Ratfolk Caravan Guard

Skiv Scrapclaw's page

2 posts. Alias of Codanous.


Gender

HP: 27/27 |AC:18 T:15 FF:15,| CMD: 14 | Fort: +3, Refl: +7, Will: +3 | Init: +4, Speed 20ft

About Skiv Scrapclaw

HP: 27/27 |AC:18 T:15 FF:15,| CMD: 14 | Fort: +3, Refl: +7, Will: +3 | Init: +4, Speed 20ft

Skiv Scrapclaw

Male Ratfolk Unchained Rogue Numerian Scavenger 3
N Small (Humanoid, Ratfolk)
Init: +4 Senses: Darkvision 60 ft | Perception: +10/+2 vs Valuables/+1 vs Technological traps
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Defenses:
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AC 18, T15: FF:13 (+3 Armor, +4 Dexterity, +1 Size)
HP: 27 (3d8+9)
Saves: Fort: +3, Reflex +7, Will: +3
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Offense
Speed 20 ft
Melee 1.) Rapier +7 (1d4+4) (18-20/x2)
Ranged 1.) 20 ft Dagger +6 (1d4-1) (19-20/x2)
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Statistics
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Str 9, Dex 18, Con 14, Int 14, Wis14 , Cha 12
Base Atk +2; CMB+6 CMD 14
Feats Technologist, Deft Maneuvers, Weapon Focus (Rapier),

Traits Campaign Trait:

Robot Slayer:
The strange automatons that plague the wilds of Numeria are a blight upon the world, and the idea that there could be countless more of these creatures lying in wait in the unknown ruins scattered throughout the region chills your blood. Khonnir’s recovery of a deactivated robot from the caves below Torch worries you—not only could that thing wake up and run amok in town, but there may well be more lurking below! You want to explore the caves under Torch to determine if there is indeed a lurking robot threat below town. [u]You gain a +1 trait bonus on attack rolls against robots and a +1 dodge bonus to AC against attacks made by robots. [/u]

Resourceful Scavenger:
Living in Numeria required you to become an expert scavenger, searching through ruins and crash sites for valuables and sustenance. Years spent in this pursuit have given you a keen eye for finding valuables and potentially useful resources in the unlikeliest places. [u]You gain a +2 trait bonus on Perception checks when you search a location for valuables or resources. Appraise is always a class skill for you.[/u]

Skills:

Skills 8 Class + 2 Int = 10 (Total Ranks: 30 ):
Acrobatics: (3) +10 (3+3+4)
Appraise: (1) +6 (1+3+2)
Bluff: (3) +7 (3+3+1)
Climb: (2) +4 (2+3-1)
Disable Device (3) +12 (3+3+4+2)
Disguise (1) +5 (1+3+1)
Escape Artist (3) +10 (3+3+4)
Kn: Local (1) +6 (1+3+2)
Linguistics: (1) +6 (1+3+2)
Perception: (3) +10/+12 (3+3+2+2) (+2 if searching for valuables or resources)(+1 to search for high tech traps)
Sense Motive: (1) +6 (1+3+2)
Sleight of Hand: (3) +10 (3+3+4)
Stealth: (3) +14 (3+3+4+4)
Swim: (1) +3 (1+3-1)
Use Magic Device: (1) +7 (1+3+1+2)

Languages: Common, Ratfolk, Numerian, Draconic, Orc

Carrying capacity: 9 STR Light: 22.5 lbs. or less Med: 22.5 - 45 lbs. Heavy: 45 - 67.5 lbs.

Gear: MWK Studded Leather(10lbs, 175 gp), Masterwork Rapier(320 gp, 1 lbs), backpack, a bedroll, a belt pouch, caltrops, chalk (10), a flint and steel, a mirror, pitons (10), rope, soap, Masterwork thieves’ tools(100 gp), trail rations (5 days), and a waterskin. 36 pp, 30 gold.
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Special Abilities
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Favored Class Bonus: +3 Hitpoints

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.
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.
Cheek Pouches: Some ratfolk have developed stretchy cheek pouches that they can use to hold and carry small loads up to 1 cubic foot in volume and 10 pounds in weight, such as light weapons, potions, scrolls, and similar objects. Such a ratfolk can transfer a held object to his cheek pouches or extract an object from his cheek pouches as a swift action. As a move action that provokes an attack of opportunity, the ratfolk can instead massage all of the items held in the cheek pouches onto the ground in the square it occupies. As long as the ratfolk has at least one object in its cheek pouches, its speech is difficult to understand, and it has a 20% spell failure chance when casting spells with verbal components. This racial trait replaces swarming.
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.

Rogue Abilities:

Numerian Scavenger (Rogue Archetype) A Numerian scavenger lives for the discovery of new technological wonders scraped from the depths of the strange ruins, metal caverns, and outlandish junkyards of Numeria. She is well-versed in all the ways that technology can be used to protect sites, as well as the ways in which it can malfunction.

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.

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.

Rogue Talents: Quick Disable (Ex) (Pathfinder Unchained pg. 22): It takes a rogue with this ability half the normal amount of time to disable a trap using the Disable Device skill (minimum 1 round). When she uses Disable Device to open a lock that would normally take a full-round action to open, she reduces the duration to a standard action.

Danger Sense (Ex): At 3rd level, a rogue gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. In addition, she gains a +1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 rogue levels thereafter (to a maximum of +6 at 18th level). This ability counts as trap sense for the purpose of any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (from another class).

backstory:

Skiv Scrapclaw scurries beneath most people's notice in Torch. He is adept at scavenging just enough technological parts to sell and make a living without ever finding anything big enough to draw attention to the small ratfolk. With Gray fur with small black spots dotting him, big pink ears, black eyes he looks like any dozen of other ratfolk that can be seen scurrying around.
He’d like to be able to find some small fortune if possible, he has many brothers and sisters back in the warren to take care of that he feels responsible for their well being. Taking care of his family and others is a strong motivator for him, though he isn’t above stealing to do so, especially if he isn’t doing it for personal greed.