Ratfolk Sage

Rikhan's page

No posts. Alias of Dotraj.


Full Name

Rikhan

Race

Ratfolk

Classes/Levels

Necromancer 1

Gender

Male

Size

Small

Age

30

Alignment

Neutral

Languages

Aklo, Common, Draconic, Elven, Orc, Undercommon

Strength 9
Dexterity 16
Constitution 14
Intelligence 19
Wisdom 12
Charisma 16

About Rikhan

Statistics:
Ratfolk Necromancer 1
N Small Humanoid (ratfolk)
Init +5; Senses darkvision 60 ft.; Perception +3 (+5 when in contact with familiar)
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DEFENSE
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AC 18, touch 14, flat-footed 15 (+3 dex, +4 mage armor, +1 size)
hp 9
Fort +2, Ref +3, Will +3
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OFFENSE
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Speed 20 ft.
Melee
Ranged
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STATISTICS
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Str 9, Dex 16, Con 14, Int 19, Wis 12, Cha 16
Base Atk +0; CMB -2; CMD 11
Traits Dangerously Curious, Trustworthy
Drawbacks Nervous
Feats Alertnesss (when in contact with familiar), Scribe Scroll, Spell Focus (Necromancy)

Skills & Languages:

Skills 1 Bluff +4 (+5 to fool someone), 0 Craft (alchemy) +6, 1 Diplomacy +8, 0 Handle Animal +3 (+7 vs rodents), 1 Knowledge (arcana) +8, 1 Knowledge (engineering) +8, 1 Knowledge (planes) +8, 1 Knowledge (religion) +8, 1 Linguistics +8, 0 Perception +3 (+5 when in contact with familiar), 0 Sense Motive +1 (+3 when in contact with familiar), 1 Spellcraft +8, 1 Use Magic Device +10 (9 points; 2 background, 2 class, 1 fcb, 4 INT)
FCB skill
Skill Bonuses +1 Bluff to fool someone, +2 Craft (alchemy), +1 Diplomacy, +4 Handle Animal vs rodents, +2 (+4 when in contact with familiar) Perception, +2 Sense Motive when in contact with familiar, +3 Use Magic Device
Languages Aklo, Common, Draconic, Elven, Orc, Undercommon

Special Abilities:

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SPECIAL ABILITIES
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Arcane School (Necromancy [Undeath]) A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed. A wizard that does not select a school receives the universalist school instead.

A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. For example, a wizard with evocation as an opposition school must expend two of his available 3rd-level spell slots to prepare a fireball. In addition, a specialist takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite. A universalist wizard can prepare spells from any school without restriction.

—Opposition Schools Evocation, Illusion

Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard’s spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot. Wizards with the universalist school do not receive a school slot.

—Power Over Undead (Su) You receive Command Undead or Turn Undead as a bonus feat. You can channel energy a number of times per day equal to 3 + your Intelligence modifier, but only to use the selected feat. You can take other feats to add to this ability, such as Extra Channel and Improved Channel, but not feats that alter this ability, such as Elemental Channel and Alignment Channel. The DC to save against these feats is equal to 10 + 1/2 your wizard level + your Charisma modifier. At 20th level, undead cannot add their channel resistance to the save against this ability.
—Bolster (Sp): As a standard action, you can touch an undead creature and infuse it with negative energy. It gains a +1 profane bonus on all attack rolls and saving throws, as well as 1 temporary hit point per Hit Die and a +2 bonus to its turn resistance. The bonus on attack rolls and saving throws increases by +1 for every 5 wizard levels you possess. These bonuses last for a number of rounds equal to 1/2 your wizard level (minimum 1 round). The bonuses and temporary hit points are immediately dispelled if the creature is within the area of a consecrate spell. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

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.

Familiar Rhamphorhynchus

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

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.


Spells:

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Spells Prepared (CL 1st; concentration +5)
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0th (at will)—acid splash (DC 14), detect magic, prestidigitation
1st—Mage Armor, Ray of Enfeeblement (DC 16), Sleep (DC 15)

Gear/Possessions:

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GEAR/POSSESSIONS
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Carrying Capacity
Light 0-22.5 lb. Medium 23-45 lb. Heavy 46-67.5 lb.
Current Load Carried 5.3 lb.
Gear spellbook I, ink, inkpen, backpack, bedroll, blanket, candles (10)
Money 59 GP 2 SP 0 CP

Background:
Was off playing with necromancy when his warren was wiped out. Specifically, his necromancy had attracted the eye of the “righteous” (good-religion aligned) government of the land, and they wiped out every innocent for the crme of necromancy

Appearance and Personality:
Bleached bone white by his particular brand of magic.

Familiar:
This creature looks like a cross between a bird and a reptile, sporting leathery wings, a beak filled with needlelike teeth, and a long tail ending in a diamond-shaped vane.

Rhamphorhynchus
N Tiny magical beast
Init +3; Senses low-light vision, scent; Perception +6

DEFENSE

AC 16, touch 15, flat-footed 13 (+3 Dex, +1 nat, +2 size)
hp 4 (1 HD)
Fort +2, Ref +7, Will +4
Defensive Abilities improved evasion

OFFENSE

Speed 10 ft., fly 40 ft. (good)
Melee bite +5 (1d3–2)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks sudden swoop

STATISTICS

Str 6, Dex 17, Con 11, Int 6, Wis 14, Cha 11
Base Atk +0; CMB +1; CMD 9
Feats Lightning Reflexes
Skills 1 Fly +11, 1 Perception +6, 1 Stealth +11

SPECIAL ABILITIES

Sudden Swoop (Ex) If a rhamphorhynchus makes a charge attack while flying, it does not provoke attacks of opportunity when it enters an opponent’s space to make a melee attack. It also gains a +2 bonus on damage rolls with its bite attack when it makes a sudden swoop.


Spellbook I:

Latest Filled Page 22
0 level— Resistance (1), Acid Splash (2), Detect Magic (3), Detect Poison (4), Read Magic (5), Daze (6), Bleed (7), Disrupt Undead (8), Touch of Fatigue (9), Mage Hand (10), Mending (11), Message (12), Open/Close (13), Arcane Mark (14), Prestidigitation (15)
1st—Chill Touch (16), Charm Person (17), Mage Armor (18), Glitterdust (19), Magic Missile (20), Sleep (21), Ray of Enfeeblement (22)