Ratfolk

Sneek the Silent's page

144 posts. Alias of Webb.


Classes/Levels

Male Ratfolk Ranger 2 ( Galvanic Saboteur ) / Rogue 2 | HP 35/35 | AC 19 T 15 F 14| F +5 R +10 W +1 | CMD 17 | Initiative +6 | Perception +10

About Sneek the Silent

CRUNCH:

Sneek the Silent
Male Ratfolk Ranger 2( Galvanic Saboteur ) / Rogue 2

CN Small
Initiative +6; Perception +10
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Defense
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AC 19, Touch 15, Flat-Footed 14
HP 35
Fort +5, Ref +10, Will +1
Speed 20 ft.
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Offense
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Crossbow, light +8 1d6 19-20
Mace, light small +10 1d4+2 20
Mace, light small +8/+8 1d4+1/1d4+1 20
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Statistics
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Str 12 Dex 19 Con 14, Int 12, Wis 12, Cha 8
Base +3; CMB +3; CMD 17
Feats
Two-Weapon Fighting
Weapon Finesse
Weapon Focus Mace, light small
Traits
Reactionary, Robot Slayer
Skills
Acrobatics 2+7=9, Appraise 0+1=1, Bluff 0-1=-1,Climb 1+4=5, Diplomacy 0-1=-1, Disable Device 4+7=11, Disguise 0-1=-1, Escape Artist 0+4=4, Fly 0+4=4, Heal 0+1=1, Intimidate 0-1=-1, Knowledge Engineering 3+4=7, Knowledge Local 1+4=5, Linguistics 2+4=6, Perception 4+6=10, Perform 0-1=-1, Ride 0+4=4, Sense Motive 2+4=6, Sleight of Hand 2+7=9, Stealth 4+11=15, Survival 3+4=7, Swim 0+1=1 , Use Magic Device 4+4=8
Languages
Abyssal, Androffan, Common, Undercommon
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Equipment
Backpack, small, Battery 2, Bedroll, small, Blanket, winter small, Bolts(40), Buckler, small, Crossbow, light small, Flame, silver, Flask 3, Flint and steel, Grappling hook, Mace, light small +1, Mace, light small masterwork, Neraplast Armor, Rations, trial 3, Rope, hemp, Studded leather +1, Tailblade, Thieves’ tools, masterwork, Wand of Shield ( 50 )
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Money
GP 46
SP
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Special Abilities
Cornered Fury: Ratfolk can fight viciously when cut off from friends and allies. Whenever a ratfolk with this racial trait is 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. This racial trait replaces swarming.
Darkvision: Ratfolk can see in the dark up to 60 feet.
Evasion: A rogue can avoid even magical and unusual attacks with great agility. If she makes a successful 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.
Fast Stealth: This ability allows a rogue to move at full speed using the Stealth skill without penalty.
Favored Enemy: He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive and Survival checks against constructs. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.
Reprogram: A galvanic saboteur can improve the initial attitude of a mindless construct. This ability functions as wild empathy, except only against mindless constructs. The ranger can use this ability against constructs with an intelligence score, but he takes a –4 penalty on the check.
Robot Slayer: You gain a +1 trait bonus on attack rolls against robots and a +1 dodge bonus to AC against attacks made by robots.

Tinker: Ratfolk gain a +2 racial bonus on Craft (alchemy), Perception and Use Magic Device checks.
Track: A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.
Trapfinding: A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
Unnatural: Some ratfolk unnerve normal animals, and train to defend themselves against the inevitable attacks from such creatures. These ratfolk take a –4 penalty on all Charisma-based skill checks to affect creatures of the animal type, and receive a +2 dodge bonus to AC against animals. An animal's starting attitude toward ratfolk is one step worse than normal. This racial trait replaces rodent empathy.


BACKSTORY:

Sneek was born in a litter of 5, a quick, cunning little runt. He and his siblings lived below the main streets in the sewers, the underworld it was called. Here the toughest or meanest survived. At the age of 16 he was just 1 of 2 siblings who had survived the past decade and a half. His older brother had become somewhat of a criminal, leading a group of Ratfolk known as The Tiny Claws. The specialized in murder, pickpocketing and theft.
Sneek was for a while part of the Tiny Claws until he was sent by his brother to steal a magical necklace from a merchant up top. Getting in wasn’t a problem for the gifted rogue and quickly found the item he was sent to retrieve when suddenly his brother appeared. He had set Sneek up, wanted to get rid of his brother. He slashed Sneek across the throat with his claw which he had coated with venom. Then all hell broke loose as dogs outside started to bark en guards came into action. His brother fled the scene, leaving Sneek for dead.
Bleeding from the cut across his throat, the strength fading from him quickly he did the thing he knew best, HIDE. He hid himself in a dusty closet for 2 days, hardly alive.
He escaped the house 2 days later and fled out of town.
The wound on his throat never healed well en he is left with a large scar and seldom speaks cause it hurts.
He arrived at Torch a month ago to see if he can start over. He needs a place where he can feel safe again en is tired of looking over his shoulder for his hated sibling. He will do anything to make that happen.