As a young ratfolk, Tif's original role in her clan was one of the unfortunates who in theory assisted the brainer ratfolk, but in practice often had to test out their various inventions. This job was not without its risks, but by either luck or skill Tif managed to survive with only minor near-death experiences. However, one day she was working with Crivak, a collector of ancient magical relics. Crivak sought to find out what the items did - and whether he could modify the effects or recreate the magics used to create the items in the first place.
It was during this fateful experiment when Crivak was attempting to channel the energy from an obsidian staff through the skull of a mis-shapen beast, when a blast of energy hit Tif and she blacked out. When she awoke, the artifacts were destroyed, as were some delicate equipment, and several tables. There was also something changed within her - something that she could feel that was suppressed, but trying to whisper into her brain. Crivak himself was fine, as his normal policy was to perform dangerous experiments while he was behind a thick lead door.
Tif left the clan soon after that - the experience was more than enough to convince her a change of career was in order. Besides, she wanted to work out what had changed within herself and whether she was safe to others. For several months she explored the power lurking within her and learned how to unleash but control it, drawing strength while keeping the jabbering whipers quiet. During this time she started working as a travelling tailor - one of the few upsides of having your clothes consistently destroyed by crazy traps, various acids and misfired magic is that you get good at repairing them.
She since learned that the source of her power is that of the aberrations - alien creatures intruding on this world. She has made it her mission to hunt down and destroy them, and this is what has led her to Sandpoint.
STR: 14 = Base: 16; Racial: (-2) Ratfolk
DEX: 13 = Base: 11; Racial: (+2) Ratfolk
CON: 14 = Base: 14
INT: 13 = Base: 11; Racial: (+2) Ratfolk
WIS: 10 = Base: 10
CHA: 13 = Base: 13
Fort: 4 = Base: +2; CON: +2
+1 racial bonus on saving throws against poison, alchemical weapons and harmful effects from drinking potions and elixirs.
AC: 15 = Base: (+10); Dexterity: (+1); Armor: (+3) Studded Leather; Size: (+1) Small
Power Attack Heavy Flail +3 (1d8+6, 19-20/x2)
Heavy Flail +4 (1d8+3, 19-20/x2)
Power Attack Dagger +3 (1d3+4, 19-20/x2) (Power Attack)
Dagger +4 (1d3+2, 19-20/x2)
Power Attack MW Horsechopper +4 (1d8+6, x3)
MW Horsechopper +5 (1d8+3, x3)
Shortbow +3 (1d4, x3)
Dagger +3 (1d3+2, 19-20/x2)
+1 trait bonus on rolls to confirm critical hits
Acrobatics: 4 = +1 rank; +1 DEX; Misc: (+3) Class Skill, (-1) ACP
Appraise: 1 = +1 INT
Bluff: 1 = +1 CHA
Climb: 5 = +1 rank; +2 STR; Misc: (+3) Class Skill, (-1) ACP
Craft (Clothing): 5 = +1 rank; +1 INT; Misc: (+3) Class Skill
Diplomacy: 1 = +1 CHA
Disguise: 1 = +1 CHA
Escape Artist: 0 = +1 DEX; Misc: (-1) ACP
Fly: 2 = +1 DEX; Size: (+2) Size Modifier; Misc: (-1) ACP
Handle Animal: 5 = +1 rank; +1 CHA; Misc: (+3) Class Skill
Heal: 0 = +0 WIS
Intimidate: 5 = +1 rank; +1 CHA; Misc: (+3) Class Skill
Perception: 4 = +1 rank; +0 WIS; Misc: (+3) Class Skill
Ride: 0 = +1 DEX; Misc: (-1) ACP
Sense Motive: 0 = +0 WIS
Spellcraft: 5 = +1 rank; +1 INT; Misc: (+3) Class Skill
Stealth: 4 = +1 DEX; Size: (+4) Size Modifier; Misc: (-1) ACP
Survival: 4 = +1 rank; +0 WIS; Misc: (+3) Class Skill
Swim: 1 = +2 STR; Misc: (-1) ACP
Armor and Shield Proficiency: You are proficient in Light and Medium Armor. You are proficient with shields (excluding tower shields.) *
Weapon Proficiency: You are proficient with all Simple and Martial Weapons.
Aberrant Bloodline (ACG 17): There is a taint in your blood that is both alien and bizarre. When you bloodrage, this manifests in peculiar and terrifying ways.
Bloodrage (Su) (ACG 15) (6 /day): Your source of internal power grants you the ability to bloodrage. You can bloodrage for 6 rounds per day. You can enter a bloodrage as a free action. While in a bloodrage you get a +4 morale bonus to Strength, a +4 morale bonus to Constitution and a +2 morale bonus to Will saves, but take a -2 penalty to AC. You can end a bloodrage as a free action - when you do so you are fatigued for twice the number of rounds as you spent in the bloodrage. You cannot enter a bloodrage while fatigued or exhausted.
Bloodrage Powers (ACG 15): When you enter a bloodrage, you take on a physical transformation influenced and powered by your bloodline. Unless otherwise specified, you gain the effects of these bloodline powers only while in a bloodrage; once the bloodrage ends, all powers and physical changes cease and you revert to normal.
-> Staggering Strike (Su) (ACG 17): When you confirm a critical hit the target must succeed at a Fortitude saving throw (DC 12) or be staggered for 1 round.
Fast Movement (Ex) (ACG 16): Your land speed is increased by 10ft*. This only applies when you are wearing medium or lighter armor and not carrying a heavy load.
Type (ARG 151): Ratfolk are humanoids with the ratfolk subtype.
Rodent Empathy (ARG 151): You gain a +4 racial bonus on Handle Animal checks made to influence rodents.
Swarming (ARG 151): Up to two ratfolk can share the same square at the same time. If two ratfolk in the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.
Lab Rat (MC 176): You gain a +1 racial bonus on saving throws against poison, alchemical weapons and harmful effects from drinking potions and elixirs. Once per day, you can either increase the caster level of a potion you consume by 1, or double the duration of an alchemical remedy you consume or apply to yourself (to a maximum of 4 hours)
Anatomist (APG 327): You know where to aim your blows to strike vital organs and you gain a +1 trait bonus on all rolls made to confirm critical hits.
Monster Hunter (APRR 4): You gain a +1 trait bonus on attack rolls and weapon damage rolls against aberrations and magical beasts.
Power Attack (Core 131): 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 to +3 with two-handed weapons, a one handed weapon using two hands, or a primary natural weapon that deals 1.5 strength damage. This bonus to damage is decreased to +1 if you are making an attack with an off-hand weapon or secondary natural weapon. These effects last until your next turn.
Offense: Small Heavy Flail, Small Shortbow, Small Dagger, 20 arrows
Defense: Small Studded Leather
Other: Small backpack, Small blanket, Small belt pouch, Flint & Steel, Iron Pot, Bar of soap, 5 trail rations, Waterskin, Common artisan's tools (clothing)
Cash: 17gp 4sp 9cp
STR: 18 = Base: 16; Racial: (-2) Ratfolk; Morale: (+4) [Bloodrager] Bloodrage
CON: 18 = Base: 14; Morale: (+4) [Bloodrager] Bloodrage
Fort: 6 = Base: +2; CON: +4
AC: 13 = Base: (+10); Dexterity: (+1); Armor: (+3) Studded Leather; Size: (+1) Small; Misc: (-2) [Bloodrager] Bloodrage
Climb: 7 = +1 rank; +4 STR; Misc: (+3) Class Skill, (-1) ACP
None: AC: 15 Touch: 12 FF: 14 | CMB: 2 CMD: 13 CMD-FF: 12| Fort: +4 Ref: +1 Will: +0 | Init: +1 | Darkvision 60ft Perc: +4 Sense Motive: +0
Bloodraging: AC: 13 Touch: 10 FF: 12 | CMB: 4 CMD: 15 CMD-FF: 13| Fort: +6 Ref: +1 Will: +2 | Init: +1 | Darkvision 60ft Perc: +4 Sense Motive: +0