Ratfolk Elder

Rissi Than's page

175 posts. Alias of AGM Lemming.


Race

| HP: 21/21 | AC: 18, T: 14, FF: 13) | CMB: +2, CMD: 15 | F: +2, R: +8, W: +3 | Init: +5 | Darkvision 60ft, Perc: +9, SM: +8

Classes/Levels

| Speed 20ft | Bardic Performance: 11/11 | Spells: 1st 2/3 | Active conditions: None

Gender

F NG Ratfolk Bard 2/Rogue 1

About Rissi Than

Character Name: Rissi Than
Character Race: Rat Folk
Character Class: Bard 2 / Unchained Rogue 1
Alignment: Neutral
Deity: Ng

Current Moderator:
Adventure:

Gender: Female
Age: 13
Height: 3' 8"
Weight: 62 lbs
Eyes: Black
Hair: Reddish Brown
Region: Omash, Qadira

Character Level: 3
EXP Points Gained: 0
EXP Needed For Next Level:

Known Languages: Common, Kelish, Ratfolk, Draconic, Goblin

Strength: 11 (3 points, -2 Racial Adjust)
Dexterity: 16 (5 points, +2 Racial Adjust)
Constitution: 12 (2 points)
Intelligence: 16 (5 points, +2 Racial Adjust)
Wisdom: 10
Charisma: 14 (5 points)

Hit Points: 21 (d8+1)

Armour Class: 18 (base 10; Armor +2; Shield +2; Dex +3; Size +1)
Flatfooted Armour Class: 13
Touch Armour Class: 14

Lamellar Cuirass: +2 AC | 15 GP | 4 lbs
Large Darkwood Shield: +2 AC | 32 GP | 2.5 lbs

Save vs. Fortitude: +2 (base +0; Con +1)
Save vs. Reflex: +8 (base +3/+2; Dex +3)
Save vs. Will: +3 (base +3; Wis 0)

Special:
Well-Versed: +4 saving throws made against bardic performance, sonic, and language-dependent effects.

Initiative Modifier: +5 (DEX +3, Trait +2)
Base Attack Bonus: +1
Melee Attack Bonus: +2/+5 (BAB, STR+0/DEX+3, Size+1)
Ranged Attack Bonus: +5 (BAB, DEX+3, Size+1)

Special Combat Notes: +1 To Hit Size Bonus, Finesse weapons use Dex

Weapons:
Rapier
Dagger
2 Darts
Shortbow
10 arrows

Bard's class skills: Acrobatics(Dex), Appraise(Int), Bluff(Cha), Climb(Str), Craft(Int), Diplomacy(Cha), Disguise(Cha), Escape Artist(Dex), Intimidate(Cha), Knowledge(all)(Int), Linguistics(Int), Perception(Wis), Perform(Cha), Profession(Wis), Sense Motive(Wis), Sleight of Hand(Dex), Spellcraft(Int), Stealth(Dex), Use Magic Device(Cha)

Additional Class skills from Rogue: Disable Device(Dex), Swim(Str)

Skill Points: 31 (Bard: 6 + Int(3) + Favored Class(1)/Rogue: 8 + Int(3))

Core Skills:
Acrobatics: = +7 (Dex 3) 1 Ranks +3 [Class Skill]
Bluff: = +2 (Cha 2)
Climb: = +5 (Str 0) 2 Ranks +3 [Class Skill]
Diplomacy: = +8 (Cha 2) 3 Ranks +3 [Class Skill]
Disable Device: = +9 (Dex 3) 2 Ranks +3 [Class Skill] Class +1
Disguise: = +2 (Cha 2)
Escape Artist: = +3 (Dex 3)
Fly: = +3 (Dex 3)
Handle Animal: xx: Versatile Performance uses Perform(Percussion)
Heal: = +0 (Wis 0)
Intimidate: = xx: Versatile Performance uses Perform(Percussion)
Knowledge (local): = +8 (Int 3) 1 Ranks +3 [Class Skill] Class +1
Knowledge (nature): = +8 (Int 3) 1 Ranks +3 [Class Skill] Class +1
Perception: = +8/+9 (Wis 0) 3 Ranks +3 [Class Skill] Racial Bonus +2 / +1 to Locate Traps
Perform(Percussion): = +8 (Cha 2) 3 Ranks +3 [Class Skill]
Perform(Sing): = +6 (Cha 2) 1 Ranks +3 [Class Skill]
Perform(Dance): = +7 (Cha 2) 2 Ranks +3 [Class Skill]
Ride: = +3 (Dex 3)
Sense Motive: = +8 (Wis 0) 3 Ranks +3 [Class Skill]
Spellcraft: = +9 (Int 3) 3 Ranks +3 [Class Skill]
Stealth: = +13 (Dex 3) 3 Ranks +3 [Class Skill] Size Bonus +4
Survival: = +0 (Wis 0)
Swim: = +0 (Str 0)
Use Magic Device: = +7 (Cha 2) 2 Ranks +3 [Class Skill] Racial Bonus +2

Background Skills: 6
Appraise: = +7 (Int 3) 1 Ranks +3 [Class Skill]
Artistry: = +3 (Int 3)
Craft: = +5 (Int 3) Racial Bonus +2
Knowledge (geography): = +9 (Int 3) 2 Ranks +3 [Class Skill] Class +1
Knowledge (history): = +9 (Int 3) 2 Ranks +3 [Class Skill] Class +1
Knowledge (nobility): = +8 (Int 3) 1 Ranks +3 [Class Skill] Class +1
Linguistics: = +7 (Int 3) 1 Ranks +3 [Class Skill]

Feats:
1st Level: Lingering Performance: Bardic Performance effect lasts 2 rounds after performance ends
3rd Level: Precise Shot: No penalty for firing in to melee

Traits:
- Combat: Reactionary: +2 to Initiative
- Social: Maestro of the Society: +3 rounds of Bardic Performance

Racial and Class Skills, Abilities & Features:
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

Class: Bard
Bardic knowledge: +1 (half level, minimum 1) to Knowledge Skills rolls. Can check untrained.

Bardic Performance: 11 rounds/day (+3 for Maestro of the Society trait): A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.
Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.

Countersong (Su): At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.

Distraction (Su): At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform skill check proves to be higher. If a creature within range of the distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use the bard's Perform skill check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components.

Fascinate (Su): At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. For every three levels the bard has attained beyond 1st, he can target one additional creature with this ability.
Each creature within range receives a Will save (DC 10 + 1/2 the bard's level + the bard's Cha modifier) to negate the effect. If a creature's saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on all skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.
Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.

Inspire Courage (Su): A 1st-level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard's performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.

Versatile Performance (Ex): At 2nd level, a bard can choose one type of Perform skill. He can use his bonus in that skill in place of his bonus in associated skills. When substituting in this way, the bard uses his total Perform skill bonus, including class skill bonus, in place of its associated skill's bonus, whether or not he has ranks in that skill or if it is a class skill. At 6th level, and every 4 levels thereafter, the bard can select an additional type of Perform to substitute.

The types of Perform and their associated skills are: Act (Bluff, Disguise), Comedy (Bluff, Intimidate), Dance (Acrobatics, Fly), Keyboard Instruments (Diplomacy, Intimidate), Oratory (Diplomacy, Sense Motive), Percussion (Handle Animal, Intimidate), Sing (Bluff, Sense Motive), String (Bluff, Diplomacy), and Wind (Diplomacy, Handle Animal).
2nd Level: Percussion(Handle Animal & Intimidate)

Well-Versed (Ex): At 2nd level, the bard becomes resistant to the bardic performance of others, and to sonic effects in general. The bard gains a +4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects.

Class: Rogue:
Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment.

Trapfinding: A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

Finesse Training (Ex): At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.

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

Worn:
Explorers outfit (N/A gp/2 lb.) *(weight not to be added to the total worn weight)
Cloak of the Hedge Wizard: Conjuration: 2,500 GP | 1 lb
- At Will: Acid Splash
- 1/day: Mage Armor & Unseen Servant

Rapier 20 gp
Shortbow 30 gp

--(1) Backpack (2 gp/.5 lb.)
----(1) Bedroll (1 sp/1.25 lb.)
----(1) Waterskin (1 gp/1 lb.)
----(4) Rations (2 gp/1 lb.)

--(1) Pouch, Belt (1 gp/.1 lb.)
----(2) Alchemist's Fire(flask) (20 gp/1 lb.)(x2)
----(1) Tambourine (Instrument)
----(1) Wand of Cure Light Wounds, CL1: 50 charges
----(1) Potion of Cure Light Wounds, CL1
----(1) Thieve's Tools: 30 GP | 1 lb

--(1) Spell Component Pouch (5 gp/2 lb.)

Total weight carried: 29.25 lb.

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

Money: GP 9; SP 9

Movement: 20'

Spells Known:
0: 5
Dancing Lights: Creates torches or other lights. Medium range.
Daze: Humanoid creature of 4 HD or less loses next action. Close range.
Mending: Makes minor repairs on an object.
Prestidigitation: Performs minor tricks.
Summon Instrument: Summons one musical instrument.

1st: 3
Feather Fall: Immediate action, close range
Cure Light Wounds: Cures 1d8 damage + 1/level (max +5).
Grease: Makes 10-ft. square or one object slippery.

Spells/Day:
0: All Known
1st: 3 (Base 2 + CHA(1))

DC Modifier for Spells: 10 + Spell Level + CHA(2)

Character History:
My family is from the not so small city of Omash in the north desert of Qadira. Actually my family is spread all over Qadira and the Inner Sea area including Osirion, Andoran, and Taldor, and of course Absalom. We are traders and tinkers, but the primary source of my family's wealth is from information. For almost twenty generations we have been diplomats keeping watch of the rise and fall of the political powers in the region. When I learned my skill with music, diplomacy and knowledge I thought I would easily gain high rank in my family. Little did I know what that would actually mean.

So far my life has been rather relaxed since gaining my position. I've done some traveling in Qadira, but not outside of the deserts, across borders and definitely not across the sea. Some might call my life boring. I perform in taverns and occasional small halls and usually travel with medium size caravans. I carry word from one group of merchants or nobility to others. I, and all of my family are known for discretion and success. But, to be honest, I would agree with the description of boring. Until now.

My family received word that Grandfather Rikkan Than in Absalom had gone missing, and his body hadn't been found. Word doesn't travel very fast, but it was distressing to find that Rikkan had been missing, assumed dead for over a year before we were notified. I am supposed to travel on one of our merchant ships to Absalom to meet with other representatives of the family, and gather any details of Rikkan's disappearance/death. Depending on what is found I may get additional tasks. Or I may just get sent home.

My Dream:

You see two women, one elven and the other human. The elf is holding a small metallic object with an ember inside. "Hurry, it's getting colder. I think they're nearby," says the human who holds a shortsword in one hand and a small vial on the other. "This will work, it has to," replies the elf as she opens a tiny bag of cloth with multicoloured beads of resin inside. The human suddenly shouts "Gods have mercy on us, they're here, they're both here! Behind you!" You hear a croak coming from behind the women and a dark shape stirring in the darkness to the right.

Purchased with the 3,000 GP WBL:
Lamellar Cuirass: +2 AC | 15 GP | 4 lbs
Large Darkwood Shield: +2 AC | 32 GP | 2.5 lbs
Cloak of the Hedge Wizard: Conjuration: 2,500 GP | 1 lb
- At Will: Acid Splash
- 1/day: Mage Armor & Unseen Servant
Thieve's Tools: 100 GP | 2 lb

+243 GP from Loot - Discussion 6/20 6:02 PM
Wand of CLW