Ratfolk Troubleshooter

Skivven Steelwhiskers's page

444 posts. Organized Play character for Purple Dragon Knight.


Full Name

Skivven Steelwhiskers

Race

Male Ratfolk N UC Rogue 10 - Init +9, Senses: Trap Spotter (Ex), Darkvision, Perception +22 (+27 vs. traps/invisibles), AC 33/ touch 20/ ff 33; CMD 22; hp 63/63; F+6, R+17, W+9, Speed 60 ft., Climb 40 ft.;

Classes/Levels

Buffs*: protection from evil, vanish, camouflage blanket, shield, haste, heroism, antitoxin/plague, armor ointment.

About Skivven Steelwhiskers

Male Ratfolk UC Rogue 10
Alternate Racial Trait: Cornered Fury (replaces Swarming)
(When reduced to half or fewer of his hit points, and has no conscious ally within 30 feet, he gains a +2 racial bonus on melee attack rolls and to Armor Class)
N small humanoid
Init +9 Senses Darkvision 60 ft., Perception +22 (+27 vs. traps or invisible creatures/objects), Trap Spotter (Ex): within 10 feet of a trap, immediate Perception check to notice the trap.
DEFENSE
AC 32, touch 19, flat-footed 32* (25) (9 armor, 4 shield, 7 dex, 1 size, 1 deflection)
*Improved Uncanny Dodge cannot be caught flat-footed or flanked
Shadow Duplicate immediate action, 3/day
hp 63
Fort 4 Reflex 14 Will 7 (+3 Ref vs. traps, +2 Will vs. spells/effects from goblinoids, +2 Will vs. fear from creatures speaking Ignan or Kelish) (1/adventure +2 vs. charm/compulsion/fear or +3 knowledge/sleight of hand/stealth or +1 on an attack roll)
OFFENSE
Speed 30 ft; Climb 20 ft.
Melee Claw +15/+15 (1d4+7/x2), Bite +15 (1d4+7/x2), MW Mithral Tailblade (Ratfolk) (Small) +16/+11 (1d2+7/x2) (tailblade is secondary attack if used as part of a full attack action)
Ranged Splintermark, +1 Sniping Light Crossbow +16/+11 (1d6+1/19-20/x2)
Ranged Acid Splash Ranged Touch +15 (1d3/x2)
Special Attacks Sneak Attack +5d6, Debilitating Injury (Ex), Slow Reactions (Ex), Dispelling Attack (Su)
Space 5 Reach 5
STATISTICS
STR 5 DEX 24 CON 12 INT 16 WIS 14 CHA 12
BAB 7 CMB 3 CMD 21 (22 vs. disarm and sunder)
Feats Sharpclaw (1st), Extra Rogue Talent x2 (3rd,5th), Skill Focus (Stealth) (7th), Extra Rogue Talent (9th); Weapon Finesse (b), Expert Sniper (b); Iron Will (boon)
Skills Acrobatics 20 (25 to jump), Appraise 3, Bluff 14, Climb 18, Diplomacy 1, Disable Device 27, Disguise 1, Escape Artist 20, Fly 9, Heal 2, Intimidate 1, Knowledge (dungeoneering) 16, Knowledge (local) 16, Linguistics 16, Perception 22 (+27 vs. traps or invisible creatures/objects), Ride 7, Sense Motive 2, Sleight of Hand 20 (23 day job, 22 to steal or when being frisked), Stealth 30, Survival 2, Swim -3, Use Magic Device 16
Traits Reactionary, Inspired (1/day reroll skill or ability check)
Class Features Finesse Training (Tailblade), Sneak Attack +5d6, Trapfinding, Evasion, Rogue Talents: [Trap Spotter (Ex), Minor Magic (Su) (Acid Splash at will CL 10th), Major Magic (Su) (Vanish 5/day CL 10th), Wall Climber (Su), Slow Reactions, Superior Sniper, Shadow Duplicate (Sp) (immediate action 3/day 10 rnds duration)], Danger Sense +3, Debilitating Injury, Uncanny Dodge, Rogue's Edge (Stealth, Perception), Improved Uncanny Dodge, Advanced Rogue Talents: [Dispelling Attack (Su)].
Languages Common, Orc, Undercommon, Goblin, Tien, Draconic, Drow Sign Language, Giant, Kelish, Vudrani, Abyssal, Infernal, Ignan, Aquan.
Gear Celestial Armor (Small), +1 Sniping Light Crossbow (Small), Assassin's Sight, Eversmoking Bottle, Agile Amulet of Mighty Fists, Ring of Rat Fangs, Ring of Protection +1, Boots of Striding and Springing, Goz Mask, Belt of Incredible Dexterity +4, Muleback Cords, Handy Haversack, Messenger Wayfinder (message at will, CL 5th; 5 creatures, 50 min, 150 ft.), Masterwork Mithral Tailblade (Ratfolk) (Small), Sap (Small), Backpack - masterwork, Camouflage Blankets (see below), Thieves' tools - masterwork, Wrist Sheath - spring loaded (Small creature) (2), notebook, charcoal, ink, pen; Potions: CLW (4), Touch of the Sea (3); Wand of shield (3 charges), Wand of clw (39 charges), Wand of Protection from Evil (48), Wand of Heroism (48), Wand of Detect Magic (49); Alchemical: antitoxin (4), antiplague (4), armor ointment (3); Bolts: cold iron (16), silver (10).

camouflage blankets:

10 blankets in total, for the environments described below, but 10'x10' coverage per blanket instead
(cost/weight for ten 5'x5' blankets: 120 gp/20lbs; x4 for 10'x10' coverage = 80 lbs and 480 gp)
Cold (ice, glaciers, snow, and tundra)
Desert (sand and wastelands)
Forest (coniferous and deciduous)
Jungle
Mountain (including hills)
Plains
Swamp
Underground (caves and dungeons)
Urban (buildings, streets, and sewers)
Water (above and below the surface)

BOTTING Melee, Full-Attack:

[dice=Claw, Flank, Sneak Attack]1d20+15+2[/dice]
[dice=b/s dmg]1d4+7+5d6[/dice] plus Debilitating Injury and Slow Reactions
[dice=Claw, Flank, Sneak Attack]1d20+15+2[/dice]
[dice=b/s dmg]1d4+7+5d6[/dice] plus Debilitating Injury and Slow Reactions
[dice=Bite, Flank, Sneak Attack]1d20+15+2[/dice]
[dice=b/p/s dmg]1d4+7+5d6[/dice] plus Debilitating Injury and Slow Reactions
[dice=Mithral Tailblade, Flank, Sneak Attack, Secondary]1d20+16+2-5[/dice]
[dice=silver slash dmg]1d2+7+5d6[/dice] plus Debilitating Injury and Slow Reactions

BOTTING Ranged, Sniping:

[dice=+1 Sniping Light Crossbow, Sneak Attack 30 to 60 ft.]1d20+16[/dice]
[dice=magic piercing dmg]1d6+1+5d6[/dice] plus Debilitating Injury and (Slow Reactions or Dispelling Attack)
[dice=move action to stealth, sniping, rogue's edge stealth 5 ranks, rogue's edge stealth 10 ranks, superior sniper, sniping weapon]1d20+30-20+10+5+10+5[/dice]
or
[dice=Acid Splash Ranged Touch, Sneak Attack 0 to 30 ft.]1d20+15[/dice]
[dice=acid dmg]1d3+5d6[/dice] plus Debilitating Injury and (Slow Reactions or Dispelling Attack)
[dice=move action to stealth, sniping, rogue's edge stealth 5 ranks, rogue's edge stealth 10 ranks, superior sniper]1d20+30-20+10+5+10[/dice]

Debilitating Injury (Ex):
At 4th level, whenever a rogue deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special ability). The rogue can choose to apply any one of the following penalties when the damage is dealt.

Bewildered: The target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –2 penalty to AC against all attacks made by the rogue. At 10th level and 16th level, the penalty to AC against attacks made by the rogue increases by –2 (to a total maximum of –8).

Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8).

Hampered: All of the target’s speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.

These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty.

Riding Rat:
RIDING RAT, COMBAT TRAINED (75gp)

N Medium animal
Init +2; Senses low-light vision, scent; Perception +5
DEFENSE

AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
hp 18 (2d8+9)
Fort +6, Ref +5, Will +1
OFFENSE

Speed 40 ft., climb 20 ft., swim 20 ft.
Melee bite +3 (1d6+3)
STATISTICS

Str 14, Dex 15, Con 17, Int 2, Wis 13, Cha 4
Base Atk +1; CMB +3; CMD 15 (19 vs. trip)
Feats Toughness
Skills Climb +10, Perception +5, Stealth +6, Swim +10
SQ tricks (attack [all creatures], defend, fetch, heel, track, work)

Vanities:
-Thieves' Guild [4PP] --> Sleight of Hand as Day Job; +2 to Sleight of Hand to steal items without getting noticed.
-Messenger [5 PP -1 PP Confirmation = 4 PP] --> This wayfinder functions as normal, except that the user may cast message at will in place of light.

Boons:
* => indicates a one-time boon (cross after use)

~Rodent Heritage: you may play a ratfolk character
~Seen it Once - auto monster knowledge on the following:
---fire elemental (DR 5/—; Immune elemental traits, fire; Weaknesses vulnerability to cold; SA: burn)
---demon, babau (darkvision and constant see invisibility; can ✨cast darkness, dispel magic, greater teleport, summon monster (demon) V, are immune to poison and electricity, and resist acid, cold and fire; a layer of acidic slime coats a babau’s skin, which may affect weapons that strike the demon, natural attacks, and grippli tongues. Saves in descending order of competence/luck: Fort, Reflex, Will; in addition, they enjoy long walks by lava oceans on the 1,243,667th layer of the Abyss, and curling up on a mithral nail mattress to rid the body parts of captive Contracts Devils, while listening to the gentle fall of acid dissolving larval souls outside)
---devil, bearded (DR 5/good or silver; Immune fire, poison; Resist acid 10, cold 10; SR 16)
---devil, bone (DR 10/good; Immune fire, poison; Resist acid 10, cold 10; SR 20)
---devil, imp (DR 5/good or silver; Immune fire, poison; Resist acid 10, cold 10)
~Student of Scrolls:
---Diverse Training: 1/scenario untrained skill check at + (3+GMstars)
---Oft-Lectured: Knowledge checks at beginning of adventure are at +(GMstars)
---*Essential Field Agent: wayfinder acts as aegis of recovery and heals 2d8+(2*GMstars) dmg when falling below 0 hp.(Test of Tar Kuata)
~Confirmed Field Agent: cheaper Wayfinder enhancement; acquire Wayfinder for 1 PP
~*Explore, Report, Cooperate: ask GM a question in regards to success conditions.
~Friend of Janira Gavix: +1 on knowledge checks while at the Grand Lodge.
~*Explore, Report, Cooperate: ask GM a question in regards to success conditions.
~*Prized Find: +1 PP down the road if I don't get 2PP for a scenario.(In the Grandmaster's Name)
~Mendevian Commendation: +1 to all Cha-based skills vs. crusaders of Mendev.
~*Skillful Barterer: trade up to 300gp nonmagical gear for other nonmagical gear of same price.
~*Trap Intuition: reroll failed Ref save vs. trap with bonus equal to half character level.
~Rebellion Leader: Guardian (permanent +2 bonus to Perception), Sentinel (Iron Will bonus feat)
~Rebellion Schemes: additional downtime options.
~Goblin Scourge: 1/scenario, +1 morale bonus on atk/dmg and +2 Will saves against spells or effects from goblinoids.
~Lamashtu's Bane: +2 atk/dmg vs. targets displaying unholy symbol of Lamashtu.
~Fire Affinity I
~Fire Affinity II
~Shadow Over Zjarra: +2 bonus on Intimidate and Will saves vs. fear against creatures that can speak Ignan or Kelish. *ONCE: you may forego downtime and instead earn gp equal to 100 times your character level plus 2.
~Zjarran Entrepreneur: +2 bonus on Bluff and Diplomacy with creatures that can speak Ignan or Kelish.
~Brass Tycoon: (3 boxes) roll save twice and take higher vs. fire effects and extend bonus roll to two allies.
~*Efreeti Arcana: cast scorching ray as a SLA at CL 7th.
~*Elixir of Life: 1/2 PP req'd for raise dead, resurrection or true resurrection.
~*Savior of the Acisazi: buy belt that enhances STR, DEX or CON 1,000gp cheaper.
~*Enlightened Ambassador: move action to enter meditative trance that lasts one hour and can end by providing one of the following: +4 insight bonus on saves vs. mind-affecting, or increase speed by 10 ft. for 1 round, or ignore concealment when making attacks for 1 round.
~***Ally of the Exchange: 10% discount on item worth no more than 1,000gp x character level.
~*****Corporate Espionage (Exchange Faction): if Day Job check is 15 + 1/2 character level, check one box; once all 5 boxes are ticked [5/5 COMPLETED], you now earn 200gp extra per XP gained on future scenarios.
~Cyclops Stonecrafting: can buy weapons and armor made out of specially treated hematite, which is as strong as iron and doesn't have the fragile quality, same cost as base items, but weigh only 75% and immune to rust.
~***Fiend-Keeper (Exchange Faction): cast deeper darkness or haste as a spell-like ability, CL = character level.
~Land Rush: +1 to day job checks.
~Celebrated Socialite: +1 PP
~*Wielder of Reprisal: +2 evil-outsider bane weapon that grants +2 sacred bonus on all saves vs. evil outsiders (duration: one entire adventure)
~***Resourceful: gain elixir or feather token worth 500gp or less.
~Unparalleled Supplier: 1/day reroll up to 7 dmg dice (your or your allies')