Ratfolk Elder

Rissi Rawpaws's page

60 posts. Alias of The Norv.


Full Name

Rissi Rawpaws

Race

Ratfolk

Classes/Levels

Unchained Rogue 2/Occultist 4

Stats:
HP: 43/43 | AC/T/FF: 18/13/16 | Fort +6 Ref +7 (evasion) Will +6 | CMD: 16 | Mental Focus: 4A/2E/2N

Gender

Female

Size

Small

Age

22

Alignment

N

Location

Hagegraf

Languages

Common, Undercommon, Aklo, Dwarven, Orc

Strength 12
Dexterity 14
Constitution 12
Intelligence 18
Wisdom 13
Charisma 9

About Rissi Rawpaws

Rissi Rawpaws
Ratfolk Unchained Rogue 2/Occultist 4 [FCB: 4xHP]
Favored class: Occultist
N Small Humanoid (Ratfolk)
Height: 3'11" Weight: 71 lbs.
Init +2; Senses Perception +10, Sense Motive +11
XP:
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Defense
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AC 18, touch 13, flat-footed 16 (+5 armor, +2 Dex, +1 size)
HP 43 (6d8+6 CON+4 FCB)
Fort +6, Ref +7, Will +6
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Offense
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Speed 20'
Melee +1 rapier +8 (1d4+2 P/18-20)
Ratfolk tailblade +7 (1d2+1 S)
Dagger +7 (1d3+1/19-20)
Ranged Dagger +7 (1d3+1/19-20/10')
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Statistics
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Str 12 Dex 14 Con 12 Int 18 Wis 13 Cha 9
Base Attack +4; CMB +4; CMD 16
Feats Weapon Finesse (Rogue Bonus), Deceitful, Cunning Caster, Edge Runner
Traits Fast Talker (Social), Eldritch Delver (Magic)
Trained Skills Adventuring: Spellcraft [3] +10, Use Magic Device [3] +7, Knowledge (Religion) [2] +9, Disable Device [6] +12, Sense Motive [6] +11, Bluff [6] +10, Stealth [6] +15, Acrobatics [4] +9, Perception [4] +10, Escape Artist [4] +9, Knowledge (Dungeoneering) [4] +12, Climb [1] +5, Diplomacy [1] +3. Background: Appraise [6] +13, Sleight of Hand [6] +9, Knowledge (History) [6] +14. ACP: -1
Languages: Common, Undercommon, Aklo, Dwarven, Orc
Gear +1 spell storing chain shirt, gloves of larceny, cloak of resistance +1, +1 rapier, ratfolk tailblade, pickpocket's outfit (+2 bonus to hiding small objects on person), mwk backpack, concealable thieves' tools, climber's kit, infiltration kit (small, weights 9 lbs), 3 daggers, belt pouch.
Cash 22 gp
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Special Abilities
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RACE

Small Size: gain a +1 size bonus to attacks and AC, a -1 penalty on CMB and CMD, and a +4 bonus to Stealth.
Slow Speed: 20'
Tinker: gain a +2 racial bonus to Craft (Alchemy), Perception, and Use Magic Device checks.
Rodent Empathy: gain a +4 racial bonus on Handle Animal checks made to influence vermin.
Darkvision 60'
Cornered Fury: When reduced to half or fewer of her hit points and she has no conscious ally within 30', Rissi gains a +2 racial bonus to melee attack rolls and to AC.

TRAIT
Fast Talker (Social): You gain a +1 trait bonus on Bluff, and Bluff is always a class skill.
Eldritch Delver (Magic): You gain a +1 trait bonus on Knowledge (Dungeoneering) and Knowledge (History) checks, and you treat your caster level as 1 higher for any conjuration spells of the teleportation subschool.

CLASS
Sneak Attack +1d6: When you catch a foe flat-footed, or flanked, you can deal extra damage.
Trapfinding: You add 1/2 your rogue level (+1) to Perception checks to locate traps and Disable Device checks. You can use Disable Device to disable magic traps.
Evasion: If you succeed at a Reflex saving throw against an attack that normally deals half damage, you instead take no damage. You can only use this ability if you are wearing light or no armor.
Rogue Talent: Black Marketeer: You treat every settlement as one size greater for the purpose of determining the gp limit of the base items for sale, as well as the number of minor, medium, and major magic items available in the settlement. With a successful Diplomacy check (DCs listed in feat), you can treat the settlement as two sizes greater. If the check fails by 5 or more, you spook the market, and treat the city as normal for one week. Your poor roll might also cause someone to retaliate against you or alert the authorities.
Implement Schools: Abjuration, Necromancy, Enchantment
Mental Focus: 8 points (lvl+INT). These points refresh each day and can be invested in implements she has on her, which activate the resonant powers. Any abilities that are activated by investing a specific number of mental focus points are activated when the points are invested for the day, and are NOT diminished or altered by spending the points over the course of the day to use focus powers. The implement grants its resonant power to whoever holds it; they can be lent to allies (though that prevents her from using the focus powers or casting spells in that school with ease). She can save generic mental focus in her own body, but using it to activate focus powers doubles the cost of such powers.
Magic Item Skill: Gain a bonus on all Use Magic Device checks equal to 1/2 occultist level.
Object Reading: Examining an item in this way requires Rissi to spend 1 minute handling the item. If the item is a magic item, the occultist learns its properties and command word as if she had successfully examined the item using detect magic and succeeded at a Spellcraft check. This ability does not reveal whether the item is cursed unless the occultist's class level is equal to or greater than the caster level of the item. If the item has any historical significance, the occultist learns one piece of information about its past (as determined by the GM). Finally, if the item was last used no longer than 1 day ago per the occultist's class level, the occultist learns one piece of information about the last creature to use the item.
Shift Focus: You can spend 1 minute in quiet concentration to shift focus from one implement to another; this removes a number of points of mental focus from one implement and adds that number -1 to another. You can only shift focus from one implement to another, not generic focus into an implement. This, unlike expending focus normally, does reduce the effects of any resonant powers that depend on a specific amount of focus, though it does not increase those of the implement that gains focus.
Focus Powers (DC 16): All resonant powers for schools, plus Mind Barrier and Loci Sentry (Abjuration); Mind Fear and Spirit Shroud (Necromancy); and Cloud Mind (Enchantment).

FEAT
Weapon Finesse (Rogue Bonus): When using a finesse weapon made for a creature of your size, you may use your Dexterity modifier instead of your Strength on attack rolls.
Deceitful: Gain a +2 bonus on all Bluff and Disguise checks. If you have 10 or more ranks in one of those skills, the bonus increases to +4 for that skill.
Cunning Caster: When casting a spell, you can attempt a Bluff check (opposed by observers' Perception checks) to conceal your actions from onlookers. If the spell requires material components, you take a -4 penalty on the Bluff check. Psychic spells never have verbal or somatic components (they replace them with thought and emotion components, respectively). If the spell produces an obvious effect (such as a fireball), you also take a -4 penalty on the check. These penalties are cumulative.
Edge Runner: You can move at full speed while using Acrobatics to traverse narrow services, and do not become flat-footed or lose your DEX bonus to AC when doing so. You also gain a +4 bonus to Climb checks to catch yourself when falling. You also gain a +4 bonus on saving throws against effects that would cause you to fall (such as a pit trap). This bonus does not apply to your CMD against bull rush or trip attacks.

SPELLS KNOWN
Knacks (DC 14, no limit): Resistance, Daze, Grave Words
1st-Level (DC 15, 4/day): Shield, Charm Person, Inflict Light Wounds [ ] [ ] [ ] [ ]
2nd-Level (DC 16, 2/day): Spectral Hand, Resist Energy, Demand Offering [ ] [ ]

Appearance and Personality:

Rissi has sable fur and stands slightly less than waist high on a human. She's a bit on the stocky side for a ratfolk, though not unattractive; her shyness, which manifests as a habit of not meeting people's eyes, makes her less personable than strangers might expect. She's quiet, independent, and deeply thoughtful; despite her independence, she's been adrift for the last several months, and is likely to seize onto a new "family" at the first opportunity.

Background:

Rissi Rawpaws was born into a clan of ratfolk residing on the plains of Druma, making a living by trading with the occasional caravan of human traders (Kalistradians, by and large) and by scavenging from the waste or the wreckage of such caravans to find usable goods they could either resell or refashion to their own ends. As the youngest of nearly a dozen siblings, Rissi was painfully shy and often struggled to make herself heard and establish any independence from her siblings. Her parents--more concerned with the day-to-day necessities of survival than their children's emotional welfare--largely left the siblings to tend to each other, so Rissi grew up to be an awkward, though deeply intelligent, young woman.
While most of her family shared their specie's fascination with found objects and complex tools and machines, Rissi lived under a far more powerful compulsion. She wanted to know not only how things worked, but why; why they were built the way they were, why they were used or discarded, and who had done so to them. Rissi was enthralled by the stories she felt must lie locked within each object, and when her parents announced that they were giving up on the clan and moving the family to Highhelm in the hopes of a better life, she was quietly thrilled. There would be true history in Highhelm, to say nothing of the incredible artifacts she might find there!

Sadly, Highhelm wasn't all that they'd hoped it would be. Although Rissi and her siblings learned to survive there--largely by scavenging, stealing, and dodging dwarven law--the family's supplies dwindled, and soon Rissi's mother was wasting away. In her last days, she bequeathed to Rissi an amulet that she'd worn around her neck since Rissi's father gave it to her during the start of their courtship. Rissi took it tearfully, because she knew that her mother would never give it up if she expected to live long. And three days later, Senna Rawpaws was dead.

Her mother's death sent Rissi into a bit of a daredevil tailspin, and distanced her from the rest of her family. She began exploring lower and lower levels of Highhelm, obsessed with finding newer and stranger artifacts from the city's past. It was on one of these excursions that, when she'd curled up to rest for the "night" and was stroking her mother's amulet, that she closed her eyes and focused, and for the first time felt something change in the world around her--a memory of her mother's love, enveloping her and protecting her from harm.

With practice, Rissi began to learn how to manifest such effects by sheer force of will from a number of objects: the coin that covered the single eye of a cyclopean corpse she found in a deep chamber, and a pair of earrings that she stole from a haughty half-elven courtesan that she briefly flirted with while the courtesan was moving through the city. Some of the changes she found herself able to make in the world delighted her; others terrified her. But all of them gave her more self-confidence and assurance, and she ventured deeper into the lowest levels of Highhelm, all alone.

It was on one of these journeys that she discovered the crevice leading to Nar Voth. She was intrigued--she had a sense of what it was, though she'd never been to the Darklands--and decided to investigate just a little way further. Unfortunately for her, the crevice deposited her not far from the Long Walk, and she fell afoul of a duergar patrol there. When she was unable to produce the toll they wanted or any traveling papers of any kind, they fell upon her, and she has spent the days since then in the slave pens of Hagegraf...