Ratfolk Troubleshooter

Skivven Steelwhiskers's page

156 posts. Organized Play character for Purple Dragon Knight.

Full Name

Skivven Steelwhiskers


Male Ratfolk N UC Rogue 6 - Init +7, Senses: Trap Spotter (Ex), Darkvision, Perception +15 (+18 vs. traps, +17 vs. stealth foes), AC 20/ touch 16/ ff 15; hp 39/39; F+3, R+10, W+4, Speed 30 ft., Climb 20 ft.

About Skivven Steelwhiskers

Skivven Steelwhiskers
Male Ratfolk UC Rogue 6
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 +7 Senses Darkvision 60 ft., Perception +15 (+18 vs. traps), Trap Spotter (Ex): within 10 feet of a trap, immediate Perception +18 skill check to notice the trap.
AC 20, touch 16, flat-footed 15
hp 39
Fort 3 Reflex 10 Will 6
Speed 30 ft; Climb 20 ft.
Melee: Claw +10/+10 (1d4+5/x2), Bite +10 (1d4+5/x2), MW Mithral Tailblade (Ratfolk) (Small) +11 (1d2+5/x2) (tailblade is secondary attack if used as part of a full attack action)
Ranged Touch, 40 ft.: Acid Splash +10 (1d3/x2)
Special Attacks Sneak Attack +3d6, Debilitating Injury
Space 5 Reach 5
STR 5 DEX 21 CON 12 INT 16 WIS 14 CHA 12
BAB 4 CMB 0 CMD 14
Feats Sharpclaw, Extra Rogue Talent x2, Iron Will
Skills Acrobatics 14, Appraise 3, Bluff 10 (20 to lie, 15 to feint, 5 to pass hidden messages), Climb 12, Craft Alchemy 5, Diplomacy 5, Disable Device 19, Disguise 5, Escape Artist 14, Fly 7, Heal 2, Intimidate 1, Knowledge (dungeoneering) 12, Knowledge (local) 12, Linguistics 12, Perception 15 (18 locate traps, 17 not to be surprised), Ride 5, Sense Motive 2, Sleight of Hand 14 (17 day job, 16 to steal or when being frisked), Stealth 18, Survival 2, Swim -3, Use Magic Device 12
Traits Reactionary, Inspired
Class Features: Rogue Talents: (Trap Spotter (Ex), Minor Magic (Su) (Acid Splash at will CL 6th), Major Magic (Su) (Vanish 3/day CL 6th) Wall Climber (Su), Slow Reactions); Uncanny Dodge, Trapfinding, Evasion, Finesse Training (Tailblade), Debilitating Injury, Rogue's Edge (Stealth: sniping at -10), Danger Sense +2.
Languages Common, Orc, Undercommon, Goblin, Tien, Draconic, Drow Sign Language, Giant, Kelish, Vudrani
Gear Masterwork Mithral Tailblade (Ratfolk) (Small), Sap (Small), Backpack - masterwork, Thieves' tools - masterwork, Wrist Sheath - spring loaded (Small creature) (2), Potion of CLW (4), Handy Haversack, Messenger Wayfinder (message at will, CL 5th; 5 creatures, 50 min, 150 ft.), Wand of mage armor (10 6 charges), Wand of clw (47 charges), Agile Amulet of Mighty Fists, Ring of Rat Fangs, Boots of Striding and Springing, Mask of Stony Demeanor, Belt of Incredible Dexterity +2.

Melee, Full-Attack:
[dice=Claw, Flank, Sneak Attack]1d20+12[/dice] for [dice]1d4+5+3d6[/dice] damage;
[dice=Claw, Flank, Sneak Attack]1d20+12[/dice] for [dice]1d4+5+3d6[/dice] damage;
[dice=Bite, Flank, Sneak Attack]1d20+12[/dice] for [dice]1d3+5+3d6[/dice] damage;
[dice=Mithral Tailblade, Flank, Sneak Attack, Secondary]1d20+8[/dice] for [dice]1d2+5+3d6[/dice] damage.

Riding Rat:

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

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

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

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)

-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.

* => 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)
---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, 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.