Cosmic Mercenary

Shikki the Sailor's page

12 posts. Alias of Ever_Anon.


Race

Ratfolk (Aqueous Template)

Classes/Levels

Unchained Rogue (Vexing Dodger)

Gender

Female

Size

Small

Age

14

Alignment

CN

Deity

Dagon

Location

Azure District

Languages

Aklo, Common, Undercommon

Occupation

Sailor

Strength 12
Dexterity 19
Constitution 14
Intelligence 14
Wisdom 12
Charisma 8

About Shikki the Sailor

Statistics:
Female Aqueous Ratfolk Unchained Rogue (Vexing Dodger) 2
CN Small Humanoid (Ratfolk, Water)
Init +6; Senses Perception +8; Low-Light Vision, Darkvision 60 ft
------------------------------
DEFENSE
------------------------------
AC 18, touch 15, flat-footed 14 (+3 armor, +4 dex, +1 size)
HP 20 (2HD)
Fort +2, Ref +7, Will +1 (+2 vs disease)
Resistances: Cold 10
------------------------------
OFFENSE
------------------------------
Speed 30ft, 40ft swim

Melee

2 claws +6 (1d4 +1 +1 cold, 20/x2) (primary natural attack)
Tailblade +1 (1d2 +1 cold, (20/x2) (secondary natural attack)

Ranged

Light Crossbow +6 (1d6, 19-20/x2)

------------------------------
STATISTICS
------------------------------
Str 12, Dex 19, Con 14, Int 14, Wis 12, Cha 8
Base Atk +1; CMB +1; CMD 15

TRAITS

Chance Savior (Campaign): Fate smiled on you and Verik and Larissa Vanderboren one day in the not so distant past. Through a matter of pure chance, you were in a position to save the adventurers’ lives and did so. Their gratitude was effusive, and they promised that they would never forget you. Your ability to think quickly on your feet has stayed with you, and you quite often feel that you’re in the right place at the right time. You gain a +2 trait bonus on Initiative checks.
Clever Wordplay (Social): Your cunning and logic are more than a match for another’s confidence and poise. Choose one Charisma-based skill. You attempt checks with that skill using your Intelligence modifier instead of your Charisma modifier. (Bluff)
Dirty Fighter (Combat): You wouldn’t have lived to make it out of childhood without the aid of a sibling, friend, or companion you could always count on to distract your enemies long enough for you to do a little bit more damage than normal. That companion may be another PC or an NPC (who may even be recently departed from your side). When you hit a foe you are flanking, you deal 1 additional point of damage (this damage is added to your base damage, and is multiplied on a critical hit). This additional damage is a trait bonus.
Paranoid (Drawback): You believe that someone or something is always out to get you, so you have a hard time truly trusting anyone. Anyone who attempts an aid another action of any type to assist you must succeed at a DC 15 check instead of the normal DC 10 check.

FEATS

Sharpclaw: Gain two claw attacks (Level 1)
Weapon Finesse: Use Dex instead of Str on attack rolls with light weapons (Rogue Bonus)
Improved Dirty Trick: +2 bonus on dirty trick attempts, no attack of opportunity (Vexing Dodger Bonus)

SKILLS

12/level (8 class, 2 INT, 2 background) + 2 FCB

Acrobatics +9 (3 class skill, 4 DEX, 2 ranks)
Appraise +7 (3 class skill, 2 INT, 2 ranks) (background skill)
Bluff +7 (3 class skill, 2 INT, 2 ranks)
Climb +6 (3 class skill, 1 STR, 2 ranks)
Disable Device +9 (3 class skill, 4 DEX, 2 ranks)
Escape Artist +9 (3 class skill, 4 DEX, 2 ranks)
K. Dungeoneering +7 (3 class skill, 2 INT, 2 ranks)
K. Local +7 (3 class skill, 2 INT, 2 ranks)
Perception +8 (3 class skill, 2 racial, 1 WIS, 2 ranks)
Profession (Sailor) +6 (3 class skill, 1 WIS, 2 ranks) (background skill)
Sense Motive +6 (3 class skill, 1 WIS, 2 ranks)
Sleight of Hand +9 (3 class skill, 4 DEX, 2 ranks) (background skill)
Stealth +13 (3 class skill, 4 size, 4 DEX, 2 ranks)

ACP: 0

Languages Aklo, Common, Undercommon

Racial Traits:

Ratfolk

+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 a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
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 languages: Aklo, Draconic, Dwarven, Gnoll, Gnome, Goblin, Halfling, Orc, and Undercommon.

Surface Sprinter (Alternate Racial Trait): Some ratfolk spend as much time as they can aboveground and become very fast runners. This comes at the cost of their night vision, which becomes less acute after years of sunlight. These ratfolk gain low-light vision and have a base speed of 30 feet. This racial trait replaces darkvision and slow speed.
Cleanliness (Alternate Racial Trait): Ratfolk strive to keep themselves and each other immaculately clean, to make it difficult for disease to spread. A ratfolk with this racial trait gains a +2 bonus on saving throws against disease, and whenever she exceeds the save DC to recover from a disease effect by 5 or more, she is treated as though she had succeeded at two consecutive saving throws. This racial trait replaces rodent empathy.

Aqueous Template

Type: gains the water subtype
Senses: gains darkvision 60 ft.
Defensive Abilities: gains DR and resistance to cold as noted on the table below;
Speed: gains a swim speed equal to its highest speed + 10 ft.;
Attacks: gains bonus cold damage as noted on the table below on attacks with natural weapons and metal weapons.

Hit Dice 1-4: DR -, Resist Cold 10, Cold Damage 1
Hit Dice 5-10: DR 3/-, Resist Cold 15, Cold Damage 1d6
Hit Dice 11+: DR 5/-, Resist Cold 20, Cold Damage 2d6

Class Abilities:

Rogue (Unchained)

Weapon and Armor Proficiencies: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow. They are proficient with light armor, but not with shields.

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.

With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty.

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.

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.

Evasion (Ex): At 2nd level, a rogue can avoid even magical and unusual attacks with great agility. If she succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Rogue Talents: As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2 levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once.

Vexing Dodger Archetype

Limb-Climber (Ex): When adjacent to or in the space of a corporeal creature at least one size category larger than herself, a vexing dodger can climb that creature’s body with a successful Climb check against a DC equal to the target creature’s CMD. Although the vexing dodger is holding on to the creature, this action isn’t a grapple; it doesn’t provoke attacks of opportunity from the creature, and neither the vexing dodger nor the creature she climbs gains the grappled condition. While the vexing dodger is on the climbed creature, the creature takes a penalty on attack rolls against the vexing dodger equal to the number of sneak attack dice the dodger possesses. This ability replaces trapfinding.

Improved Dirty Trick (Ex): At 2nd level, a vexing dodger gains Improved Dirty Trick as a bonus feat, even if she doesn’t meet the prerequisites. This ability replaces the rogue talent gained at 2nd level.

Favored Class Bonuses:

Level 1-2: +1 SP

Equipment:

Combat Gear:

Tailblade: 11gp
Light Crossbow: 35gp
Crossbow Bolts (20): 2gp
Studded Leather (Masterwork): 175gp

Magic Items:

Sleeves of Many Garments: 200gp

Other Gear:

Backpack (Common): 2gp
Bedroll: 1sp
Belt Pouch: 1gp
Chalk: 1cp
Flint and Steel 1gp
Grooming Kit: 1gp
Ink: 8gp
Inkpen: 1sp
Journal: 10gp
Mess Kit: 2sp
Outfit, Explorer’s: Free
Outfit, Traveler’s: 1gp
Rope: 1gp
Soap: 1cp
Thieves’ Tools (Common): 30gp
Trail Rations (7): 35sp
Waterskin: 1gp

Money 20gp, 2sp, 3cp

Background:
From the moment Shikki was born she dreamed of the sea. Foolishness, her parents chittered. They had a nice comfortable warren they’d burrowed into the ground of Shadowshore, connections with local merchants who’d buy their manufactured (or stolen) goods, and were mostly left alone by the local drow. Why would she want to leave that all behind?

Shikki wasn't sure, but she followed her heart and moved into the Azure District anyway. It took a long time to find a ship short enough on crew that they’d accept a ratfolk among their number. When she finally did and saw the shoreline disappearing into the mists, the lightless sea stretching out forever in front of her, she knew she was home.

She got along surprisingly well with the other crew. Out at sea the normal boundaries between races seemed less important. It was strange, making friends with non-ratfolk. Nice. When they returned to Telderist after a successful voyage and one of her drow crewmates invited her out for a drink, she accepted without a second thought. Something was wrong though. The drink went to her head too fast. She tried to leave, tried to go home, but her crewmate simply hoisted her over his shoulder. She was too dizzy to resist.

The world passed by in a series of blurs. The clink of coins. Her crewmate saying, “That’s it? After I found you a rat that left its warren and won’t be missed?” The feeling of straps holding her down. Needles in her arms, legs, everywhere. Strange voices speaking gibberish over her head. An icy coldness spreading through her veins. Was she dying?

Pain. Pain. Pain.

Shikki had never been religious, but in one brief moment of clarity she thought of the sea and prayed, Dagon save me!

The Shadow Lord of the Sea is capricious. It’s possible he answered her prayer. It’s possible she survived of her own will. Either way the next time Shikki regained consciousness her mind was clear. A male drow was working on some sort of alchemical concoction with his back turned to her. No one else was in the room.

Her fingers hurt. She looked down to see her claws had grown longer, sharper. She was tied down but she could just barely reach the strap holding her tail. Her new claws sliced straight through it. There was a scalpel on a small table next to her. Slowly, cautiously, she curled the tip of her tail around the handle.

The male drow heard her moving and turned around just in time to have the scalpel shoved into his eye.

From there freeing herself was easy. She quickly searched the lab for useful supplies then snuck out and headed down the corridor. When she ended up in a dungeon she wasn’t surprised. Of course there would be a dungeon in a place like this. However she was surprised when a shaky voice called out from one of the cells. ”If you get me out of here you’ll be well rewarded. I promise.”

Another male drow. Naked. Tortured. She ignored him and kept going. Drow couldn't be trusted and with injuries that severe he’d just slow her down anyway.

”Wait! You don’t understand, what they’re after, they’ll destroy my family if they get it. And they will get it. Either by breaking through my mental defenses or…everyone talks eventually, when the pain gets to be too much.” The man was reaching out to her through the bars. His fingers had been broken, the nails ripped off. ”If you won’t take me with you then kill me. Please. Don’t leave me like this.”

Shikki stopped. She’d never heard a drow say please before. Not to her. He sounded sincere which meant nothing really, but…

She approached the cell slowly, still wary in case this was somehow some sort of trap. The man dropped to his knees so he was at her height. ”Thank you.” He pressed himself against the bars, eyes closed, head tilted back slightly to bare his throat. He was serious. She didn’t think it was fear of more pain that had him begging for death. He wanted to protect his family. Almost like a ratfolk.

Some of the tools she’d grabbed would work as rudimentary lockpicks. Shikki got to work. ”If you can’t keep up I’m leaving you.”

The man stared at her blankly at first, confused by her sudden change of mind, then nodded. ”Understood.” He staggered to his feet as the door swung open.

Together the unlikely pair made their way out of the dungeons. When they encountered a pair of guards Shikki found that despite his injuries the man fought as viciously as a cornered rat. More importantly he was enough of a distraction for her to slip behind and stab them in their backs. They worked well together. They had to, if they wanted to survive.

When they made it outside Shikki looked around, bewildered. She had no idea where she was. Nothing seemed familiar. The man on the other hand murmured ”Keeping me close to home I see” and immediately started limping in a specific direction. ”I have a friend in the area. We’ll be safe there.”

Shikki followed.

The next few days passed in a blur. They went from the backroom of a small teashop to an inconspicuous carriage to an actual mansion, which was how Shikki found out that the man she’d let out of the cell wasn’t just any drow, but a noble. Verik Vanderboren was also apparently one of the few drow nobles in Telderist who kept their word, even when given to a lowly ratfolk. He invited Shikki to stay at his home while she recovered and the clerics he hired saw to her injuries as well as his. However no amount of healing spells did anything about her claws or the strange coldness that infused her blood. She didn’t know if these new abilities were a result of the experiments or Dagon’s answer to her desperate prayers, but either way they were a part of her now.

When she left it was with the Vanderboren’s profuse thanks, a promise that she always had a friend in them, and more money than she’d ever seen in her life. Most of it she gave to her warren. They would never understand her longing for the sea, especially not after her ordeal, (”Why would you ever leave again?!”), but that was okay. They were still her family. No matter how different their lives the warren would always be there for her and she'd be there for them. That was just how ratfolk were.

With the Vanderborens vouching for her she was able to get a position on a better ship, with better crew. (Although she would never fully trust them. That lesson had been learned.) Shikki was crouched on the edge of the railing, watching Telderist fade into the mists, when she smiled for the first time since before her capture. She was finally back home.