Rat

Rekka the Rat's page

113 posts. Alias of lexibean.


Full Name

Rekka the Rat

Race

Vital Stats/Skills:
HP: 16/16, - AC: 13/T: 13/FF: 11 – Perception +5 - Initiative: +2 - F: +2 / R: +2/ W: +4 - CMB: +1 - CMD: 13, Speed: 20

Classes/Levels

Other Skills:
Acrobatics +3 (-1 jump), Climb +2, Escape Artist +7, Fly +9, Heal +7, Intimidate +5, Perception +5, Spellcraft +10, Stealth +7, Survival +1 (+3 to avoid becoming lost when using this), Swim +6, Use Magic Device +6

Gender

Female

Size

Small

Alignment

LN

Deity

Andoletta

Languages

Aklo, Common, Draconic, Gnoll, Goblin, Undercommon

Strength 12
Dexterity 14
Constitution 14
Intelligence 20
Wisdom 13
Charisma 11

About Rekka the Rat

Rekka
Ratfolk Witch 2
LN Small Humanoid (ratfolk)
Init +2; Senses darkvision 60 ft.; Perception +5

Defense:

AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size)
hp 16 (2d6+4)
Fort +2, Ref +2, Will +4

Offense:

Speed 20 ft.
Melee Quarterstaff +3 (1d4+1/x2)
Spell-Like Abilities Feather Fall (self only) (At will)
Witch Spells Prepared (CL 2):
1 (4/day) Remove Fear, Cure Light Wounds, Cure Light Wounds, Charm Person
0 (at will) Guidance, Touch of Fatigue (DC 15), Dancing Lights, Stabilize

Statistics:

Str 12, Dex 14, Con 14, Int 20, Wis 13, Cha 11
Base Atk +1; CMB +1; CMD 13

Feats: Improved Familiar

Traits: Vagabond Child (urban) (Escape Artist), Brigand (since reformed)

Skills: Acrobatics +3 (-1 jump), Climb +2, Escape Artist +7, Fly +9, Heal +7, Intimidate +5, Perception +5, Spellcraft +10, Stealth +7, Survival +1 (+3 to avoid becoming lost when using this), Swim +6, Use Magic Device +6

Languages: Aklo, Common, Draconic, Gnoll, Goblin, Undercommon
SQ +2 to reflex saves, cornered fury, empathic link with familiar, hexes (flight, healing), patron spells (healing), share spells with familiar

Other Gear: Quarterstaff, Backpack, masterwork (empty), Chalk, Compass, Crowbar, Flint and steel, Ink, black, Inkpen, Paper (5), Parchment (2), Signal whistle, Silk rope, 65 GP, 6 SP, 9 CP

Special Abilities:

+2 to Reflex saves You gain the Alertness feat while your familiar is within arm's reach.

Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.

Cornered Fury +2 melee attack and AC if no conscious ally in 30 ft.
Darkvision (60 feet) You can see in the dark (black and white vision only).

Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.

Healing (1d8+2) (Su) Use cure light wounds once per day/person.

Rodent Empathy Ratfolk gain a +4 bonus on Handle Animal checks made to influence rodents.

Share Spells with Familiar Can cast spells with a target of "You" on the familiar

Background:
Rekka is a creature of the sewers and ships. Born somewhere far away from Brevoy in a nest and a warren that she barely remembers, Rekka was uprooted at and early age. She doesn't remember how or why she was on that ship that sailed away from her forgotten home, but she was smart enough to survive. Maybe her parents simply didn't want her, maybe the warren was too full ... maybe she was kisnapped. She has no recollection.

As many rats do, she found her home first in the hold of that ship, later at the docks of Port Ice, and then slowly but surely venturing outward from there. As she grew, she became aware that she was the only one of her kind to be found anywhere. She was at home with the rats from the ships and the docks, but she was not one of them. She was bigger, faster. Smarter. Much smarter. She picked up the languages of the humans and others there, lurking under their feet, and slowly, she began to creep out intio the world of the big people.

Rekka found that if she wrapped herself up tightly, wore a cloak, and spoke from the shadows, she could talk to humans. She could interact, and eventually, work. She was always good with her paws, and could get some menial labor at the docks where nobody asked to see your face or asked too many questions. She worked for a time (Though she didn't necessarily know it) for some of the more unsavory sorts that gathered down at places like the docks. Some people knew about the strange rat creature that the bosses employed, and she was, unbeknownst to her, a sort of 'about town' brigand. Still, she was small,and not very strong, so at first, her earnings were meagre, and her fame inconsequential. But with those earnings, she learned of (and bought) books. And with books, her mind expanded. She became fascinated with the unknown ...

And from the unknown (and her weasel friend) came the magic.

After that, Rekka became something of a real healer. She abandned her work as muscle or patching for the less savory sorts, and began to ply her own chosen trade. With magic to back her up, she found she could actually do this in some places without fear of ostracism, though of course there were always those unwilling to be seen by a healer with a tail. She also found that she was safer to travel about. And so, Rekka became a traveller. Never much one for adventuring, perse, she is more a wandering healer, still researching her unknown abilities, and looking for books and work where she can find it, when she needs it.

The adventures of Ratty Rat in Restov:

Rekka is tired as the city of Restov comes into view. Still, its been days, and feels like years, since she's seen the more familiar and comfortable jumbled buildings and people of a city. It isn't as if Rekka has ever been all that social with humans ... she's just comfortable with their doings and goings, and is happy to live around the edges of them. She's tired, but the sight of the city fills her with a new energy, and she wraps her old green cloak around her tighter to make her way in.

Maybe its time to rest from my wanderings a bit.

Luckily, Restov has a docks too, though its considerably smaller than Port Ice. Rekka has to carve herself a nest out of the smaller community that uses this place. She finds that the smaller city means less opportunity to work, however, and competition for someone on the fringes is fierce, particularly since she isn't human or halfling. Still, a healer is always a rarity amongst bandits, so she managed alright, though it was always a temporary solution.

Where she could, Rekka also took legitimate work, and made some attempt to extricate herself from the life she'd fallen back into. She spent a lot of time listening for other opportunities, and it was what she liked to think was a mix of luck and hard work that brought her news of the adventurers - one of the bandits she healed had a charter he'd stolen from an unwary adventurer.

Restov is not the place to be. This is the same as before. Its time to leave.

With that decision in mind, her next choice is easy. Rekka doesn't have a whole lot of belongings, but what she does have, she packs up in a little bag she can tuck under her cloak and, not feeling sorry at all about leaving Restov and her old profession behind. The wilderness is where they're going, so that is where the rat goes too.

A stop at Oleg's tells her that a party recently set out from there, and so, Rekka is following. The wilderness us strange to her, and she's not sure if they'll even want her, but what is life without risk? She and her as-yet-unnamed-ferret will find out.

Rekka's Appearance:
Rekka is a small rat-thing. She is about three foot seven inches, an weighs only fifty-nine pounds.

She has dark brown fur that is mostly well groomed aside from the scar across her snout and the notch taken out of her left ear. She has gold earrings lining her large membranous ears, and intelligent glossy black eyes. Whiskers quiver, long and sensitive, on either side of her long rat-nose.

She has a tendency to chitter a little when she speaks common.