Ratfolk Elder

Skikkikitikut's page

25 posts. Alias of pH unbalanced.


Full Name

Skikkikitikut

Race

Ratfolk

Classes/Levels

Unchained Rogue (Numerian Scavenger) 1| HP 9/9; AC 16, touch 14, ff 13; F0, R5, W2; Init +3; Perception +8

Gender

F

Alignment

TN

Strength 10
Dexterity 17
Constitution 11
Intelligence 16
Wisdom 14
Charisma 10

About Skikkikitikut

Skikkikitikut: (ski-KICK-iti-CUT)

GENERAL:
Female Ratfolk Unchained Rogue (Numerian Scavenger) 1
TN Small Humanoid (Ratfolk)
Init: +3; Perception: +8; Darkvision
Languages: Aklo, Common, Draconic, Dwarvish, Kellish

Str: 10 Dex: 17 Con: 11 Int: 16 Wis: 14 Cha: 10

BOOKKEEPING:

Archetype: Numerian Scavenger
Feats: Sharpclaw (Lvl 1), Technologist (NS Bonus), Weapon Finesse (UR Bonus)
Traits: Skymetal Affinity (Region), Skymetal Smith (Campaign),
Favored Class: Rogue (+1 hp)
Skills Purchased: 1 Rank each in Acrobatics, Appraise, Craft (Alchemy), Craft (Mechanical), Disable Device, Escape Artist, Heal, Knowledge (Engineering), Knowledge (Local), Linguistics, Perception, Sleight of Hand, Stealth

COMBAT INFO:

DEFENSE

AC:16, Touch 14, Flat-footed 13 (+2 armor, +3 Dex, +1 Size)
hp 9 (1d8 +1)
Fort +0 (+2 vs skymetals), Ref +5, Will +2 (+4 vs emotion)
CMD 13

OFFENSE

BAB +0; CMB +0/(+3 w/Finessable Weapon)
Spd 20 ft.

Melee Weapons:
Dagger +4 (1d3,19-20,x2,P/S, 10ft)
Claw x2 +4 (-1 if secondary) (1d4,20,x2,B/S)
Tailblade +4 (-1 if secondary) (1d2,20,x2, S)

SKILLS:

Acrobatics: +7
Appraise: +7
Craft (Alchemy) +9
Craft (Mechanical) +7 (+9 w/Skymetal)
Disable Device: +7 (+8 vs mech or tech traps)
Escape Artist: +7
Heal: +3
Knowledge (Engineering): +4
Knowledge (Local): +7
Linguistics: +7
Perception: +8 (+9 vs mech or tech traps)
Ride: +3
Sense Motive: +2
Sleight of Hand: +7
Stealth : +11
Survival: +2

NUMERIAN SCAVENGER ABILITIES:

Technic Training (Ex): A Numerian scavenger adds 1/2 her rogue level to Perception skill checks to locate mechanical or high-tech traps and to Disable Device skill checks against these traps (minimum +1). She gains Technologist as a bonus feat. She cannot use Disable Device to disarm magical traps. This ability replaces trapfinding.

RATFOLK ABILITIES:

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.

UNCHAINED ROGUE ABILITIES:

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.

TRAITS, DRAWBACKS & FEATS:

Sharpclaw: Your nails are large and strong.
Prerequisite: Ratfolk.
Benefit: You gain two claw attacks. These are primary natural attacks that deal 1d4 points of damage.

Skymetal Affinity: Requirement(s) Numeria
You gain a +2 trait bonus on Fortitude saves against the negative effects of skymetals, as well as a +2 trait bonus on Craft checks made to create weapons or armor out of skymetals.

Skymetal Smith: The fires atop Torch Hill have long been a boon to smiths and metalworkers, and your family is no exception. Whether you grew up in Torch or simply made several trips here with your parents to use the fire, this was to be your first time to use the torch for your own project. You managed to use the fires to craft a small weapon or piece of armor from skymetal, but not long thereafter the fires went out. The violet flames are as much a part of your upbringing as anything else, and their loss distresses you; you hope to find a way to rekindle the torch below the hill. You’ve long hoped to work with skymetal, and begin the game with a small metal bauble made of the skymetal of your choice—you made this item yourself. The item is nothing more than a valuable art object worth 100 gp. You can sell it to gain an additional 100 gp when creating your character, but if you keep it, your pride in its crafting grants you a +2 trait bonus on Will saving throws made against emotion and fear effects. You lose this bonus if you willingly sell or give up the item, but if it is destroyed or lost through no fault of your own, you retain a +1 trait bonus on such Will saves.

Technologist: You are familiar with the basic mechanics of technology. Benefit: You are considered to be trained in any skill used against a technology-based subject. If the skill in question requires training to use even against non-technological subjects, you must still have ranks in that skill in order to
gain the benefit of Technologist.
Normal: You treat all skill checks made against technology
as if they were untrained skill checks. This may mean that you cannot attempt certain skill checks, even if you possess ranks in the skill in question.

Weapon Finesse: You are trained in using your agility in melee combat, as opposed to brute strength.
Benefit: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Special: Natural weapons are considered light weapons.


EQUIPMENT:

Leather Armor (10gp)
Cold Iron Tail Blade (22gp)
Dagger (2gp)
Rogue's Kit (50gp)
Masterwork Artisan's Kit (Mechanical) (55gp)

BACKGROUND:

No one is ever alone in Chitterhome. As the fifth daughter in her mother's second litter, Skikkikitikut was even less alone than most. Growing up, her life was a long series of cooking and washing and grooming interspersed with all-too-short periods of finding and sorting and fixing. But in those short intervals it became clear that she had a gift for tinkering. As often as she could, Skikkikitikut made her way down to Chitterhome's great picking room, where the traveling merchants dropped off the surplus treasures they returned with.

Skikkikitikut had a particular fondness for bits and pieces of metal -- whether identifiable parts or shiny colorful flakes. Give her enough detritus, and she could build something that would hold together, and sometimes actually function, though rarely in the fashion intended. Still, her talent was evident, and as she grew, other more experienced tinkerers took her under their paws, and taught her what they could. And she gnawed steadily at each kernel of knowledge they gave her, as thoroughly as she would a cob of corn.

But she yearned to do more, to see more. She had heard stories of a town called Torch, where purple flame rose to the sky, and all the smiths worked with the strange metals she had been collecting, but could never work with, no matter how hot she got the stove. So one day she left with the one of the merchants, not even saying goodbye, for fear of being talked out of it.

Torch was smaller and meaner than she expected, and none of the smiths lived up to the stories -- but the flame did. She spent her days doing whatever odd jobs she could, and spent her nights in one of the local "Ratholes." After a year, she finally earned her turn at the Torch, and in her first minute there she lost half her hoarded starmetal in its sudden liquification, but in the next half hour she was able to forge the rest into a pair of spiral inubrix earrings. Elated with her success, she remains in Torch, scavenging more materials, impatiently awaiting her next turn with the flame.

DESCRIPTION:
Skikkikitikut is a tall, slender ratfolk with rough black fur. She stands 4'1" and weighs 70 pounds. Her snout is longer than most, and she clicks her teeth incessantly when she thinks -- which is most of the time. She favors gowns or green or blue and she never removes the inubrix earrings which are her prize possessions.