![]()
About Ratón PérezFluff:
Ratón Pérez had been around Crossroads for decades, perhaps even longer, practically a staple of the place. Mothers would whisper to their children that when their teeth fell out, the tooth mouse would scurry into their home and take it.
The truth was harsher. Despite its name, and other shared attributes between a mouse and itself, Ratón was a fairy, a tooth fairy in fact, and a freelancer. It had an especial skill for infiltrating into locked buildings, then exfiltrating people's teeth and kneecaps. The target was typically assigned by one of the numerous mobs or mafia families, and Ratón would blindly follow orders, enjoying the pain it inflicted as much as they enjoyed the cash it brought in. Until about three months ago. Three months ago, it received an assignment from another fairy, high up in the Cauldron. A restaurateur was refusing to pay rent and protection, and the owner's daughter had just finished losing her baby teeth. Go into the house, and take all of her adult ones. She screamed. Normally screaming only encouraged Ratón, but what she screamed hit different. "Why are you hurting me?" she yelled in between the plucking of teeth. Utterly unaware of her family's sins, and yet paying for them. Ratón had never before injured such innocence, and as it reluctantly flew in to steal another tooth, the door burst in. The fairy recognized the man standing before it: an old mob contact for the Lucenzo mafia, recently retired. Probably why he didn't fear the consequences of not paying rent or protection. In an act of preemptive self defense, Ratón swept in and stabbed the man in the neck, before taking a blow from a baseball bat that sent it flying through the window. For days, Ratón was unable to get in contact with either the Lucenzos to try and explain the situation, or its fairy friend in the Cauldron, and by the time it did, it was too late. There was no understanding to be had from the Lucenzos, and no offer of loyalty or protection from the Cauldron. The Cauldron claimed Ratón was acting on its own, unbidden, and off of false or incomplete information. The Lucenzos saw simply treachery. The tooth fairy negotiated a tenuous peace with both the Cauldron and the Lucenzos, but at a cost. Its livelihood, or its freedom. No longer could the Lucenzos tolerate such a dangerous 'freelancer'; if Ratón continued to work, it would be killed. There was also, of course, a tacit understanding that if Ratón were to ally itself with another family, the Lucenzos would have to respect that decision, but Ratón had worked most often for the Lucenzos and the Cauldron, two bridges it had just burned, and no one would dare cross two crime families for the sake of one enforcer. In the short months since, Ratón has done little but ponder the child's plaintive cries. "Why are you hurting me." Few had ever asked it that question, and for those that had, there had always been an answer. It was the first moral quandary the tooth fairy had ever experienced in its long life. In fairness, it was probably one of the first moral quandaries any fae had experienced in the history of Crossroads. Fae morality isn't quite comparable to humanity's, nor is their lived experience. Most experience neither adolescence nor old age, simply beginning one day and ending another. But Ratón at least understood the innocence of a child. It sat there, eating at its insides. Festering. Guilt is not something a fae is built to carry, and it changed Ratón, slowly at first, but then all at once. First a snowflake, and then, an avalanche. Fae Morality and Rationality (as I view them):
A fae lives quite comfortable in their own decisions. Hypocrisy isn't a bad word for the fey, as so sure are they of their steps, no matter the direction or how often they turn back on themselves, that they will stand beside their every whim and decision as if it were equally important.
There must always be a reason for everything. Often these reasons are small or unimportant or seemingly altogether irrelevant, but it's the having it that matters. A single sunrise might inspire one fairy to wax poetic for days on end, inspire another to rob a bank, but both are respectable goals given the reason. Common in many physically smaller fae is a lack of empathy, coupled with an inability to easily feel complex emotions or several at one time. As JM Barrie wrote, "Tink was not all bad: or, rather, she was all bad just now, but, on the other hand, sometimes she was all good. Fairies have to be one thing or the other, because being so small they unfortunately have room for one feeling only at a time. They are, however, allowed to change, only it must be a complete change." For many, but not all, they possess only a limited concept of mortality or the impermanence of being. Some fey might not even remember that the world existed before they did, or ever realize its continuance is not dependent on their survival. Very often, if one threatens to kill a fairy, it will laugh. It's never died before. How novel. Crunch:
Ratón Pérez, CN Diminutive Fey (extraplanar) Tooth Fairy Swashbuckler (Mouser) 3/Fighter (Opportunist) 1 Init +6; Perception +8 Darkvision 60 ft., Low Light Vision ------------------------------------------ DEFENSE ------------------------------------------ AC 24, touch 22, flatfooted 16 (+6 Dex +2 Armor +1 Deflection +1 Dodge +4 Size) HP 40 (1d6+4d10+10) Fort +5, Ref +11, Will +7 DR 2/cold iron ------------------------------------------ OFFENSE ------------------------------------------ Speed 15 ft. Fly 60 ft. (Perfect) Melee +1 Agile Pliers, +16, d4+7, 19-20x2 Bite +15 (d4-3 plus paralysis) Space 1 ft; Reach 0 ft (5 ft with pliers) Special Attacks death throes, paralysis (1d3 rounds, DC 11), pliers, tricky thief Spell-Like Abilities (CL 5th; concentration +7) At will—mage hand, open/close 1/day—invisibility (self only), sleep (DC 13) ------------------------------------------ STATISTICS ------------------------------------------ STR 04 DEX 22 CON 14 INT 12 WIS 18 CHA 18 Base Attack +5; CMB +12(20); CMD 15(19) F: +5 R: +11 W: +7 Feats: Agile Combatant (Racial, Replaces Weapon Finesse), Improved Steal, Greater Steal, Greater Dirty Trick*, Deft Maneuvers (Class, Replaces Weapon Finesse), Combat Reflexes (Level 3), Improved Dirty Trick (Fighter 1), Skill Focus (Stealth) (Level 5) Traits: Stranger (+2 bonus on saves vs. mind-affecting effects), Gold Finger (+1 to SoH and DD, DD class skill) Skills (6/Tooth Fairy, 5/Swashbuckler, 5/Fighter): Acrobatics +10 (+6 when jumping) (1 ranks, 3 class, 6 DEX) Bluff +9 (1 ranks, 3 class, 4 CHA) Diplomacy +9 (1 ranks, 3 class, 4 CHA) Disable Device +15 (3 ranks, 3 class, 6 DEX, 1 trait, 2 circumstance) Escape Artist +10 (1 ranks, 3 class, 6 DEX) Fly +27 (4 ranks, 3 class, 6 DEX, 8 perfect, 6 size) K. Local +8 (4 ranks, 3 class, 1 INT) Perception +8 (1 ranks, 3 class, 4 WIS) Sense Motive +8 (1 ranks, 3 class, 4 WIS) Stealth +29 (5 ranks, 3 class, 6 DEX, 12 size, 3 skill focus) Background Skills (2/level): Appraise: +3 (2 ranks, 1 INT) K. Nobility +7 (3 ranks, 3 class, 1 INT) Sleight of Hand +15 (5 ranks, 3 class, 6 DEX, 1 trait) Languages: Sylvan, English ------------------------------------------ SPECIAL ABILITIES ------------------------------------------ -Racial Abilities- Death Throes (Su) When killed, a tooth fairy explodes into a cloud of sparkling white fairy dust that clings to creatures within 5 feet. This glittery substance has a stench so foul that it sickens any creature coated by it for 1d4 rounds (Fortitude DC 10 negates). This is a poison effect. The save DC is Constitution-based. Pliers (Su) Each tooth fairy owns a pair of pliers it uses to torment its victims. In the hands of a tooth fairy, the pliers deal damage as a +1 dagger wielded by a Medium creature. The pliers have hardness 10 and 3 hit points. If its pliers are destroyed, a tooth fairy is stunned for 1 round. If the tooth fairy is killed, the pliers rust away into worthless splinters 1d4 rounds later. A tooth fairy can create a new pair of pliers by spending one hour crafting (no materials required), which destroys the previous pair. The pliers grant the tooth fairy the Greater Dirty Trick feat and a +4 bonus on dirty trick and steal combat maneuvers. Tricky Thief (Su) A tooth fairy can use a dirty trick combat maneuver with its pliers to pinch an opponent’s fingers, or a steal combat maneuver to steal an opponent’s tooth. A finger pinch deals 1 point of Dexterity damage. Stealing a tooth deals 1 point of Charisma damage and 1 point of bleed damage. If the stolen tooth is reattached within 10 minutes and the character receives any amount of magical healing, the tooth reattaches, the bleed damage ends, and the Charisma damage is cured. Racial Modifiers –4 Acrobatics when jumping -Class Abilities- Swashbuckler: Spoiler:
Panache (Ex) More than just a lightly armored warrior, a swashbuckler is a daring combatant. She fights with panache: a fluctuating measure of a swashbuckler’s ability to perform amazing actions in combat. At the start of each day, a swashbuckler gains a number of panache points equal to her Charisma modifier (minimum 1). Her panache goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1), though feats and magic items can affect this maximum. A swashbuckler spends panache to accomplish deeds (see below), and regains panache in the following ways. Critical Hit with a Light or One-Handed Piercing Melee Weapon: Each time the swashbuckler confirms a critical hit with a light or one-handed piercing melee weapon, she regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or a creature that has fewer Hit Dice than half the swashbuckler’s character level doesn’t restore panache. Killing Blow with a Light or One-Handed Piercing Melee Weapon: When the swashbuckler reduces a creature to 0 or fewer hit points with a light or one-handed piercing melee weapon attack while in combat, she regains 1 panache point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the swashbuckler’s character level to 0 or fewer hit points doesn’t restore any panache. Deeds:
Dodging Panache (Ex): At 1st level, when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modifier (minimum 0) against the triggering attack. This movement doesn’t negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load.
Underfoot Assault (Ex): At 1st level, if a foe whose size is larger than the mouser’s is adjacent to her and misses her with a melee attack, the mouser can as an immediate action spend 1 panache point to move 5 feet into an area of the attacker’s space. This movement does not count against the mouser’s movement the next round, and it doesn’t provoke attacks of opportunity. While the mouser is within a foe’s space, she is considered to occupy her square within that foe’s space. While the mouser is within her foe’s space, the foe takes a –4 penalty on all attack rolls and combat maneuver checks not made against the mouser, and all of the mouser’s allies that are adjacent to both the foe and the mouser are considered to be flanking the foe. The mouser is considered to be flanking the foe whose space she is within if she is adjacent to an ally who is also adjacent to the foe. The mouser can move within her foe’s space and leave the foe’s space unhindered and without provoking attacks of opportunity, but if the foe attempts to move to a position where the mouser is no longer in its space, the movement provokes an attack of opportunity from the mouser. This deed replaces opportune parry and riposte. Kip-Up (Ex): At 3rd level, while the swashbuckler has at least 1 panache point, she can kip-up from prone as a move action without provoking an attack of opportunity. She can kip-up as a swift action instead by spending 1 panache point.
Quick Steal (Ex): At 3rd level, as a swift action the mouser can spend 1 panache point when she hits a for larger than her size with a light or one-handed piercing melee weapon to attempt a steal combat maneuver check against the creature she hit. Using this deed does not provoke an attack of opportunity. This deed replaces menacing swordplay. Precise Strike (Ex): At 3rd level, while she has at least 1 panache point, a swashbuckler gains the ability to strike precisely with a light or one-handed piercing melee weapon (though not natural weapon attacks), adding her swashbuckler level to the damage dealt. To use this deed, a swashbuckler cannot attack with a weapon in her other hand or use a shield other than a buckler. She can even use this ability with thrown light or one-handed piercing melee weapons, so long as the target is within 30 feet of her. Any creature that is immune to sneak attacks is immune to the additional damage granted by precise strike, and any item or ability that protects a creature from critical hits also protects a creature from the additional damage of a precise strike. This additional damage is precision damage, and isn’t multiplied on a critical hit. As a swift action, a swashbuckler can spend 1 panache point to double her precise strike’s damage bonus on the next attack. This benefit must be used before the end of her turn, or it is lost. This deed’s cost cannot be reduced by any ability or effect that reduces the amount of panache points a deed costs (such as the Signature Deed feat). Swashbuckler Initiative (Ex): At 3rd level, while the swashbuckler has at least 1 panache point, she gains a +2 bonus on initiative checks. In addition, if she has the Quick Draw feat, her hands are free and unrestrained, and she has any single light or one-handed piercing melee weapon that isn’t hidden, she can draw that weapon as part of the initiative check. Swashbuckler Finesse (Ex)
Charmed Life (Ex)
Nimble (Ex)
Fighter: Spoiler: Duplicitous (Ex): An opportunist adds Bluff, Sense Motive, Sleight of Hand, and Stealth to his list of class skills. He gains 2 bonus skill ranks at each level, which must be allocated among these skills.
This ability replaces bravery and alters the fighter’s class skills. Underhanded (Ex): An opportunist gains Improved Dirty TrickAPG as a bonus feat at 1st level even if he does not meet the prerequisites.
Gear:
Equipment:
+1 agile pliers (free, damage as medium dagger, range 5 ft) Traveler's Any-Tool 250gp Heward's Handy Haversack 2000gp Muleback Cords 1000gp Cracked Magenta Prism Ioun Stone 800gp Tengu Drinking Jug 1000gp +1 Haramaki 3 gp Pickpocket's Outfit 5gp 4 magnets 2gp Masterwork Thieves' Tools 100gp 500 ft of twine 1gp 8 bells 8gp 2 bell nets 4gp 50 ft silk rope 10gp 50 ft bloodvine rope 200gp 4 belt pouches 4gp 100 pieces of gluepaper 10gp Glasscutter 5gp 148 gp Purchase History Spoiler: Purchasing a quote, V&S, 5gp |