Ratfolk Caravan Guard

Tiknesr Th'th'th'th'slifp's page

339 posts. Alias of gyrfalcon.


About Tiknesr Th'th'th'th'slifp

Advancement:

Witch 1 - hex: Cackle, feat: Extra Hex (evil eye), fcb: 1 skill point

Tiknesr Th'th'th'th'slifp
Male Ratfolk Witch 1 | Alchemist (Construct Rider) 1
NE Small humanoid (ratfolk)
Init +3; Senses darkvision 60 ft.; Perception +5
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Defense
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AC 15, touch 14, flat-footed 12 (+3 Dex, +1 size, +1 armor)
hp 10 (1d8+2)
Fort +6, Ref +3, Will +5; +2 trait bonus vs. divination effects
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Offense
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Speed 20 ft.
Ranged bomb +5 (1d6+4 fire)
Special Attacks bomb 5/day (1d6+4 fire, DC 14), hexes (cackle[APG], evil eye[APG])
Alchemist formula known
1st—ant haul, blend, comprehend languages, crafter’s fortune, endure elements, heightened awareness, identify, monkeyfish, reduce person
Alchemist Extracts Prepared (CL 1st; concentration +5)
1st—< open slot >
Witch Spells Prepared (CL 1st; concentration +5)
1st—obscuring mist, web bolt (DC 15)
0 (at will)—dancing lights, stabilize, read magic, detect magic
Witch Spells Known :
1st—charm person, comprehend languages, delay disease, reduce person, identify, mage armor, obscuring mist, summon monster I, web bolt
0—all
. . Patron Trickery
Special Attacks hexes (cackle, evil eye, misfortune)
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Statistics
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Str 9, Dex 17, Con 14, Int 18, Wis 14, Cha 8
Base Atk +0; CMB -2; CMD 11
Feats Extra Hex[APG]
Traits carefully hidden, conspiracy hunter, precise treatment
Drawback meticulous (-2 on untrained skills)
Skills (8+3 skill points; 4 alchemist, 4 int; 3 background); Racial Modifiers rodent empathy
Acrobatics +1 (-3 to jump),
Appraise +2,
Bluff -3,
Climb -3,
Craft (alchemy) +11 (1 rank*, 3 class, 4 int, 2 race, 1 competence),
Craft (clockwork) +8 (1 rank*, 3 class, 4 int),
Craft (leatherwork) +8 (1 rank*, 3 class, 4 int),
Diplomacy -3,
Disguise -3,
Escape Artist +1,
Fly +3,
Heal +9 (1 rank, 3 class, 4 int, 1 trait),
Intimidate -3,
Linguistics +2,
Lore (arcana) +8 (1 rank, 3 class, 4 int),
Lore (cosmology) +8 (1 rank, 3 class, 4 int),
Lore (humanoids) +8 (1 rank, 3 class, 4 int),
Lore (nature) +8 (1 rank, 3 class, 4 int),
Lore (society) +8 (1 rank, 3 class, 4 int),
Perception +8 (1 rank, 3 class, 2 wis, 2 race),
Ride +1,
Sense Motive +0,
Spellcraft +8 (1 rank, 3 class, 4 int),
Stealth +12 (1 rank, 3 class, 3 dex, 4 size, 1 trait),
Survival +0,
Swim -3; Racial Modifiers +2 Craft (alchemy), +2 Perception
Languages Aklo, Chelaxian, Infernal, Undercommon
SQ cornered fury[ARG], meticulous, rodent empathy, witch's familiar (rat named Arcane Familiar)
Gear sheet
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[b]Special Abilities

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Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 1d6+4 (5/day, DC 14) (Su) Thrown Splash Weapon deals 1d6+4 fire damage.
Reduced Alchemy Get 1 less extract prepared than normal at each level.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Cackle (Su) As a move action, extend the duration of other hexes by 1 rd.
Cornered Fury +2 melee attack and AC if no conscious ally in 30 ft and < ½ HP.
Darkvision (60 feet) You can see in the dark (black and white only).
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Evil Eye -2 (7 rounds, DC 14) (Su) Foe in 30 ft takes penalty to your choice of AC, attacks, saves, ability or skill checks (Will part).
Familiar Bonus: +2 to Fortitude saves You gain the Alertness feat while your familiar is within arm's reach.
Infernal Contact (Abraxis)
You gain the misfortune hex at 1st level, but your magic requires sacrifice; each day when you prepare spells, you must deal 1d6 points of damage to yourself as part of your infernal ritual, feeding the lost blood to your familiar. At 5th level and every 5 levels thereafter, this damage increases by 1d6.
Meticulous -2 on all untrained skill checks
Rodent Empathy Ratfolk gain a +4 racial bonus on Handle Animal checks made to influence rodents.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Witch's Familiar (Ex) Gain the services of a special familiar that stores spells.

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Pastey CR –
Rat (Pathfinder RPG Bestiary 132)
N Tiny magical beast (animal)
Init +2; Senses low-light vision, scent; Perception +5
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Defense
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AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
hp 5 (1d8)
Fort +2, Ref +4, Will +3
Defensive Abilities improved evasion
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Offense
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Speed 15 ft., climb 15 ft., swim 15 ft.
Melee bite +4 (1d3-4)
Space 2 ft.; Reach 0 ft.
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Statistics
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Str 2, Dex 15, Con 11, Int 6, Wis 13, Cha 2
Base Atk +0; CMB +0; CMD 6 (10 vs. trip)
Feats Weapon Finesse
[b]Skills
Acrobatics +2 (-6 to jump), Climb +10, Heal +2, Perception +5, Stealth +18, Swim +10; Racial Modifiers +4 Stealth
SQ empathic link
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Special Abilities
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Climb (15 feet) You have a Climb speed.
Empathic Link (Su) You have an empathic link with your master.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch.
Swim (15 feet) You have a Swim speed.

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Sparky CR –
Clockwork Wolf
N Medium construct
Init +2; Senses darkvision, low-light vision, scent; Perception +5
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Defense
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AC 16, touch 12, flat-footed 14 (+2 armor, +2 Dex, +2 natural)
hp 36 (2d8+20)
Fort +5, Ref +5, Will +1
Immunity disease, death effects, necromancy effects, paralysis, poison, sleep effects, stunning, ability damage, ability drain, fatigue, exhaustion, energy drain, or nonlethal damage, effects that require Fort (unless also work on objects)
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Offense
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Speed 50 ft.
Melee bite +2 (1d6+1 plus trip)
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Statistics
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Str 13, Dex 15, Con –, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +2; CMD 14 (18 vs. trip)
Feats Run
Tricks Attack, Defend, Flank, Guard, Sneak, Track, Watch
Skills Acrobatics +2 (+6 to jump with a running start, +10 to jump), Perception +5, Stealth +6, Survival +1 (+5 when tracking by scent); Racial Modifiers +4 Survival when tracking by scent
SQ attack, defend, flank, guard, sneak, track, watch; Constructs do not breathe, eat, or sleep
Other Gear leather barding
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Special Abilities
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Attack [Trick] The animal will attack on command.
Defend [Trick] The animal will defend you.
Flank [Trick] Attempts to attack and flank indicated enemy.
Guard [Trick] The animal stays in place and prevents others from approaching.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Sneak [Trick] Creature stays hidden.
Track [Trick] The animal will track a scent.
Trip: Bite (Ex) You can make a trip attempt on a successful attack.
Watch [Trick] Stands watch over designated area.