Rat

Rozzev's page

39 posts. Alias of angryscrub.


Full Name

Rozzev

Race

skills:
acrobatics+10, fly+12, arcana+10, engineering+5, history+9, nature+10, planes+9, spellcraft+10, UMD+7, alchemy+18, sewing+8, soldier+5

Classes/Levels

spells, etc:
lvl0 daze, message, stabilize, touch of fatigue/lvl1 urban grace, cure light wounds, frostbite/lvl2 raven's flight, spectral hand/hexes feather fall at will, levitate 1/day

Gender

M Ratfolk Invoker Witch 3 (HP 20/20)

stats:
AC15 (13 vs improvised weapons), T15 (13 vs imp weap), FF10 (8 vs imp wea)/ F:+5 R:+5 W:+4/ init +4/ CMD14, 12 vs dirty tricks/ perception +3,+5w/familiar

Size

S

Age

16

Alignment

NG

Languages

Common

Strength 10
Dexterity 18
Constitution 14
Intelligence 19
Wisdom 12
Charisma 11

About Rozzev

Background:

Rozzev's ancestors worked for the original exiled nobility that rebuilt Kotelia, and though originally loyal to those families, his ancestors transferred that loyalty to the city itself over time. His family traces its line straight back to those original founders, and takes its duty to the city very seriously. Every generation of his family has had at least one witch, and witches are trained from a young age in the art of potion making and alchemy, as it is assumed that one of their duties while enlisted will be to add to the city's stockpile of cure light wounds potions and alchemical substances.

Being the youngest of 7 brothers, whose father was himself the youngest of 7 brothers, in combination with the mysterious birthmark that was glowing on his palm when he was born, there was never any doubt that Rozzev was meant to be a witch. He worked hard during his apprenticeship, and enlisted the earliest possible time he could. After so many years of doing nothing but training and working, he's starting to realize how little he's actually experienced life, and he's looking forward to doing something else.

Personality:

Rozzev is perfectly willing to listen and be silent when the discussion revolves around topics he isn't familiar with, but when it's something he feels he knows about, he becomes very vocal, and is willing to talk back to people that may be considered his elders or superiors. He is a fan of lively debate, though he is slowly coming to realize that not everyone is, and many just consider it being argumentative. But being factual is more important to him than anything else. He is intensely interested in the world around him, and with his newfound freedom, is up for trying new experiences, often without considering the consequences too much. He is smart enough to realize that book smarts aren't everything, and he is severely lacking in most nonbooksmarts categories. He is also somewhat obsessed with the idea of flight, and spends much of his spare time studying flighted beings, and when he thinks no one is looking, practicing what he thinks it would be like. He is also intensely loyal to his family, and he has in his enlisted time put his squad mates in that category. He is a bit naive about the real world, but realizes his shortcomings in that regard.

Defense:

HP = 20

AC 15 (13 vs improvised weapons), Touch 15 (13 vs improvised weapons), Flat footed 10 (8 vs improvised weapons) (+1 size, +4 dex, -2 vs improvised weapons due to naive trait)

CMD 14, 12 vs dirty trick maneuvers (10 +1 BAB +4 dex -1 size, -2 vs dirty tricks due to naive trait)

Fort +5 (+1 level +2 con +2 rat familiar)
Ref +5 (+1 level +4 dex)
Will +4(+3 level +1 wis)

Offense:

Init +4, darkvision 60'

Speed 20 ft., feather fall at will

CMB +0 (+1 BAB -1 size)

Melee light mace +6 (+1 BAB +1 size +4 dex), 1d4 crit x2 B
melee light pick +6 (+1 BAB +1 size +4 dex), 1d3 crit x4 P
melee touch +6 ,+8 spectral hand (+1 BAB +1 size +4 dex, +2 spectral hand spell)

Range light crossbow masterwork +7 (+1 BAB +1 size +4 dex +1 masterwork), 1d6 crit 19-20/x2 P

Space 5 ft.; Reach 5 ft.

Weapon group proficiencies: simple, axes

Skills:

Acrobatics +10, +12 balancing, +8 jumping (3 ranks +3 class +4 dex, -4 speed for jumping, +2 trait balancing or jumping)
Craft sewing +8 (1 ranks +3 class +4 Int)
Fly +12 (3 ranks +3 class +4 dex +2 size)
Knowledge arcana +10 (3 ranks +3 class +4 int)
Knowledge engineering +5 (+1 ranks +4 Int)
Knowledge nature +10 (3 ranks +3 class +4 int)
Knowledge planes +9 (2 ranks +3 class +4 int)
Spellcraft +10 (3 ranks +3 class +4 int)
Use magic device +7 (2 ranks +3 class +2 racial)

Background skills
Craft alchemy +18 (3 ranks +3 class +4 int +2 racial +4 insight +2 trait)
Knowledge history +9 (2 ranks +3 class +4 int)
Profession soldier +5 (1 ranks +3 class +1 wis)

Unranked skills
Appraise +4 (+4 int)
Bluff +0
Climb +0
Craft non alchemy or sewing +4
Diplomacy +0
Disable device N/A
Disguise +0
Escape artist +0
Handle animal N/A
Intimidate +0
Knowledge dungeoneering +4, max DC 10 (+4 int)
Knowledge geography +4, max DC 10 (+4 int)
Knowledge local +4, max DC 10 (+4 int)
Knowledge nobility +4, max DC 10 (+4 int)
Linguistics +4 (+4 int)
Perception +3, +5 when Marigold within arm's reach (+1 wis +2 racial, +2 alertness)
Perform +0
Ride +4 (+4 dex)
Sense motive +1, +3 when Marigold within arm's reach
Sleight of hand N/A
Stealth +8 (+4 dex +4 size)
Survival +1 (+1 wis)
Swim +4 (+4 racial from flight hex)

Hexes/Witch abilities:

Invoke patron (replace 1st level hex) - gain 1 of various bonuses in 1 minute increments, 3 minutes/day total
Flight (extra hex feat) - +4 to swim checks, feather fall at will, levitate 1/day
Cauldron (2nd level) - gain brew potion, +4 bonus to craft alchemy

Favored class witch:

+1 skill point
+1 skill point
+1 skill point

Feats:

lvl 1 - extra hex (flight)
lvl 3 - weapon finesse

Traits/Drawbacks:

Perfectionists brew - +2 to craft alchemy, +2 to spellcraft checks to brew potions
Marked by unknown forces - light 3/day centered on symbol on palm
Soaring sprinter - +2 trait bonus on acrobatics checks to jump and balance, acrobatics always class skill

Drawback
Naive - -2 AC vs improvised weapons, -2 CMD against dirty trick combat maneuvers

Spells:

Spells per day: 4/3/2
Spells prepped: daze, message, stabilize, touch of fatigue/urban grace, cure light wounds, frostbite/raven's flight, spectral hand

1st
Burning hands
Chill touch
Cure light wounds
Discern next of kin
Frostbite
Jump (patron)
Long arm
Mage armor
Mount
Urban grace

2nd
Raven's flight
Spectral hand

Gear:

light mace
light pick (family heirloom)
masterwork light crossbow 375gp
backpack
first aid kit
ID tags

Campfire bead x2 1440gp
Wand cure light wounds 750gp
Ioun torch 75gp

Marigold - rat familiar:

Init +2; Senses low-light vision, scent; Perception +1

DEFENSE

AC 16, touch 14, flat-footed 14 (+2 Dex, +2 size, +2 Natural Armor)
hp 10 (3HD)
Fort +2, Ref +4 (improved evasion), Will +4

OFFENSE

Speed 15 ft., climb 15 ft., swim 15 ft.
Melee bite +4 (1d3–4)
Space 2-1/2 ft.; Reach 0 ft.

STATISTICS

Str 2, Dex 15, Con 11, Int 7, Wis 13, Cha 2
Base Atk +0; CMB +0; CMD 6 (10 vs. trip)

Feats
Weapon Finesse

Skills

Climb +10, Stealth +18, Swim +10; Racial Modifiers +4 Stealth

Acrobatics +8 (+2 jumping), Craft alchemy +1, Craft sewing -1, Fly +9, knowledge arcana +1, knowledge engineering -1, knowledge history +0, knowledge nature +1, knowledge planes +0, Profession soldier +2, Spellcraft +1, UMD -2