Whiskifiss

Snikket The Scaled's page

18 posts. Alias of Bahbrahb.


Race

Ratfolk

Classes/Levels

Barbarian(Mad Dog) 2 Druid(Goliath Druid) 1| Init +3 | Perc +10 | AC 17 T 13 FF 15 CMB +3 CMD 15 | HP 24/24 | F +7 R +3 W+5 | Spells 1st acid maw, magic fang 0 create water, dazzle, guidance

About Snikket The Scaled

Snikket the Scaled
Male Unchained Barbarian (Mad Dog) 2, Druid (Goliath Druid) 1
CG Small humanoid (ratfolk)
Init +3; Senses Darkvision, Perception +0
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Defense
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AC 17, touch 13, flat-footed 15 (+4 armor +2 Dex + 1 size)
hp 24 (2d12+1d8+3+2 fc)
Fort +7, Ref +3, Will +5
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Offense
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Speed 20 ft.
Melee Earth Breaker + 5 (1d10+3, x3)
Ranged Composite Longbow + 5 (1d6+2, x3)
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Statistics
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Str 15(-2), Dex 15(+2), Con 13, Int 14(+2), Wis 14, Cha 8
Base Atk +2; CMB +3; CMD 15
Traits: Dirty Fighter, Inspiring Rush, Tactician
Drawback: Paranoid
Feats: Power Attack, Furious Focus
Languages Common, Druidic, Giant, Draconic
Druid Spells (CL 1st; concentration +3)
1st - acid maw, magic fang
0 - create water, dazzle, guidance
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Skills:

Spoiler:

(4 Class + 2 Int) x 3 = 18
(3) Acrobatics +5
(3) Climb +5
(3) Handle Animal +5
(3) Perception +10
(3) Ride +8
(3) Survival +8

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Gear:

Spoiler:

--Equipped--
Hide Armor
Greatsword
Composite Longbow (+2)
17 Arrows
--Backpack--
belt pouch
blanket
flint and steel
iron pot
rope
soap
trail rations (5 days)
waterskin.
2x potions of bull's strength
poition of lesser restoration
3x potion of cure light wounds
5gp

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Animal Companion:
Spoiler:

Scruz
Male tyrannosaur animal companion
CN medium animal
Init +2; Senses low-light vision, scent; Perception +5

Defense
AC 22, touch 13, flat-footed 19 (+3 Armor, +3 Dex, +6 natural)
hp 13 (3d8)
Fort +3, Ref +6, Will +3
Defensive Abilities evasion

Offense
Speed 30 ft.
Melee bite + 5 (2d6+4)
Powerful Bite : A tyrannosaurus applies twice its Strength modifier to bite damage.

Statistics
Str 15, Dex 17, Con 10, Int 2, Wis 15, Cha 10
Base Atk +2; CMB +12 (+16 grapple); CMD 24 (28 vs. trip)
Feats: Improved Natural Attack(bite), Weapon Focus(bite)
Skills Intimidate +6, Perception +5, Stealth +6
Tricks Attack, Flank
Other Gear Exotic Riding Saddle, Studded Leather Barding


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Racial Abilities:
Spoiler:

Ability Score Racial Traits: Ratfolk are agile and clever, yet physically weak. They gain +2 Dexterity, +2 Intelligence, and –2 Strength.

Type: Ratfolk are humanoids with the ratfolk subtype.

Size: Ratfolk are Small and thus 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 CMD, and a +4 size bonus on Stealth checks.

Speed (Slow): Ratfolk have a base speed of 20 ft.

Languages: Ratfolk begin play speaking Common. Ratfolk with high Intelligence scores can choose from the following: Aklo, Draconic, Dwarven, Gnoll, Gnome, Goblin, Halfling, Orc, and Undercommon. See the Linguistics skill page for more information about these languages.

Feat and Skill Racial Traits

Tinker: Ratfolk gain a +2 racial bonus on Craft (alchemy), Perception, and Use Magic Device checks.

Rodent Empathy: Ratfolk gain a +4 racial bonus on Handle Animal checks made to influence rodents.

Offense Racial Traits

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.

Senses Racial Traits

Darkvision: Ratfolk can see perfectly in the dark up to 60 feet.


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Traits and Drawbacks:
Spoiler:

Dirty Fighter: When you hit a foe you are flanking, you deal 1 additional point of damage (this damage is added to your base damage, and is multiplied on a critical hit). This additional damage is a trait bonus.

Inspiring Rush: Once per day when you make a charge attack, you gain a +1 trait bonus on both your attack and damage rolls, as do any allies who make a charge attack before the beginning of your next turn.

Tactician: You gain a +1 trait bonus on initiative checks. In addition, once per day when you make an attack of opportunity, you gain a +2 trait bonus on the attack roll.

Paranoid: Anyone who attempts an aid another action of any type to assist you must succeed at a DC 15 check instead of the normal DC 10 check.


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Feats and Special Abilities:
Spoiler:

Fast Movement: A barbarian's land speed is faster than the norm for her race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian's land speed.

War Beast: At 1st level, a mad dog gains the service of an animal companion, using the barbarian's level as her effective druid level.

This ability replaces the rage powers gained at 2nd, 6th, 10th, 14th, and 18th level.

Bonus Languages: A goliath druid with an Intelligence bonus can select Giant as a bonus language.

Bonus Languages: A druid's bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of her race.

A druid also knows Druidic, a secret language known only to druids, which she learns upon becoming a 1st-level druid. Druidic is a free language for a druid; that is, she knows it in addition to her regular allotment of languages and it doesn't take up a language slot. Druids are forbidden to teach this language to nondruids.

Druidic has its own alphabet.

Primal Size: A goliath druid adds enlarge person to her list of class spells. She can cast this spell only on herself.

She can also channel stored spell energy to cast this spell without preparing it—she can lose a prepared spell of 1st level or higher to cast enlarge person.

This ability replaces nature sense.

Primal Bond: When a goliath druid forms a nature bond, if she selects a cleric domain, she must selected from the Animal, Destruction, or Strength domains, or the Ferocity, Growth, or Rage subdomains.

If the goliath druid selects an animal companion, she must select a dinosaur or megafauna. If she has a dinosaur or megafauna animal companion, she can target it with enlarge person even though the companion isn't of the humanoid type.

This ability alters nature bond.

Wild Empathy: A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result.

The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.

Nature Bond: At 1st level, a druid forms a bond with nature. This bond can take one of two forms. The first is a close tie to the natural world, granting the druid one of the following cleric domains: Air, Animal, Earth, Fire, Plant, Water, or Weather. Druids also have access to a set of Animal and Terrain Domains. When determining the powers and bonus spells granted by this domain, the druid's effective cleric level is equal to her druid level. A druid that selects this option also receives additional domain spell slots, just like a cleric. She must prepare the spell from her domain in this slot and this spell cannot be used to cast a spell spontaneously.

The second option is to form a close bond with an animal companion. A druid may begin play with any of the animals listed in Animal Choices. This animal is a loyal companion that accompanies the druid on her adventures.

Unlike normal animals of its kind, an animal companion's Hit Dice, abilities, skills, and feats advance as the druid advances in level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the statistics and abilities of the companion. Most animal companions increase in size when their druid reaches 4th or 7th level, depending on the companion. If a druid releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives. This ceremony can also replace an animal companion that has perished.

Primal Bond: When a goliath druid forms a nature bond, if she selects a cleric domain, she must selected from the Animal, Destruction, or Strength domains, or the Ferocity, Growth, or Rage subdomains.

If the goliath druid selects an animal companion, she must select a dinosaur or megafauna. If she has a dinosaur or megafauna animal companion, she can target it with enlarge person even though the companion isn't of the humanoid type.

This ability alters nature bond.

Pack Tactics: At 2nd level, a mad dog and her war beast gain a +4 bonus on attack rolls while flanking the same opponent (instead of the normal +2 bonus).

This ability replaces uncanny dodge.

Power Attack
Prerequisites: Str 13, base attack bonus +1.

Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.

When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.

You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Furious Focus
Prerequisites: Str 13, Power Attack, base attack bonus +1.

Benefit: When you are wielding a two-handed weapon or a one-handed weapon with two hands, and using the Power Attack feat, you do not suffer Power Attack’s penalty on melee attack rolls on the first attack you make each turn. You still suffer the penalty on any additional attacks, including attacks of opportunity.


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Backstory and Description:
Spoiler:

1) What do you look like?
Snikket is a strange gnarled ratfolk. Completely hairless, his skin is covered in strange scaly patches. His face and head are obscured beneath the skull of a tyrannosaur but wild eyes glare from the eye sockets. He has worked the hides of multiple large reptiles into a thick armor and he wears the claws of the beasts around his neck. He and his companion Scruz are a matched set. Scruz is a young tyrannosaur covered in rough skins. Both appear constantly tense and on alert.

'You stare at Snikket?! You want have problem with Snikket?! Snikket need call Scruz?!'

2) What were you arrested for?
'Snikket and Scruz hungry, no food. Snikket and Scruz come town, town men say 'no Scruz'. Scruz say 'yes Scruz', Snikket tend agree Scruz. Snikket and Scruz kill town men, convince 'yes Scruz'. More town men come, they also say 'no Scruz'. They convince Snikket and Scruz they right'

3) Did you actually do it?
'Yes, Snikket don't understand, they right. Snikket and Scruz agree now, argument over, no need for further argument. Snikket and Scruz leave now?'

4) Do you play well with others?
'Snikket and Scruz play all kind game. Snikket and Scruz play 'eat' and play 'hunt' and play 'find cave'. Snikket and Scruz learn not trust others, others try hurt Snikket or others try hut Scruz or others try hurt Snikket and Scruz'