About "The Rat"Human, Chelaxian
STR 10 +0
Defense: HP : 64 (7d8 + 7 con)
Fort: +4 (2 base, 1 con, 1 resistance)
Special Qualities: Unshakable, Dual Identity, Seamless Guise, Many Guises, Quick Change. Offense: BAB : +5
Special Attacks: Hidden Strike (+4d8/4d4), Power Attack (-2/+4), Deadly Aim (-2/+4), Combat Expertise (-2/+2), Weapon Finesse, Startling Appearance. Attacks: +1 Agile Dagger, +12, (1d4+11/19-20/x2), 10ft, P/S; MW Brass Knuckles, +11, (1d3/x2), B Skills:
6 (class) + 1 (human) + 1 (favored) + 2 (int) + 2 (background)/level, 84 total. Acrobatics* +15/20 (7 ranks + 3 class + 5 dex), +5 competence to move through threatened space/opponent
--Social Skills--
Feats:
Skill Focus (Perception): You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6. Weapon Focus (Thrown): You gain a +1 bonus on all attack rolls you make using the selected weapons. Startoss Style: While using this style, you gain a bonus on damage rolls made with the weapon equal to 2 + 2 per style feat you possess that lists Startoss Style as a prerequisite (maximum +6 damage). Startoss Comet: As a standard action, you can make a single ranged thrown weapon attack at your full attack bonus with the chosen weapon. If you hit, you deal damage normally and can make a second attack (at your full attack bonus) against a target within one range increment of the first. You determine cover for this attack from the first target’s space instead of your space. Leadership: This feat enables you to attract a loyal cohort and a number of devoted subordinates who assist you. Score: 13. Class Abilities:
Vigilante (Teisatsu): Simple/Teisatsu Weapon proficiency, Light/Medium Armor proficiency, 1 bonus feat, +5BAB, +2/5/5 F/R/W, 6 SP Dual Identity: Two alignments, names, scrying doesnt work on inactive identity, 1 minute to change. Seamless Guise: Should anyone suspect The Rat of being anything other than what he appears to be while either in his social or vigilante identity, he can attempt a Disguise check with a +20 circumstance bonus to appear as his current identity, and not as his other identity. Stalker Specialization: Hidden Strike +4d8/4d4. The Rat can select Stalker Talents (except Rogue talent), Ki Powers, or Shadow Tricks as vigilante talents. Unshakable: Starting at 3rd level, The Rat adds his class level to the DC of any attempts to Intimidate him. Startling Appearance: Whenever The Rat attempts an attack against a foe that is completely unaware of his presence the foe is treated as flat-footed for the rest of his turn. Foes attacked take a -4 penalty to attack him. Ki Pool: 6/day (1/2 level + charisma). As long as The Rat has at least 1 point in his ki pool, he treats any Acrobatics skill check made to jump as if he had a running start. Talents:
Social Talents: Social Grace: Whenever Kheldar is in his social identity, he receives a +4 circumstance bonus on checks with Profession(merchant) and Diplomacy. At 9th level and every 4 levels thereafter, he can select another skill. Entrepreneur (Ex): Kheldar can use Bluff and Diplomacy to earn money as if he were using a Profession skill. He gains the skill unlock powers for Profession(merchant). With 5 ranks, he earns gold pieces equal to his check (instead of half). Many Guises (Ex): Kheldar can take on any number of mundane guises. Whenever he changes his identity, he has a third option (instead of social or vigilante): he can become mundane. The mundane identity is not a specific individual. Each one is created at the moment it is assumed, and quickly forgotten as soon as it is removed. While in a mundane identity, the vigilante does not gain the benefit of either his social or vigilante identity, but instead appears as a member of his race, usually a common laborer, farmer, or peasant of any gender. His alignment is treated as neutral when he is in his mundane identity. While in this identity, he receives a +20 circumstance bonus on Disguise checks to appear like an ordinary member of his race. Spells and abilities that are looking for Kheldar in either of his other identities fail while he is in his mundane identity. He must build the appearance for this identity using whatever clothing and tools he has at his disposal. While he can use magic (such as a hat of disguise), his mundane identity can never be anything other than an ordinary member of a society or large group (subject to GM discretion). Quick Change (Ex): Kheldar learned to shift between his identities with ease. Instead of needing 1 minute to change his identity, he can do so as a full-round action. If, after a quick change, he encounters any creature familiar with both of his identities, he must attempt a Disguise check to avoid the creature seeing through his hastily donned disguise and realizing that the identities are, in fact, the same person. Kheldar can spend 1 additional round adjusting and perfecting his appearance and persona to negate the need for this check. Vigilante Talents:
Ki Abilities: (6 ki/day)
Traits:
Strong Arm, Supple Wrist: Whenever you move at least 10 feet before making an attack with a thrown weapon, you add 10 feet to the range increment of the weapon thrown. Family Honor: +2 to Bluff skill. Racial Abilities:
+2 Dexterity Focused Study: At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait. Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level. Favored Class (Vigilante): Gain 1 HP, 1 Skill Point, or +1/2 on the Disguise bonus provided by seamless guise. Equipment:
Traveler's Outfit (free, currently disguised as a noble outfit) Sleeves of Many Garments (200gp, disguise outfit) Pocketed Vest (10gp?) Scriverners Kit (2gp) MW Tool, Bartering - Ledger, abbacus, etc (50gp) Mithral Kikko, hidden (1030gp, +5/+6/0) MW Kote (155gp, +1/0/0) Stalker Mask (3500gp, +5 competence to Stealth, 1/day assume seen creature's likeness for 1hr, +1 attk/dmg vs them) Daredevil Softpaw Boots (1400gp, +5 competence to Acrobatics vs AOO 10rds/day, +2 attack if successful) Cloak of Resistance +1 (1000gp, +1 resistance to saves) Gloves of Dexterity +2 (4000gp, +2 dexterity score) Signet Ring (5gp) Blinkback Belt (5000gp, thrown weapons returns instantly) +1 Agile Dagger (8000gp, use dexterity to damage instead of strength) Dagger, Kunai, 15 Shuriken (7gp) Blue Book of Korvosa (5gp) 4 Belt Pouches, Wine Skin (4gp) 2 Candles (2cp) Wax (1gp) MW Thieves' Tools (100gp) Juggler's Kit (15gp) Disguise Kit (50gp) Merchant's Scale (2gp) Rope, Silk (10gp) Grappling Hook (1gp) Bandolier (89gp, 5cp including contents) Ioun Torch 2 Iron Vials Flask Chalk/Charcoal/Twine Small Mirror 5 Shuriken Signal Whistle Bird Call Whistle Darkflare In apartment:
Money (15gp, 3sp, 3cp)
Leadership:
Henchmen/Cohorts/Hirelings: (cohort score: 7+3+4) 5th level cohort (max level-2): Yarblek. Assists in running business and hiding suspicion. (follower score: 7+3+6) 25 1st level/2 2nd level/1 3rd level: followers. Some followers assist with the business enterprise, and some are spread around Korvosa to form a reliable network. The Rat:
He stands at roughly five and a half feet tall, maybe a bit less, and moves as though he were a man in his prime. Black, supple leather like the skin of a reptile covers his body head to foot, seeming to be slightly opaque at times. Several interesting gadgets adorn his forearms and waist, but most of the time are invisible under the heavy dark-grey stone colored cloak he wears. It is an exceptionally made cloak, and you can almost feel the warmth come off of it. His face is hidden under the hood of the cloak, but when the light does penetrate the hood, a black skull mask is seen, which looks to wrap around the entire head. It is hard to find any weapons on the man, even a simple crossbow. The Rat is a master of infiltration, daring stunts, and daggers. He has a firm distaste for the mistreating of people, and will hunt those who do. He loves to liberate evil-doer's belongings, putting them to better use elsewhere. |