Ratfolk Caravan Guard

Rerdahl Tollan's page

208 posts. Alias of AGM Lemming.


Race

HP 1/14 | AC14 tch14 FF11 | CMD15/FF12 | F+3 R+3 W+4

Classes/Levels

| | Init+7 | BAB:1,MAB:+2,RAB:+5 | Knowledge(Arcana)+8,(Nature)+7 | Perception+11 | Spellcraft+8 | Stealth+8 | Cold Resistance 2

Age

13

Alignment

Neutal

Deity

Ng

Languages

Common, Gnome, Dwarf, Elf, Goblin

Strength 11
Dexterity 16
Constitution 14
Intelligence 16
Wisdom 12
Charisma 10

About Rerdahl Tollan

Character Details:

Character Name: Rerdahl Tollan
Character Race: Rat Folk
Character Class: Witch
Alignment: Neutral
Deity: Ng

Current Moderator: GM Deadly Secret
Adventure: Reign of Winter

Gender: Male
Age: 13
Height: 3' 10"
Weight: 74 lbs
Eyes: Black
Hair: Reddish Brown
Region: Southern Taldor

Character Level: 2

Known Languages: Common, Gnome, Dwarf, Elf, Goblin, Draconic

Stats & HP:

Strength: 11
Dexterity: 16
Constitution: 14
Intelligence: 16
Wisdom: 12
Charisma: 10

Hit Points: 14

AC & Saves:

Armour Class: 14 (base 10; Dex +3; Size +1)
Flatfooted Armour Class: 11
Touch Armour Class: 14

Save vs. Fortitude: +3 (base +0; Con +2; Trait +1)
Save vs. Reflex: +3 (base +0; Dex +3)
Save vs. Will: +4 (base +3; Wis +1)

Combat/Offense:

Initiative Modifier: +7 (DEX +3, Familiar +4)
Base Attack Bonus: +1
Melee Attack Bonus: +2
Ranged Attack Bonus: +5

Special Combat Notes: +1 To Hit Size Bonus, Cold Resistance 2

Weapons:
Spear d6, x3, 20', P
2 Daggers d3, 19-20x2, 10' P or S
Club d4, x2, 10', B

Light Crossbow & 20 quarrels

Skills:

Core Skills:
Total skill points earned: 10 (2 + Int(3))/lvl
Acrobatics: = +3 (Dex 3)
Bluff: = +0 (Cha 0)
Climb: = +0 (Str 0)
Diplomacy: = +0 (Cha 0)
Disable Device: = +N/A (Dex 3)
Disguise: = +0 (Cha 0)
Escape Artist: = +3 (Dex 3)
Fly: = +3 (Dex 3)
Heal: = +5 (Wis 1) 1 Ranks +3 [Class Skill]
Intimidate: = +0 (Cha 0)
Knowledge (arcana): = +8 (Int 3) 2 Ranks +3 [Class Skill]
Knowledge (dungeoneering): = +N/A (Int 3)
Knowledge (local): = +N/A (Int 3)
Knowledge (nature): = +7 (Int 3) 1 Ranks +3 [Class Skill]
Knowledge (planes): = +N/A (Int 3)
Knowledge (religion): = +N/A (Int 3)
Perception: = +11 (Wis 1) 2 Ranks +3 [Class Skill] Racial Bonus +2, Trait +1, Alertness Feat +2
Ride: = +3 (Dex 3)
Sense Motive: = +3 (Wis 1) Alertness Feat Bonus +2
Spellcraft: = +8 (Int 3) 2 Ranks +3 [Class Skill]
Stealth: = +8 (Dex 3) 1 Ranks Size Bonus +4
Survival: = +1 (Wis 1)
Swim: = +0 (Str 0)
Use Magic Device: = +6 (Cha 0) 1 Ranks +3 [Class Skill] Racial Bonus +2

Background Skills: 2
Appraise: = +3 (Int 3)
Artistry: = +3 (Int 3)
Craft(Alchemy): = +9 (Int 3) 1 Ranks +3 [Class Skill] Racial Bonus +2
Handle Animal: = +N/A (Cha 0)
Knowledge (engineering): = +N/A (Int3:Trained Only)
Knowledge (geography): = +N/A (Int3:Trained Only)
Knowledge (history): = +7 (Int 3) 1 Ranks +3 [Class Skill]
Knowledge (nobility): = +N/A (Int3:Trained Only)
Linguistics: = +4 (Int 3) 2 Ranks +3 [Class Skill]
Lore: = +N/A (Int3:Trained Only)
Perform: = +0 (Cha 0)
Profession: = +N/A (Wis 1)
Sleight of Hand: = +N/A (Dex 3)

Feats:

Feats:
1st Level: Extra Hex(Protective Luck)
Benefit: You gain one additional hex. You must meet all of the prerequisites for this hex.
Special: You can gain Extra Hex multiple times.

From Familiar: Alertness
You often notice things that others might miss.
Benefit: You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Traits:

Traits:
- Social: Seeker: You are always on the lookout for reward and danger. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.
- Northern Ancestry: One of your parents came from the North, and the tales of the frozen lands at the top of the world that you grew up listening to excited your imagination. Alternatively, maybe one of your ancestors passed on the blood of some frost-rimed creature. You feel most alive during the chill of winter, and as a child, you spent hours playing in the snow. You rarely feel the cold, and you’ve always had a restless longing to travel north. You gain a +1 trait bonus on Fortitude saves, as well as cold resistance 2; this resistance does not stack with cold resistance gained from any other source.

Race:

Race: Rat Folk
Ratfolk Racial Traits
+2 Dexterity, +2 Intelligence, –2 Strength: Ratfolk are agile and clever, yet physically weak.

Ratfolk: Ratfolk are humanoids with the ratfolk subtype.

Small: Ratfolk are Small and gain:
+1 size bonus to their AC
+1 size bonus on attack rolls
–1 penalty on combat maneuver checks and to their CMD
+4 size bonus on Stealth checks.

Slow Speed: Ratfolk have a base speed of 20 feet.

Darkvision: Ratfolk can see in the dark up to 60 feet.

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

Swarming: Ratfolk are used to living and fighting communally, and are adept at swarming foes for their own gain and their foes' detriment. Up to two ratfolk can share the same square at the same time. If two ratfolk in the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.

Tinker: Ratfolk gain a +2 racial bonus on Craft (alchemy), Perception, and Use Magic Device checks.

Languages: Ratfolk begin play speaking Common. Ratfolk with high Intelligence scores can choose from the following: Aklo, Draconic, Dwarven, Gnoll, Gnome, Goblin, Halfling, Orc, and Undercommon.
Alternate Racial Traits
Alternate Favored Class Option: Add +5 feet to the range of one hex with a range other than "touch."

Witch:

Class: Witch

Alternate Favored Class Option: Add +5 feet to the range of one hex with a range other than "touch."
- 1st Level: Protective Luck Hex
- 2nd Level: Protective Luck Hex

Patron: NG
Endurance:
Spells at level: 2nd—endure elements, 4th—bear's endurance, 6th—protection from energy, 8th—spell immunity,
10th—spell resistance, 12th—bear's endurance (mass), 14th—restoration (greater), 16th—iron body, 18th—miracle.

Familiar: Greensting Scorpion - "Ghost"
AC: 19; HP: 6 (or half of mine rounded down); Int: 6
Fort: +2; Ref: +3; Will: +4 (Uses mine if they are better)
Climb +7; Perception +5; Stealth +15;
- Darkvision 60'
- Alertness Feat to me whenever it is within arm's reach
- Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
- Share Spells: The wizard may cast a spell with a target of "You" on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
- Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.


Hexes:

Healing Hex used on: Ragnar, Gozrym

Hex: Will Save: DC: 14 (10 + 1/2 level (1) + INT(3))
A witch's hex is either an extraordinary ability if labeled (Ex), a spell-like ability if labeled (Sp), or a supernatural ability if labeled (Su).
Unless otherwise noted, using a hex is a standard action that does not provoke an attack of opportunity. The save to resist a hex is equal to 10 + 1/2 the witch’s level + the witch’s Intelligence modifier.
- 1st Level: Slumber (Su): A witch can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep. The creature receives a Will save to negate the effect. If the save fails, the creature falls asleep for a number of rounds equal to the witch's level. This hex can affect a creature of any HD. The creature will not wake due to noise or light, but others can rouse it with a standard action. This hex ends immediately if the creature takes damage. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.
- Extra Hex Feat: Protective Luck (Su): The witch can cause fate to twist so that it benefits a creature within 30 (40: FCB) feet for 1 round. Whenever that creature is targeted by an effect that requires an attack roll, including weapon attacks, the attacker must roll twice and take the worse result. At 8th level and 16th level, the duration of this hex is extended by 1 round. A witch cannot use this ability on herself. Hexes that affect the fortune hex, such as cackle, also affect protective luck.
- 2nd Level: Healing (SU): Effect: This acts as a cure light wounds spell, using the witch’s caster level. Once a creature has benefited from the healing hex, it cannot benefit from it again for 24 hours. At 5th level, this hex acts like cure moderate wounds.


Equipment:

Equipment & Gear (include weight of individual items and total weight):

Worn:
(1) Explorers outfit
(1) Winter outfit, sized for medium person, with some cord to tie it on where it is too big for him. - 7 lbs (+5 to Fort Save for freezing weather)

(1) Spear (3 lb.)
(2) Daggers (.5 lb.)(x2)
(1) Club (1.5 lb.)
(1) Light Crossbow (4 lbs)
(20) Quarrels (2 lbs)

--(1) Backpack (.5 lb.)
----(1) Bedroll (1.25 lb.)
----(1) Waterskin (1 lb.)
----(1) Wineskin (1 lb.)
----(4) Rations (1 lb.)

--(1) Pouch, Belt (.1 lb.)
----(2) Alchemist's Fire(flask) (1 lb.)(x2)

--(1) Familiar Satchel (6 lb.)

--(1) Spell Component Pouch (2 lb.)

Total weight carried: 39.75 lb.

Carrying capacity:
Light load: 0-38 lb. ; Medium Load: 39-76 lb. ; Heavy load: 77-115 lb.

Money: PP 8; GP 18; SP 34; CP 18

Movement: 20'

Magic:

Spells Known/with familiar:
0: All
- Arcane Mark: Inscribes a personal rune on an object or creature (visible or invisible).
- Bleed: Cause a stabilized creature to resume dying. (Range:Close, Will Save)
- Dancing Lights: Creates torches or other lights. (Duration:1 minute/level)
- Daze: A single humanoid creature with 4 HD or less loses its next action. (Range:Close, Will Save)
- Detect Magic: Detects all spells and magic items within 60 ft. (Cone. Duration:Concentration/1 minute/level)
- Detect Poison: Detects poison in a creature or object. (Range:Close, DC 20 Wisdom or Craft-Alchemy check to determine poison type)
- Guidance: +1 on one attack roll, saving throw, or skill check. (Touch)
- Light: Object shines like a torch. (Duration:10 minutes/level)
- Mending: Makes minor repairs on an object. (Range:10', 1 object up to 1 lb/level)
- Message: Whisper conversation at distance. (Range:100' + 10'/level, Duration:10 minutes/level)
- Putrefy Food and Drink: Makes food and water inedible. (Range:10', 1cu.ft./level)
- Read Magic: Read scrolls and spellbooks.
- Resistance: Subject gains +1 on saving throws. (Touch, Duration:1 minute)
- Spark: Ignites unattended fine flammable objects. (Range:Close)
- Stabilize: Cause a dying creature to stabilize. (Range:Close)
- Touch of Fatigue: Touch attack fatigues target. (Duration:1 round/level, Fort Save)

1st: 8/1
- Cure Light Wounds: Cures 1d8 damage + 1/level (max +5). (Range:Touch)
- Ear-Piercing Scream: Deal 1d6/2 levels sonic damage and daze target. (Range:Close, Fort Save for Daze and half damage)
- Identify: Gives +10 bonus to identify magic items. (Range:60', Duration:3 rounds/level)
- Ill Omen: Target rolls twice for checks and attacks and uses worst roll. (Range:Close, Duration:1 rnd/level until discharged, 1 roll + 1/5 levels)
- Mage Armor: Gives subject +4 armor bonus. (Range:Touch, Duration:1 Hour/level)
- Mount: Summons riding horse for 2 hours/level. (Range:Close)
- Obscuring Mist: 20' radius, 20' high fog surrounds you. 5' visibility within mist. (Duration:1 minute/level)
Patron: Endure Elements
- Adhesive Spittle: Spit a Tanglefoot Bag at a creature. (Range:15', Reflex save partial, Dur:1 rnd/level - persists 2d4 rnds)
- Reduce Person: Humanoid creature reduces to half size. (Range:Close, Dur:1 minute/level, +2 Dex/-2 Str, +1 Attack and AC)

Ready Spells
Level 0:(4) Daze, Guidance, Stabilize, Detect Magic
Level 1:(3) Cure Light Wounds, Mage Armor, Adhesive Spittle

DC Modifier for Spells: 10 + Spell Level + Int(3)

History/Backstory:

Character History:
I grew up in the underside of Zimar. A ratfolk family living in that garrison town was outcast by our very nature. My father was a local, but my mother was from far north Irrisen. She was always cold, but maybe it was just her memories? We weren't the heavy warrior types that the garrison always wanted, even in these decadent days. And my family was more inclined to avoid combat, either by stealth or by magic.

My path led directly to the arcane arts, but not those of the wizard. Very early in my childhood I felt a connection to my familiar, a bug and a dangerous one to boot by anyone else' standards. But Ghost was mine and he led me to my powers. He also led me to my destiny. As I say, Ghost was a bug, or more particularly, a green-sting scorpion. He isn't really dangerous unless you are really weak, but his sting does hurt for a little bit and might make you feel a little bit ill for a while. Well, Ghost led me to my destiny because one of the captains of the town guard saw him on my shoulder, tried to swat him off and got stung. My reaction was to put the man to sleep, which was misunderstood as the effect of the sting. So now I'm on the run from Zimar.

Where does a young rat-witch run? Down stream first, until I find out where I'm running!
XP History: