Ratfolk

Troy Gol's page

207 posts. Alias of noral.


Race

| HP 27/27 | AC 20 T 15 FF 16 | CMD 12| F: +3, R: +7, W: +3 | Init: +4 | Perc +8

Classes/Levels

| Speed 20ft (40ft on riding dog) | Active conditions:

Gender

Male N Ratfolk | Alchemist 3

About Troy Gol

–– Alchemist (Toxicant, Grenadier) 3 ––

Male N Ratfolk

• TYPE: Humanoid (Ratfolk)

• SIZE: Small

• Darkvision 60 ft

–– BACKGROUND –– :

Troy is a Ratfolk that has been living beneath the earth in a very small ratfolk community that is relatively near to Sassarine. Many years ago, curious as Troy is, he chose to venture up into the world above and eventually arrived in Sassarine where he first lived a life on the dark side of Shadowshore - this small area with its notorious businesses near Champion’s District was the perfect haven for Troy to hide among the poor that make their home here but even the miscreant inhabitants had to get used to the rare sight of a ratfolk.
Among the thieves, thugs, and criminals of the Shadowshore district the often too bold Troy was able to quickly make a name for himself as a strange little newcomer that had some skill in picking locks, stripping people of their belongings and brewing the strangest alchemical reagents. This reputation allowed Troy, who is not really the bravest soul, to at least pay the local gangs in services so that they allowed him to stay without being forced to kill someone in order to survive. It was in this time that Troy was so afraid of getting attacked that he developed a unique poison that he ingested daily and which allowed him to fend off those thugs that wanted more than just his services because even touching Troy became dangerous.

During one of Troy `s alchemical experiments, unfortunately, the destructive force of Troy’s bombs misfired and thus attracted the attention of the city watch and could have easily led to Troy’s arrest. It was mere luck that the person that Troy was showcasing his bombs to was a scientifically interested minor noble, Corin Star, who was able to persuade the guards on duty to let Troy go with a warning. Corin Star`s parents had died when he was young and he was the last heir to his family. Corin immediately saw Troy`s raw talent as an alchemist as a chance to have a sparring partner to further his own research and thus invited Troy into his service.

Troy until then only knew abuse and blackmail in Shadowshore and had no idea about politics and thus thought that corruption ran deep in the whole city - so when Corin asked him to attend the academies in the Noble district with him and even offered to pay his tuition, Troy could not believe his luck! Troy was at the beginning seen as Corin`s little pet but his intelligence convinced those that he interacted with of his talent - but there were still many nobles that were disgusted by Corin`s benevolence and just did not want a ratfolk in their midst. Nonetheless, together with Corin the little ratfolk attended the House of Dragons Acadamy, during which he was schooled in magical theory, planar lore, alchemy, linguistics and the history, nobility and politics of Sassarine.

Just as Troy really had accepted Corin as his one and only true friend, Corin was killed during a magical accident in the academy under dubious circumstances! Troy was absolutely devastated and tried to find out what exactly happened but the lack of funding and the many questions he asked led to Troy being flunked out by his academy superiors! Without the support of Troy`s noble patron, he had to start looking for real work which meant that he went to the one place he felt safe in Sassarine: the merchant district. Here Troy saw people from every race and fortunately a ratfolk was not so exceptional at a place where merchants from all over the world came to sell their wares. Troy had no other chance than to sleep on the streets at the beginning and although he tried to interview with businesses in the Merchant district that sold everything from potions to magic items, it was harder than expected to find a job.
It was during one of these cold nights on the streets when a small dart hit Troy`s neck during his sleep … the next thing he knew was that he was in chains in a small wooden cell and that it very much felt like he was on a ship! What the heck is going on!?!

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–– STATS ––

Str 5, Dex 18, Con 14, Int 18, Wis 10, Cha 9

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–– SAVES ––

Fortitude: +3 (Con +2 Alchemist +1) +2 bonus on saving throws against disease, and whenever he exceeds the save DC to recover from a disease effect by 5 or more, he is treated as though he had succeeded at two consecutive saving throws
Reflex: +7 (Dex +4, Alchemist +3)
Will: +3 (Wis +0, Alchemist +3)

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-- COMBAT --

• Ranged to hit: +7 (BAB +2, Dex +4, Size +1)
• Melee to hit: +0 (BAB +2, Str -3, Size +1)

• CMD 12 (BAB +2, Dex +4, Str -3, Size -1)
• CMB -2 (BAB +2, Str -3, Size -1)

• AC 20, Touch 15, FF 16 (Armor +4, Buckler +1, Dex +4, Size +1)

• Initiative +4: Dex +4

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-- ADVENTURING SKILLS --

• Appraise +8 (Rank +1, Class +3, Int +4)
• Disable Device +10 (Rank +1, Class +3, Dex +4, Mwk Tools +2)
• Fly +8 (Rank +1, Class +3, Dex +4)
• Heal +4 (Rank +1, Class +3, Wis +0)
• Knowledge: Arcana +10 (Rank +3, Class +3, Int +4)
• Knowledge: Local +10 (Rank +3, Class +3*, Int +4)
• Knowledge: Nature +8 (Rank +1, Class +3, Int +4)
• Knowledge: Planes +10 (Rank +3, Class +3*, Int +4)
• Knowledge: Religion +5 (Rank +1, Int +4)
• Perception +8 (Rank +3, Class +3, Wis +0, Ratfolk +2)
• Sleight of Hand +10 (Rank +3, Class +3, Dex +4)
• Spellcraft +8 (Rank +1, Class +3, Int +4)
• Stealth +8 (Rank +0, Dex +4, Size +4)
• Survival +4 (Rank +1, Class +3, Wis +0)
• UMD +5 (Rank +1, Class +3, Cha -1, Ratfolk +2)

Lvl 1 to 3: each 8 skill points: 4 Class + 4 Int

TOTAL: 24 skill points

–– BACKGROUND SKILLS ––

• Craft Alchemy +10 (Rank 1, Class +3, Int +4, Ratfolk +2)
• Knowledge: History +7 (Rank 1, Int +4, +2 feat*)
• Knowledge: Nobility +7 (Rank 1, Int +4, , +2 feat*)
• Knowledge: Geography +5 (Rank 1, Int +4)
• Knowledge: Engineering +5 (Rank 1, Int +4)
• Linguistics +8 (Rank 1, Class +3*, Int +4)

6 skill points => 3 levels with 2 Background Skill Points per level

Languages:

- Racial (Common, Ratfolk)

- Intelligence: Draconic, Celestial, Infernal, Abyssal

- Linguistics: Sylvan

* Academy Graduate feat
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–– LIMITED ABILITIES––

• BOMBS: 7 = Level + Int +4

• TOXICANT concentration: 7 = Level + Int +4

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–– ALCHEMIST FORMULA BOOK ––

• 1st level: Adhesive Spittle, Comprehend Languages, Cure Light Wounds, Heightened Awareness, Identify, Monkey Fish, Shield, Comprehend Languages, See Alignment, Touch of Sea, Tears to Wine

–– EXTRACTS PER DAY ––

• 1st level: 3 + 1 Int = 4: heightened awareness, Cure moderate wounds, Cure moderate wounds, Adhesive Spittle

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-- TEMPORARY GEAR --

-

-- GEAR --

Minor bag of holding
Small MW Longbow
20 Arrows, 20 Cold Iron arrows
Dagger
Small Mithral shirt, 5 lbs.
‘Sag’ Riding dog + training harness
Small Military saddle
MW Wooden Buckler, 2.5 lbs
MW Thieves’ Tools, 1/2 lbs.
Backpack, Masterwork, 1 lbs.
Weapon cord, 0 lbs.
Air bladder, 0 lbs.’
Snorkel masterwork, 0 lbs.
Animal glue, 0 lbs.
Earplugs, 0 lbs.
Bell string, 0 lbs.
5 x alchemical grease
Whistle signal, 0 lbs.
Smoked Googles
Smelling Salts, 0 lbs.
Vermin repellent, 0 lbs.
Potion of 'Touch of Sea', 0 lbs.
Bladeguard, 0 lbs.
1 x Acid flask, 3 lbs
1 x Alchemist Fire, 2 lbs.
Potion of Invigorate, 0 lbs.
Antiplague, 0 lbs
Antitoxin, 0 lbs

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–– GOLD ––

TOTAL OVERVIEW:

* Currently: 121 gp

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–– HIT POINTS ––

Lvl 1 - 11 Hit Points: 8 Alchemist, Con +2, +1 Favored Class
Lvl 2/3 - 8 Hit Points: 5 Alchemist, Con +2, +1 Favored Class

TOTAL - 27 Hit Points

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-- FEATS --

• Free (Grenadier): Longbow Martial WEAPON PROFICIENCY

• Free (Campaign): ACADEMY GRADUATE: You attended one of several academies in this district, during which you were schooled in the finer arts of being an aristocrat. Prerequisite: 1st level only. Benefit: Pick any three Charisma- or Intelligence-based skills. These three skills are always considered class skills for you. In addition, you gain a +2 bonus on Knowledge (history) and Knowledge (nobility and royalty) checks, and may use these skills untrained. [Chosen Skills: Kn planes, Kn Local, Linguistics]

• 1st level: POINT BLANK SHOT

• 3rd level: PRECISE SHOT

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—CLASS FEATURES --

ALCHEMIST CLASS DETAILS
- TOXICANT
- GRENADIER

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Discoveries
--------------------
- Free (Grenadier 2) Precise bombs: Whenever the alchemist throws a bomb, he can select a number of squares equal to his Intelligence modifier that are not affected by the splash damage from his bombs. If the bomb misses, this discovery has no effect.
- Alchemist 2: Infusion: When the alchemist creates an extract, he can infuse it with an extra bit of his own magical power. The extract created now persists even after the alchemist sets it down. As long as the extract exists, it continues to occupy one of the alchemist's daily extract slots. An infused extract can be imbibed by a non-alchemist to gain its effects.

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-- RATFOLK RACIAL TRAITS --

• Str: -2, Dex: +2, Int: +2

• TYPE: Humanoid (Ratfolk)

• SIZE: Small (Ratfolk are Small and 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: 20 feet

• SENSES: Darkvision 60 feet

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

• CLEANLINESS: Ratfolk strive to keep themselves and each other immaculately clean, to make it difficult for disease to spread. A ratfolk with this racial trait gains a +2 bonus on saving throws against disease, and whenever she exceeds the save DC to recover from a disease effect by 5 or more, she is treated as though she had succeeded at two consecutive saving throws. This racial trait replaces rodent empathy.

• CHEEK POUCHES: Some ratfolk have developed stretchy cheek pouches that they can use to hold and carry small loads up to 1 cubic foot in volume and 10 pounds in weight, such as light weapons, potions, scrolls, and similar objects. Such a ratfolk can transfer a held object to his cheek pouches or extract an object from his cheek pouches as a swift action. As a move action that provokes an attack of opportunity, the ratfolk can instead massage all of the items held in the cheek pouches onto the ground in the square it occupies. As long as the ratfolk has at least one object in its cheek pouches, its speech is difficult to understand, and it has a 20% spell failure chance when casting spells with verbal components. This racial trait replaces swarming.

• Automatic Languages: Common, Ratfolk