Diseased Rat

The Shard's page

168 posts. Alias of Rocan.


Full Name

'The Shard', Rahls Craenic

Race

Ratfolk

Classes/Levels

Druid 8/ Ninja 7/ Monk (Master of Many Styles) 1

Alignment

LE

Languages

Common, Druidic

Occupation

The Cheese Lord, Martial Arts Master

Strength 16
Dexterity 18
Constitution 15
Intelligence 10
Wisdom 16
Charisma 10

About The Shard

Shard:

Shard
Male Ratfolk Druid 8 / Ninja 7/ Monk (Master of Many Styles) 1
LE Small Humanoid (Ratfolk)
Init +6; Senses Perception +14, Darkvision 60 ft

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DEFENSE
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AC 20, T 14, FF 14 (+4 Dex, +1 Size, +3 +2(Monk)) AC changes when Wildshaping
HP 63 (8d8+8+16)
Fort +8, Ref +9, Will +9
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OFFENSE
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Speed 20 ft. (Unarmored)
Melee: Unarmed attack +12/+7 (1d4+5/x2) (B or S)
Mwrk Cold-Iron Kama +11/+6 (1d4+3/x2, plus Trip) (S)
Mwrk Mithral Kusarigama (Sickle and Chain) +11/+6 (1d2+3/1d4+3/x2 Reach; Trip and Grapple with the Sickle end) (B and S)
Mwrk Adamantine Katana +11/+6 (1d6+3/18-20/x2) Deadly (+4 DC Fort save to survive coup de grace)

Special Attacks: Sneak attack +4d6
Power Attack -2+4; Offensive Defense (when connecting sneak attacks +4 AC till next round, +20 AC max)
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STATISTICS
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Str 16 (14+2 HR Bonus), Dex 18, Con 15(13+2Belt), Int 10, Wis 16, Cha 10
Base Atk +6/+1; CMB +8 (+4 to Grapple); CMD 21 (+5 when unarmored or unencumbered, +2 vs Grapple)

Traits: Threatening Defender: When you use Combat Expertise, reduce the number you subtract from your melee attack rolls by 1.
Reactionary: +2 Init

Feats: Improved Unarmed Strike (Monk Bonus feat), Stunning Fist (2/day, DC17, Monk Bonus Feat), Combat Expertise (House Rules), Power Attack (3rd), Friends in the Right Places (8th, House Rules), Improved Grapple (1st), Greater Grapple (7th), Tiger Style (Bonus Monk Feat, when using this style, may deal slashing damage with unarmed strikes, when critical deal 1d4 bleed damage, +2 bonus to CMD against Bull Rush, Overrun and Trip), Weapon Focus (Claw, 5th)

Skills: Perception 8 ranks (+14), Survival 6 ranks (+14), Stealth 8 ranks (+19), Knowledge (Nature) 8 ranks (+13), Escape Artist 8 ranks (+15), Acrobatics 8 ranks (+15, +5 to jump), Swim 1 rank (+7), Climb 1 rank (+7), Sense Motive 8 ranks (+14), Knowledge (Nobility) 2 ranks (+5), Knowledge (Geography) 2 ranks (+5)

Languages: Common, Druidic
Combat Gear: +1 Kama, +1 Kusarigama (Sickle end)
Other Gear: Belt of Mighty Constitution +2, Daredevil Boots, Ring of Jumping (+5 Acrobatics when jumping), Amulet of Mighty Fists +2

Special Materials used
304 gp Mwrk Cold-Iron Kama
1512 gp Mwrk Mithral Kusarigama (both ends)
3050 gp Mwrk Adamantine Katana
Total spent: 4866 gp
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SPECIAL ABILITIES
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Friends in the right places
Benefit: Once every 1d4 days when a ka-ching roll is being made (even if you are not part of it) you can lower or raise the ka-ching pool by 2. At level 12 you can change the pool by 3, level 16 you may change the pool by 4.

Orisons
Wild-Shape: 3/day ,standard into Dire Tiger; +4 Str, -2 Dex, +4 Natural Armour; 2 claws 2d4 plus Grab, bite 2d6 plus Grab, Rake, Scent, Pounce, low-light vision, Large Animal. Wild-Shape lasts for 6 hours
Nature Sense (+2 Knowledge Nature and Survival)

Woodland Stride: A druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect her.

Trackless Step: A druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.
Resist Nature’s Lure: A druid gains a +4 bonus on saving throws against the spell-like and supernatural abilities of fey. This bonus also applies to spells and effects that target plants, such as blight, entangle, spike growth, and warp wood.

Poison Use: At 1st level, a ninja is trained in the use of poison and cannot accidentally poison herself when applying poison to a weapon.

Ki Pool (Su): (3 Ki points) At 2nd level, a ninja gains a pool of ki points, supernatural energy she can use to accomplish amazing feats. The number of points in the ninja’s ki pool is equal to 1/2 her ninja level + her Charisma modifier. As long as she has at least 1 point in her ki pool, she treats any Acrobatics skill check made to jump as if she had a running start. At 10th level, she also reduces the DC of Acrobatics skill checks made to jump by 1/2 (although she still cannot move farther than her speed allows).
By spending 1 point from her ki pool, a ninja can make one additional attack at her highest attack bonus, but she can do so only when making a full attack. In addition, she can spend 1 point to increase her speed by 20 feet for 1 round. Finally, a ninja can spend 1 point from her ki pool to give herself a +4 insight bonus on Stealth checks for 1 round. Each of these powers is activated as a swift action. A ninja can gain additional powers that consume points from her ki pool by selecting certain ninja tricks.
The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive. If the ninja possesses levels in another class that grants points to a ki pool, ninja levels stack with the levels of that class to determine the total number of ki points in the combined pool, but only one ability score modifier is added to the total. The choice of which score to use is made when the second class ability is gained, and once made, the choice is set. The ninja can now use ki points from this pool to power the abilities of every class she possesses that grants a ki pool.

Ninja Tricks:
Pressure Points; A ninja with this trick can strike at an opponent’s vital pressure points, causing weakness and intense pain. Whenever the ninja deals sneak attack damage, she also deals 1 point of Strength or Dexterity damage, decided by the ninja. Unlike normal ability damage, this damage can be healed by a DC 15 Heal check. Each successful check heals 1 point of damage caused by this trick. A ninja with this trick receives a +10 insight bonus on this Heal check.

Rogue talent; Offensive Defense: When a rogue with this talent hits a creature with a melee attack that deals sneak attack damage, the rogue gains a +1 dodge bonus to AC for each sneak attack die rolled for one round. (+9 AC max)

Vanishing Trick: As a swift action, the ninja can disappear for 1 round per level. This ability functions as invisibility. Using this ability uses up 1 ki point.

No Trace:At 3rd level, a ninja learns to cover her tracks, remain hidden, and conceal her presence. The DC to track a ninja using the Survival skill increases by +1. In addition, her training gives her a +1 insight bonus on Disguise skill checks and on opposed Stealth checks whenever she is stationary and does not take any action for at least 1 round. Every three levels thereafter, the increase to Survival DCs and the bonuses on Disguise and opposed Stealth checks increase by 1.

Light Steps:At 6th level, a ninja learns to move while barely touching the surface underneath her. As a full-round action, she can move up to twice her speed, ignoring difficult terrain. While moving in this way, any surface will support her, no matter how much she weighs. This allows her to move across water, lava, or even the thinnest tree branches. She must end her move on a surface that can support her normally. She cannot move across air in this way, nor can she walk up walls or other vertical surfaces. When moving in this way, she does not take damage from surfaces or hazards that react to being touched, such as lava or caltrops, nor does she need to make Acrobatics checks to avoid falling on slippery or rough surfaces. Finally, when using light steps, the ninja ignores any mechanical traps that use a location-based trigger.

Uncanny Dodge: No longer be caught flat-footed or lose Dex bonus to armor unless Feinted or immobilized.

AC Bonus (Ex): (+3) When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.
These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Fuse Style (Ex): Replaces Flurry of Blows, may have two styles active at the same time.

Favored Class: Druid (+8 HP)

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SPELLS
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0-level DC 13 4; Spark, Read Magic, Detect Magic, Resistance
1-level DC 14 5/day; Call Animal, Charm Animal, Entangle, Bristle, Longstrider
2-level DC 15 4/day; Cat's Grace, Bull's Strength, Warp Wood, Frostfall
3-level DC 16 4/day; Anthropomorphic Animal, Greater Magic Fang, Cloak of Winds, Shifting Sand.
4-level DC 17 2/day; Thorn Body, Strong Jaw, Scrying (on easy days)

Consumables:
Potion of Darkness x 2 (600gp)
Potion of Barkskin +4 (900gp)
Potion of Magic Fang (50gp)

Pytha-Gora:

Male Snapping Turtle (Animal Companion) (Anthropomorpic Enhanced)
Size: Large
Init +0; Senses Perception +6, low-light vision, Scent

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DEFENSE
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AC 25, T 10, FF 25 (+0 Dex, +16 NA, -1 Size) +1 AC while one hand free
HP 47 (7d8+16)
Fort +7, Ref +5, Will +3 (+4 vs enchantments)
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OFFENSE
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Speed 20 ft. (Armor)
Melee: Bite +9 (1d8+4/x2)
Unarmed attack +9 (1d4+4/x2)
.
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STATISTICS
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Str 18, Dex 10, Con 14, Int 3, Wis 13, Cha 6
Base Atk +5; CMB +10 (+4 to Grapple); CMD 20 (19+ 1 Size, +2 vs Grapple)
Feats: Improved Unarmed Strike, Improved Grapple, Greater Grapple
Snapping Turtle Style: While using the Snapping Turtle Style feat with at least one hand free, you gain a +1 shield bonus to AC.
Skills: Perception 2 ranks (+6), Stealth 2 ranks (+5), Acrobatics 2 ranks (+5), Swim 1 ranks (+8),
Languages: Common
Special Abilities: Evasion, Hold Breath
Devotion: An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects.

concept background:

Shard was orginally called Rahls Craenic, a normal ratfolk student of martial arts inside the monastery dojo on top of the mountains, teaching the way of life, nature and the fist in all its aspects. Many students including Rahls bonded with one of the animals provided to them by the dojo, he had last pick though he found himself intrigued by the ability of the snapping turtle using his defense as a lure to bite adversaries.
Training was tough for the ratfolk, being smaller than everyone else there, often being the one picked on as well.
His training to be a monk, taught him everyone fights differently, why shouldn’t he combine it? Alas his ratfolk nature often plagued him, stealing shiny items from other students at times, or skulking through the shadows where only the masters themselves could be able to spot him.
Being a rat, he really really likes cheese, NO I MEAN REALLY likes cheese. A holy cheesy relic was brought to the monastery, apparently the last thing ever made by an old grandmaster, The Cheddar (I know, I know). It was said to bestow his knowledge upon any who ate from it, however nobody ever tried, seeing it as sacred.

Enshrined in a specially trapped and rigged room, it was folly to try anything without prior knowledge. Rahls had seen the cheese and salivated only at the thought of it, his mind could only concentrate on obtaining it and went in late at night, evading any watchful eyes. Clearing most of the traps, escaping barely with his whiskers, he made it to the glass case, his eyes only focused on the cheese. This cost him his left arm, as soon as he lifted the glass a kind of bear trap sprung and he couldn’t avoid it completely. The masters found him with two-thirds of the cheese left and his bloody arm on the ground, he totally ignored the pain.
After being healed he was expelled for desecration by the headmaster, thinking to himself, no one else could have cleared that room and survive that last trap, they had no reason to expel me.

He returned two nights later stealing the cheese from the headmaster’s room, murdering any who got too close, somehow his abilities were enhanced even further, as was his ruthlessness.
As he killed the headmaster, he spoke only this: ”Humans, elves, dwarves and others miss animal instincts, true power lies within us half-folk.” with a voice that was not truly his.

In the end there was only a small hint, a Shard of his original self left, he became a martial trainer of biped animals and animal-folk, regretting nothing. His love for cheese is pretty legendary among locals.

Wildshape Dire Tiger:

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DEFENSE
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Wild-Shaped; AC 21, T 17, FF 13 (+3 Dex, -1 Size, + 5 Monk, +4 Natural)
HP 63 (8d8+8+16)
Fort +8, Ref +8, Will +9
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OFFENSE
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Speed 40 ft. (Unarmored)
Melee: 2 Claws +12 (2d4+5) plus grab,
Bite: +11 (2d6+5) plus grab
Pounce, Rake (2d4+5)
Special Attacks: Sneak attack +4d6
Power Attack -2+4; Offensive Defense (when connecting sneak attacks +4 AC till next round, +20 AC max)
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STATISTICS
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Wild-Shaped Str 20, Dex 16, Con 15, Int 10, Wis 16, Cha 10
CMB + 12 (+4 to Grapple) CMD 25 (+5 when unarmored and unencumbered, +2 vs Grapple)

Allosaurus Shape:

low-light vision, scent
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DEFENSE
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Huge Size, 15 ft space 15 ft reach
Wild-Shaped; AC 21, T 15, FF 14 (+2 Dex, -2 Size, + 5 Monk, +6 Natural)
HP 63 (8d8+8+16)
Fort +8, Ref +7, Will +9
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OFFENSE
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Speed 45 ft. (Unarmored)
Melee: 2 Claws +13 (1d8+6),
Bite: +12 (2d6+6) plus grab
Pounce, Rake; Talons +12 (1d8+6)
Special Attacks: Sneak attack +4d6
Power Attack -2+4; Offensive Defense (when connecting sneak attacks +4 AC till next round, +20 AC max)
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STATISTICS
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Wild-Shaped Str 22, Dex 14, Con 15, Int 10, Wis 16, Cha 10
CMB + 14 (+4 to Grapple) CMD 26 (+5 when unarmored and unencumbered, +2 vs Grapple)