Rat King

Zak The Feral's page

2 posts. Alias of william Nightmoon.


Race

Ratfolk

Classes/Levels

Brawler(constructed Pugilist)

Gender

Male

Size

Small

Age

15

Alignment

Chaotic Neutral

Languages

Common, Ratfolk, Orc, Goblinoid, Giant

Strength 16
Dexterity 17
Constitution 14
Intelligence 13
Wisdom 8
Charisma 8

About Zak The Feral

Racial Traits:

+2 Dexterity, +2 Intelligence, –2 Strength: Ratfolk are agile and clever, yet physically weak.

Ratfolk: Ratfolk are humanoids with the ratfolk subtype.

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.

Slow Speed: Ratfolk have a base speed of 20 feet.

Darkvision: Ratfolk can see in the dark up to 60 feet.

Unnatural
Source Advanced Race Guide pg. 1
Some ratfolk unnerve normal animals, and train to defend themselves against the inevitable attacks from such creatures. These ratfolk take a –4 penalty on all Charisma-based skill checks to affect creatures of the animal type, and receive a +2 dodge bonus to AC against animals. An animal’s starting attitude toward ratfolk is one step worse than normal. This racial trait replaces rodent empathy.

Cornered Fury
Source Advanced Race Guide pg. 1
Ratfolk can fight viciously when cut off from friends and allies. Whenever a ratfolk with this racial trait is reduced to half or fewer of his hit points, and has no conscious ally within 30 feet, he gains a +2 racial bonus on melee attack rolls and to Armor Class. This racial trait replaces swarming.

Scent
Source Advanced Race Guide pg. 1
Some ratfolk have much more strongly developed senses of smell, instead of keen eyes and ears. These ratfolk have the scent ability, but take a –2 penalty on all Perception checks based primarily on sight or hearing. This racial trait replaces tinker

Languages: Ratfolk begin play speaking Common. Ratfolk with high Intelligence scores can choose from the following: Aklo, Draconic, Dwarven, Gnoll, Gnome, Goblin, Halfling, Orc, and Undercommon

Class Traits:

Weapon and Armor Proficiency: A brawler is proficient with all simple weapons plus the handaxe, short sword, and weapons from the close fighter weapon group. She is proficient with light armor and shields (except tower shields).

Brawler’s Cunning (Ex): If the brawler’s Intelligence score is less than 13, it counts as 13 for the purpose of meeting the prerequisites of combat feats.

Constructed Limb (Ex): A constructed pugilist begins play with a special prosthetic limb built for fighting and typically made of iron, steel, stone, or wood, with the corresponding hardness and hit points (see page 175 of the Pathfinder RPG Core Rulebook). She treats attacks with this limb as unarmed strikes that gain all the benefits of the brawler’s unarmed strike class feature. She treats the limb as a light weapon and is proficient with it. Removing or reattaching the constructed limb takes 10 minutes.

The constructed pugilist can improve her constructed limb as if it were a normal melee weapon. For the purpose of rebuilding the limb as a masterwork weapon, rebuilding the limb out of a special material, or adding certain magical special abilities to it, the limb counts as a one-handed melee weapon that costs 60 gp and weighs 6 pounds—though it is specially fitted to the constructed pugilist and can’t be resold or used by anyone else. A constructed limb can benefit from either its own enhancement bonus and special abilities or those granted by an amulet of mighty fists, but if it would benefit from both simultaneously, it benefits only from the source with the higher effective enhancement bonus (the limb benefits from its own abilities in the case of a tie).

Limb Modification: A constructed pugilist chooses one of the following limb modifications at 1st level and another at 6th, 10th, 12th, and 20th levels. These modifications do not require the constructed pugilist to rebuild her constructed limb.

This replaces martial flexibility.

Martial Training (Ex): At 1st level, a brawler counts her total brawler levels as both fighter levels and monk levels for the purpose of qualifying for feats. She also counts as both a fighter and a monk for feats and magic items that have different effects based on whether the character has levels in those classes (such as Stunning Fist and a monk’s robe). This ability does not automatically grant feats normally granted to fighters and monks based on class level, namely Stunning Fist.

Unarmed Strike: At 1st level, a brawler gains Improved Unarmed Strike as a bonus feat. A brawler may attack with fists, elbows, knees, and feet. This means that a brawler may make unarmed strikes with her hands full. A brawler applies her full Strength modifier (not half ) on damage rolls for all her unarmed strikes.

Usually, a brawler’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.

A brawler’s unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that modify either manufactured weapons or natural weapons.

A brawler also deals more damage with her unarmed strikes than others, as shown on Table 1–5: Brawler. The unarmed damage values listed on that table are for Medium brawlers. A Small brawler deals less damage than the amount given there with her unarmed attacks, while a Large brawler deals more damage;

Bonus Combat Feats: At 2nd level and every 3 levels thereafter, a brawler gains a bonus combat feat in addition to those gained from normal advancement. These bonus feats must be ones that affect or improve her defenses or melee attacks. The brawler must meet the prerequisites of the selected bonus combat feat.

Upon reaching 5th level and every 3 levels thereafter, a brawler can choose to learn a new bonus combat feat in place of a bonus combat feat she has already learned. In effect, the brawler loses the bonus combat feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A brawler can only change one feat at any given level, and must choose whether or not to swap the feat at the time she gains a new bonus combat feat for the level.

Brawler’s Flurry (Ex): Starting at 2nd level, a brawler can make a brawler’s flurry as a full-attack action. When doing so, a brawler has the Two-Weapon Fighting feat when attacking with any combination of unarmed strikes, weapons from the close fighter weapon group, or weapons with the “monk” special feature. She does not need to use two different weapons to use this ability.

A brawler applies her full Strength modifier to her damage rolls for all attacks made with brawler’s flurry, whether the attacks are made with an off-hand weapon or a weapon wielded in both hands. A brawler can substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of brawler’s f lurry. A brawler with natural weapons can’t use such weapons as part of brawler’s flurry, nor can she make natural weapon attacks in addition to her brawler’s flurry attacks.

At 8th level, the brawler gains use of the Improved Two- Weapon Fighting feat when using brawler’s flurry. At 15th level, she gains use of the Greater Two-Weapon Fighting feat when using brawler’s flurry.

Maneuver Training (Ex): At 3rd level, a brawler can select one combat maneuver to receive additional training. She gains a +1 bonus on combat maneuver checks when performing that combat maneuver and a +1 bonus to her CMD when defending against that maneuver.

At 7th level and every 4 levels thereafter, the brawler becomes further trained in another combat maneuver, gaining the above +1 bonus combat maneuver checks and to CMD. In addition, the bonuses granted by all previous maneuver training increase by 1 each. (For example, if a brawler chooses grapple at 3rd level and sunder at 7th level, her bonuses to grapple are +2 and bonuses to sunder are +1. If she then chooses bull rush upon reaching 11th level, her bonuses to grapple are +3, to sunder are +2, and to bull rush are +1.)

AC Bonus (Ex): At 4th level, when a brawler wears light or no armor, she gains a +1 dodge bonus to AC and CMD. This bonus increases by 1 at 9th, 13th, and 18th levels.

These bonuses to AC apply against touch attacks. She loses these bonuses while immobilized or helpless, wearing medium or heavy armor, or carrying a medium or heavy load.

Knockout (Ex): At 4th level, once per day a brawler can unleash a devastating attack that can instantly knock a target unconscious. She must announce this intent before making her attack roll. If the brawler hits and the target takes damage from the blow, the target must succeed at a Fortitude saving throw (DC = 10 + 1/2 the brawler’s level + the higher of the brawler’s Strength or Dexterity modifier) or fall unconscious for 1d6 rounds. Each round on its turn, the unconscious target may attempt a new saving throw to end the effect as a fullround action that does not provoke attacks of opportunity. Creatures immune to critical hits or nonlethal damage are immune to this ability. At 10th level, the brawler may use this ability twice per day; at 16th level, she may use it three times per day.

Brawler’s Strike (Ex): At 5th level, a brawler’s unarmed strikes are treated as magic weapons for the purpose of overcoming damage reduction. At 9th level, her unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction. At 12th level, she chooses one alignment component: chaotic, evil, good, or lawful; her unarmed strikes also count as this alignment for the purpose of overcoming damage reduction. (This alignment component cannot be the opposite of the brawler’s actual alignment, such as a good brawler choosing evil strikes.) At 17th level, her unarmed attacks are also treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.

Close Weapon Mastery (Ex): At 5th level, a brawler’s damage with close weapons increases. When wielding a close weapon, she uses the unarmed strike damage of a brawler 4 levels lower instead of the base damage for that weapon (for example, a 5th-level Medium brawler wielding a punching dagger deals 1d6 points of damage instead of the weapon’s normal 1d4). If the weapon normally deals more damage than this, its damage is unchanged. This ability does not affect any other aspect of the weapon. The brawler can decide to use the weapon’s base damage instead of her adjusted unarmed strike damage—this must be declared before the attack roll is made.

Awesome Blow (Ex): At 16th level, the brawler can as a standard action perform an awesome blow combat maneuver against a corporeal creature of her size or smaller. If the combat maneuver check succeeds, the opponent takes damage as if the brawler hit it with the close weapon she is wielding or an unarmed strike, it is knocked flying 10 feet in a direction of the brawler’s choice, and it falls prone. The brawler can only push the opponent in a straight line, and the opponent can’t move closer to the brawler than the square it started in. If an obstacle prevents the completion of the opponent’s move, the opponent and the obstacle each take 1d6 points of damage, and the opponent is knocked prone in the space adjacent to the obstacle. (Unlike the Awesome Blow monster feat, the brawler can be of any size to use this ability.)

Improved Awesome Blow (Ex): At 20th level, the brawler can use her awesome blow ability as an attack rather than as a standard action. She may use it on creatures of any size. If the maneuver roll is a natural 20, the brawler can immediately attempt to confirm the critical by rolling another combat maneuver check with all the same modifiers as the one just rolled; if the confirmation roll is successful, the attack deals double damage, and the damage from hitting an obstacle (if any) is also doubled.

Constructed Limb Mods:

Shielding Limb: The constructed pugilist learns to block blows with her mechanical limb. She gains a +2 shield bonus to AC, though she loses this bonus anytime she loses her Dexterity bonus to AC.

Skills/Feats/Traits:

Skills(Rank/Ability/other)
Acrobatics (Dex),1/3/3
Climb (Str),1/3/3
Craft (weapons)(Int),1/1/3
Escape Artist (Dex),
Handle Animal (Cha),
Intimidate (Cha),
Knowledge (dungeoneering) (Int),
Knowledge (local) (Int),1/1/3
*Linguistics (Int),1/1/0
*Preform (wind),1/-1/3
Perception (Wis),1/-1/3
Profession (Wis),
Ride (Dex),
Sense Motive (Wis),1/-1/3
Swim (Str),

*Not a class skill

Feats
Dirty Fighting

Traits:
Ratfolk Avenger
Source Inner Sea Races pg. 199
Category Race
Requirement(s) Ratfolk
You protect your own. You gain a +1 trait bonus on weapon damage rolls against opponents you have witnessed dealing damage to one of your allies

Restless Wayfarer
Source Reign of Winter Player's Guide pg. 6,
You have long led a nomadic life—perhaps because your parents were travelers (whether roaming Varisian caravaneers or traveling merchants who traded far and wide), you belonged to a nomadic tribe, or you ran away from home to discover the world at a young age. Some call it wanderlust, but to you the thought of new places and experiences is truly what makes life worth living, and no region catches your imagination like the windswept wilderness of the North. You are used to getting along in unfamiliar lands and interacting with interesting new people. You gain a +1 trait bonus on Knowledge (geography) and Knowledge (local) checks, and one of these skills (your choice) is a class skill for you. You can also speak one additional language (this does not count toward your number of languages).

Drawback
Foul Brand(face)
Source Champions of Corruption pg. 29
You have the symbol of an evil deity burned into your flesh. If the symbol is on your hand, you take a –1 penalty on Disable Device, Disguise, and Sleight of Hand checks. If the symbol is on your face, you take a –2 penalty on Bluff, Diplomacy, and Disguise checks. This does not count as a holy symbol for the purposes of a divine focus for spellcasting.
See Description for details

Equipment:
Gp:39 Sp:3
Prosthetic limb (arm,steel), Studded Leather Armor, Spiked light wooden shield, sling, sling bullets(20), a backpack, a bedroll, a belt pouch, a flint and steel, rope, torches (10), trail rations (5 days), a waterskin, daggers(4), bandolier, war horn, snowshoes,

*All equipment is made for small creatures unless otherwise stated.

Fluffy Bits:

Appearance
Height:4'5" weight:98lbs
Hair color:Black Eye Color: Red
blood type:AB+

Zak is a gaint among his people, standing a whole head taller than most Ratfolk. He's a bit on the heavy side too, even for his size. His fur is ratty and dirty. In places it has been burned away or simply has fallen out and he is now bald there.fur covers most of his head save for the brand over his left eye, the symbol of a former slaver. He is missing his right arm from halfway down the bicep. On the end of his stump is fashioned a metal cap, used to brace against the prosthetic arm he uses in it's place.
Zak is fairly well built for his kind, but he isn't a bulky build. His frame is more like a lean runner.
Zak typically wears a loincloth under whatever armor he has, but otherwise doesn't wear much clothes unless weather calls for it. Recently he's been donning thick furs under his armor to keep him warm in the snow. He wears an eyepatch iver his milky burnt eye and the brand, but it still streatches past the leather.

Zak was born a slave. His parents where breeders in a hobgoblin slave camp they kept Ratfolk as slaves because unlike other slaves Ratfolk breed fast and birthed large litters. When Zak was able to first stand he began his training as a gladiator. He was trained until he was 7, when he first entered the arena. Of course he lost. Every battle for two years. He was burned, maimed, and broken. The winners got to do as they please with the loosers... And Zak was always kept alive.
His loosing streak ended one day, when his opponent took his right arm as a trophy. Zak's master punished the rat, branding his eye and talking him if he lost the next battle it would end much worse... And of course, with one arm the Ratfolk stood no chance.

Before his master could kill him, a mage bought Zak and took him in. The hobgoblin who bought him treated him better than his previous master had... He no longer fought in the arena. Instead he tended his misstres. She gave him a new arm, a metal arm strong as any weapon. Zak lived the good life for a few sweet years... Then he came if age. At the age of 12 his master began to... Use him for more Personal reasons. Zak of course was apauled by this and plotted his excape. His master believed she controlled him, and he loved her... How she was wrong.
Zak killed his master in the night and ran, heading far from his captors. He was finally free... But he was alone. He traveled gallorian, learning what he could from the humans and elves in the surrounding area.

For the next 2 years Zak traveled the north, always looking over his shoulder incase his master's spirit found him... Seeking revenge.

Quirks
1)Zak has An irrational fear of spiders. He'll act irrationally and wildly attack any that come within veiw in hopes they'll die before he can get bitten.

2) Zak hates both mages and elves, even more so if both are together. This is because his former master was a drow.

3)Zak doesn't like to be touched, he'll lash out at anyone who tries to with his teeth. He is esspecialy sensitive about his legs and belly.

4) Zak is weak willed. His life if servitude has reduced his ability to resist athority, and will typically obey things quite easy, even if the request is irrational or against his own morals. This also includes letting others touch him.

5) Zak is sensitive about the subject of love/sex. Abuse in the past has led him to question and dislike it. He is confused on the subject, and quite closed off unless someone desides to get close to him.