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About Rerdahl TollanCharacter Details:
Character Name: Rerdahl Tollan Character Race: Rat Folk Character Class: Witch Alignment: Neutral Deity: Ng Current Moderator: GM Deadly Secret
Gender: Male
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)
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:
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
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
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:
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.
Witch:
Class: Witch Alternate Favored Class Option: Add +5 feet to the range of one hex with a range other than "touch."
Patron: NG
Familiar: Greensting Scorpion - "Ghost"
Hexes:
Healing Hex used on: Ragnar, Gozrym Hex: Will Save: DC: 14 (10 + 1/2 level (1) + INT(3))
Equipment:
Equipment & Gear (include weight of individual items and total weight): Worn:
(1) Spear (3 lb.)
--(1) Backpack (.5 lb.)
--(1) Pouch, Belt (.1 lb.)
--(1) Familiar Satchel (6 lb.) --(1) Spell Component Pouch (2 lb.) Total weight carried: 39.75 lb. Carrying capacity:
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
Ready Spells
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!
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