Ratfolk

Zehanet Ash's page

43 posts. Alias of Walter Lindie.


Full Name

Zehanet Ash

Race

Ratfolk

Classes/Levels

magus 1 HP: 11/11 | AC: 19/16/14/11 | Fort: +4| Ref: +5 | Will: +3 | Init: +5 | Perc: 6

About Zehanet Ash

Male Ratfolk Magus 1
LN small Humanoid (Ratfolk)
Init +5; Senses darkvision 60; Perception +6
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Defense
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AC 19, touch 16, flat-footed 14 +2 dodge vs animals
hp 11 (1d8, +2 con, +1 fcb)
Fort +4, Ref +5, Will +3
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Offense
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Speed 20 ft.
Melee Scimitar +6 (1d4/18-20x2)
Spell combat Scimitar +4, Spell +4
Ranged Long Bow +6 (1d6/20x3)
Spells
Lvl 0 prepared
Detect magic, Touch of fatigue, open slot
Lvl 1 prepared
2 Snowball
Lvl 1 have
Shocking grasp, Magic weapon, Snowball, Vanish, Iron Beard

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Statistics
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Spoiler:

Str 10, Dex 20, Con 14, Int 15, Wis 12, Cha 10
Base Atk +0; CMB -1; CMD 14
Feats Weapon Finesse
Traits seeker, Two world magic: touch of fatigue

Skills
Acrobatics +4 (+5 dex, -1 acp)
Appraise +2 (+2 int)
Bluff +0 (+0 Cha)
Climb -1 (+0 Str, -1 acp)
Craft +2 (+2 int)
Diplomacy +0 (+0 Cha)
Disable device Untrained
Disguise +0 (+0 Cha)
Escape Artist +4 (+5 dex, -1 acp)
Fly +4 (+5 dex, -1 acp)
heal +1 (+1 wis)
intimidate +0(+0 Cha)
Knowledge (arcana planes) +6 (+2 int, +3 class, 1 rank)
Perception +6 (+1 wis, +3 class, 1 rank, +1 trait)
Preform Dance +0 (+0 Cha)
Linguistics Untrained
Ride +4 (+5 dex, -1 acp)
sense motive +1 (+1 wis)
Spellcraft ++6 (+2 int, +3 class, 1 rank)
Stealth +11 (+5 dex, +2 Trait, +4size)
Swim -1 (+0 Str, -1 acp)
Use Magic Device +0 (+0 cha)

Languages Common, undercommon and Draconic
Other Gear Studded leather, Scimitar, Longbow, 20 blunt/20 arrows Magus kit, Explorers clothing, Spell book, crowbar, grappling hook.
magus's kit Weight 21? lbs. This includes a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, rope, soap, a spell component pouch,trail rations (5 days), and a waterskin
Gp


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Special Abilities
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race
Spoiler:

Cornered Fury: 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.
Skulk: Some ratfolk can blend easily into their environments, and move with surprising grace. Ratfolk gain a +2 racial bonus on Stealth checks, and take only a –5 penalty on Stealth checks made to hide from creatures they have distracted with a Bluff check (rather than the normal –10 penalty). This racial trait replaces tinker.
Unnatural: 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.


Class
Spoiler:

Arcane pool points 3
At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.
At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.
Spell Combat
At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.