Will+9|Perc+12;

Classes/Levels

Spells 1:5/5 2:3/3

Size

Small

Age

20

Alignment

Chaotic Good

Deity

JalaiJatali

Languages

Grippli, Common,

Strength 12
Dexterity 18
Constitution 13
Intelligence 13
Wisdom 18
Charisma 8

About Raok the Leaper

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Inquisitor of JalaiJatali (Sanctified Slayer) 5
CG Small Grippli
Init + 8, Darkvison

Stats:

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Statistics
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Str 12, Dex 18, Con 13, Int 13, Wis 18, Cha 8
Base Atk +3; CMB +3; CMD 17

AC 22, touch 15, flat-footed 17 (+5 Armour, +2 Buckler +4 Dex +1 Size)
hp 38 (5d8+10)
Fort +6, Ref +6, Will +9;
Move 30 Climb 20

Languages Grippli, Common,
Favoured Class +5 Hit Points

Offence:

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Offense
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Melee +1 Small Dagger +10 (1d3+5/(19-20)*2)(SorP)

Ranged Small Dagger +8 (1d3+1/(19-20)*2)(20ft)
Ranged Net +8

Skills/Feats/Traits:

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Feats
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Weapon Finesse
Weapon Focus Dagger
Slashing Grace Dagger

Teamwork Feat: Precise Strike (+1d6 on flank)
Studied Target (+2th and dmg)
Sneak Attack (+1d6 dmg)
Bane (+2th +2d6 dmg)

Racial Traits
Glider Gripplis' aerodynamic bodies and thick webbing between the toes enable a falling grippli to treat the distance fallen as half the actual distance. The grippli can steer himself while falling, moving horizontally up to a number of feet equal to half the vertical distance fallen. The grippli cannot use this trait if it is wearing heavy armor, is carrying a heavy load, or is unable to react to the fall (such as being helpless). This racial trait replaces swamp stride.

Jumper Gripplis with this trait are always considered to have a running start when making Acrobatics checks to jump. This racial trait replaces camouflage.

Traits
Fate's Favoured (+1 Luck Bonus)
Reckless (Acro class skill and +1)

-Skills: 35

Climb(Str) +5 (1R)
Swim(Str) +7 (3R)

Acrobatics(Dex) +10 (2R +1 trait)
Stealth(Dex) +16 (5R +4 Size).

Knowledge Dungeonering(Int) +8 (1R)
Knowledge Nature(Int) +8 (1R)
Knowledge Planes(Int) +8 (1R)
Knowledge Religion(Int) +9 (2R)

Spellcraft(Int) +5 (1R)

Bluff(Wis) +8 (1R)
Diplomacy (Wis) +10 (3R)
Intimidate(Wis) +14 (5R+Half Class Level)
Heal(Wis) +7 (1R)
Perception(Wis) +12 (5R)
Sense Motive (Wis) +10 (1R +2 Half Level)
Survival(Wis) +8/+10 track (1R + Half level to track)

Disguise(Cha) +3 (1R)

Gear:

Combat Gear:

+1 Small Dagger (.5/2302)
Small Cold Iron Dagger *4 (2/16)
Small Net (3/20gp)

Magical Gear:

+1 Mithril Chainshirt (13 lbs/2100gp)
Cloak of Resistance +1 (1kgp)
Hat of Disguise (1800gp)
Buckler +1 (2.5/1155gp)
Boots/footwraps of the cat (1000gp)

Other Gear:

Wooden holy symbol of JalaiJatali (1/5)

[Backpack Contents]

Chalk * 5,
Waterskin (4/1)
Soap*2, (1/-)
Bedroll, (5/-)
Wandermeal *10, (5/-)
Trail Rations * 10 (10/5),
Mess Kit, (1/1)
Grooming Kit, (1/1)
Silk Rope 50, (5/10)
Mapmakers Kit (2/10)

Signal Whistle,
Explorers Outfit,

Alchemical Gear:
Flask Alchemist Fire *2 (2/50)
Flask Acid *4 (4/40)
Alchemical Solvent (1/20)

Holy Symbol Tattoo Left hand (Water from a wooden pipe.) (100)

Alchemical Gear:

Gold 767

Encumbrance:19.5lbs (43 or less is light)

Net Rules:

NET
A net is used to entangle enemies. When you throw a net, you make a ranged touch attack against your target. A net's maximum range is 10 feet. If you hit, the target is entangled. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty to Dexterity, can move at only half speed, and cannot charge or run. If you control the trailing rope by succeeding at an opposed Strength check while holding it, the entangled creature can move only within the limits that the rope allows. If the entangled creature attempts to cast a spell, it must succeed at a concentration check with a DC of 15 + the spell's level or be unable to cast the spell.
An entangled creature can escape with a successful DC 20 Escape Artist check (a full-round action). The net has 5 hit points and can be burst with a successful DC 25 Strength check (also a full-round action).

A net is useful only against creatures within one size category of you.
A net must be folded to be thrown effectively. The first time you throw your net in a fight, you make a normal ranged touch attack roll. After the net is unfolded, you take a –4 penalty on attack rolls with it. It takes 2 rounds for a proficient user to fold a net and twice that long for a non-proficient one to do so.

Spellcasting:

Spellcasting
Inquisition/Domain : Conversion Dilomacy, Intimidate and Bluff use Wis for their stat bonus rather than Cha.
Inquisitor Spells Known 0:6, 1:4 2:4
Inquisitor Spells (CL 5th; DC 14 + Spell Level, Concentration +9)
. . 2nd (3/day)(3)—Restoration Lesser, Cure Moderate Wounds, Blistering Invective,
. . 1st (5/day)(4)—Divine Favour, Cure Light Wounds, Shield of Faith, Expeditious Retreat
. . 0 (at will)(6)—Stabilise, Read Magic, Acid Splash, Sift, Create Water, Detect Magic,

Special Abilities:

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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):An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level
Studied Target (Ex):A sanctified slayer can study an opponent he can see as a move action. The slayer then gains a +1/5 lvls bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1/5 lvls bonus on weapon attack and damage rolls against it.

This ability replaces judgment 1/day.
Sneak Attack (Ex):This additional damage is 1d6 at 4th level, and increases by 1d6 every 3 levels thereafter.
Talented Slayer (Ex):At 8th, 16th, 17th, and 20th levels, a sanctified slayer can gain a single slayer talent
Cunning Initiative (Ex):
At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.

Detect Alignment (Sp):
At will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time.

Track (Ex):
At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.

Solo Tactics (Ex):
At 3rd level, all of the inquisitor’s allies are treated as if they possessed the same teamwork feats as the inquisitor for the purpose of determining whether the inquisitor receives a bonus from her teamwork feats. Her allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for the inquisitor to receive the listed bonus.

Teamwork Feat:
At 3rd level, and every three levels thereafter, the inquisitor gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as teamwork feats.

The inquisitor must meet the prerequisites of the selected bonus feat.

Bane (Su)
At 5th level, an inquisitor can imbue one of her weapons with the bane weapon special ability as a swift action. She must select one creature type when she uses this ability (and a subtype if the creature type selected is humanoid or outsider). Once selected, the type can be changed as a swift action. This ability only functions while the inquisitor wields the weapon. If dropped or taken, the weapon resumes granting this ability if it is returned to the inquisitor before the duration expires. This ability lasts for a number of rounds per day equal to the inquisitor’s level. These rounds do not need to be consecutive.

Discern Lies (Sp)
At 5th level, an inquisitor can discern lies, as per the spell, for a number of rounds per day equal to her inquisitor level. These rounds do not need to be consecutive. Activating this ability is an immediate action.

Conversion Inquisition
Charm of Wisdom (Ex): You use your Wisdom modifier instead of your Charisma modifier when making Bluff, Diplomacy, and Intimidate checks.

Swaying Word (Sp): At 8th level, once per day you may speak a word of divinely inspired wisdom that causes a single creature to switch its alliance to you. The target must be within line of sight and able to hear you. If he fails his Will save, he is affected by dominate person, except the duration is only 1 minute.

Grippli Racial Abilities
+2 Dex, +2 Wis -2 Str
Darkvision 60ft
Size: Gripplis are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Type: Gripplis are humanoids with the grippli subtype.
Base Speed: Gripplis have a base speed of 30 feet and a climb speed of 20 feet.
Languages: Gripplis begin play speaking Common and Grippli.
Weapon Familiarity: Gripplis are proficient with nets.
Glider Gripplis' aerodynamic bodies and thick webbing between the toes enable a falling grippli to treat the distance fallen as half the actual distance. The grippli can steer himself while falling, moving horizontally up to a number of feet equal to half the vertical distance fallen. The grippli cannot use this trait if it is wearing heavy armor, is carrying a heavy load, or is unable to react to the fall (such as being helpless). This racial trait replaces swamp stride.
Jumper Gripplis with this trait are always considered to have a running start when making Acrobatics checks to jump. This racial trait replaces camouflage.

Personality:

His logic and analysis of situations don't seem to quite mesh well with being nice to people, his succinct analysis on others tactical capabilities though does not fall short in the area of Intimidation and he seems to have developed this into quite an art form.

He is loyal to a fault even to his own detriment and even others, a token from his upbringing on his rough swamp village home where the community had to stick together absolutely to survive.

Motivations & Background:

Guardian: He has made his way in life as a caravan guard and healer, he is almost always on the lookout for threats or for those that need help.
Student of War: Raok has studied the tactics of battle and the ways of warfare since he was a child, he analyses most situations tactically.
Worship: JalaiJatali is the god Raok worships. The desire to see others share in the words and deeds of JalaiJatali is what drives Raok.

Raok was spawned in the Black Leaf Grippli village, which is located within the Laughing Jungle of the Sargava near the Korir river.

Raok was raised by the whole village with the rest of his spawning as is standard in Grippli society, he had no notion of a specific mother and father, but many elders that cared for him.

He was found to be very perceptive and dexterous which made him a natural hunter, he was also given military training to allow him to help defend the village in times of need.

Raok found that he felt the touch of JalaiJatali on his soul and upon consultation with the clerics and druids of the village he decided to become an inquisitor, rooting out the tribes enemies and spreading the teachings of JalaiJatali in the swamplands.

Raok usually guards the tribes trade caravans to the various villages on the Korir River.

He has a distinct hatred for slavers as he was taken captive for a few years. He was visiting a friendly elven village when he came upon a Dark Elf raiding party attacking the village. The Dark Elves had infiltrated the village killing a few guards, when Raok struck, he had spotted their movements and had silently leaped from tree to tree and then leaped down onto their leader striking him down and shouting for all he was worth. He engaged the raiders, leaping and diving striking here and there to wound and enrage and draw their attention to him. He took several biting wounds, but he kept fighting on.

To those nearby he shouted "Go.. I will hold them, get your people to safety..."

Hold them he did, he fought with passion and grace for a full 3 minutes, so that others would not suffer, until he was struck down by a poisoned dart. Even then he struggled and strained to fight as the poison drained his strength, they shot him again for good measure.

The last thing he remembered before waking in the slave pits was "So exotic and such a good fighter, he will be worth more than enough to compensate us for the loss of a few elves."

That was several years ago now, he was freed by a fellow prisoner and they made their way out of the Dark Elf lair they were held in. Raok returned to his people but now he also roams the land of Sargava hunting down slaver parties and freeing slaves as he can.

He has a price on his head as he has not always been able to get away without being identified, the Aspis do not appreciate their profits being affected. He is laying low in the city at this point disguised as a halfling, as he didn't quite get away from his latest slave rescuing endeavour.

Appearance:

3 and half feet tall, he is big for a Grippli, he wears a mithral chainshirt, he has several daggers about his person at his belt, boots etc and a buckler on his arm. He looks ever ready for combat, but not actively seeking it. He wears travel stained travelers outfit but no boots or gloves so he can better grip and climb.
He has dark green skin with dark shapes (like Rorshack) over it. He has a humanoid-like frogs head and bulbous eyes.