About Skommot MacFurfootSkommot is short, even for a ratfolk, at just 3 feet 9 inches (1 meter 14 centimeters) tall and weighing in at a similarly small 71 pounds. He keeps his coat of earth-brown fur clean with magic, but often neglects to comb the longer parts on his head, giving it a slightly messy appearance. Skommot, who prefers pragmatic wear to fancy, wears a blue robe appropriate for a scholar, and worn down brown leather in his belt, boots and bag. His hat, which is tall and pointed with a wide brim, is similarly a dark brown. His eyes are entirely black, as is normal for a rodent, and work just fine despite his long hours of squinting at books. Though most of his things are sized for a small creature his component pouch, spellbook, and chalkboard all appear comically large in his hands and take up a good deal of space in his relatively small backpack. Quick Reference:
Str 6, Dex 16, Con 12, Int 20, Wis 12, Cha 7
AC/T/FF 14/14/11 Darkvision 60 Speed 20 Init +9, Perception +5, Stealth +7 Familiar is a Bat (named Fidgit) 2x Plat., 0x Gold, 3x Silver, 7x Copper 3x Cure Light Wounds Scroll Applicable Boons Welcome to Pathfinder, 2019 GM Boon #1
Senses & Defense:
Init +9; Senses Darkvision (60 ft.), Perception +5
AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size) hp 7 (1d6)+1 Fort +1, Ref +3, Will +3 Offense:
Speed 20 ft.
Special Attacks Blinding Ray Default Prepared Spells Wizard (CL 1st): 1st - color spray (DC 17) , grease (DC 16) , mage armor (DC 16) , silent image (DC 17) 0th - detect magic , ghost sound (DC 16) , prestidigitation (DC 15) Statistics:
Str 6 (-2), Dex 16 (+3), Con 12 (+1), Int 20 (+5), Wis 12 (+1), Cha 7 (-2)
Base Atk +0; CMB -3; CMD 10 Feats Improved Initiative Skills Acrobatics +3, Acrobatics (When Jumping) -1, Appraise +5, Bluff -2, Climb -2, Craft (Untrained) +5, Diplomacy -2, Disguise -2, Escape Artist +3, Fly +8, Heal +1, Intimidate -2, Knowledge (Arcana) +10, Knowledge (Dungeoneering) +9, Knowledge (Nature) +9, Knowledge (Planes) +9, Knowledge (Religion) +9, Perception +5, Perform (Untrained) -2, Profession (Scribe) +5, Ride +3, Sense Motive +3, Spellcraft +9, Stealth +7, Survival +1, Swim -2, Use Magic Device +1 Languages Common, Draconic, Dwarven, Goblin, Orc, Undercommon SQ Alertness (Familiar), Arcane Bond (Familiar), Arcane School (Illusion), Cantrips, Darkvision, Extended Illusion, Opposition School (Enchantment/Necromancy), Rodent Empathy, Spell Focus (Illusion), Spells, Swarming, Tattoo of the Open Road, Tinker Possessions Scholar's Outfit (Small); boots (fire-resistant) (Small); Spell Component Pouch ; Backpack (Small) [Inkpen; Ink (x2); Paper (x11); Chalkboard; Bedroll (Small); Wizard's Spellbook]; Belt Pouch (Small) [Scroll of Cure Light Wounds (x3); Chalk (x3); PP x2; SP x3; CP x7]; Wizard's Spellbook 0th - acid splash , arcane mark , dancing lights , detect magic , detect poison , flare (DC 15) , ghost sound (DC 16) , light , mage hand , mending (DC 15) , message , open/close (DC 15) , prestidigitation (DC 15) , ray of frost , read magic (DC ) , resistance (DC 15) , spark (DC 15) 1st - color spray (DC 17) , grease (DC 16) , mage armor (DC 16) , mount , obscuring mist , protection from evil (DC 16) , reduce person (DC 16) , silent image (DC 17) Abilties Desc.:
Alertness (Familiar): You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
Blinding Ray (Sp): As a standard action you can fire a shimmering ray at any foe within 30 feet as a ranged touch attack. The ray causes creatures to be blinded for 1 round. Creatures with more than 1 Hit Dice are dazzled for 1 round instead. This ability can be used 3+Intelligence Modifier times per day. Darkvision (Ex): Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision. Extended Illusion (Su): Any illusion spell you cast with a duration of “concentration” lasts a number of additional rounds equal to 1/2 your wizard level after you stop maintaining concentration (minimum +1 round). At 20th level, you can make one illusion spell with a duration of “concentration” become permanent. You can have no more than one illusion made permanent in this way at one time. If you designate another illusion as permanent, the previous permanent illusion ends. Improved Initiative (Feat): You get a +4 bonus on initiative checks. Mathematical Prodigy (Trait): Mathematics has always come easily for you, and you have always been able to "see the math" in the physical and magical world. You gain a +1 trait bonus on Knowledge (Arcana) and Knowledge (Engineering) checks, and Knowledge (Arcana) is always a class skill for you. Reactionary (Trait): You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks. Rodent Empathy: Ratfolk gain a +4 racial bonus on Handle Animal checks made to influence rodents. Spell Focus (Illusion): Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select. Swarming: Ratfolk are used to living and fighting communally, and are adept at swarming foes for their own gain and their foes' detriment. 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. Tattoo of the Open Road: You have a magical tattoo of the Glyph of the Open Road, the insignia of the Pathfinder Society. As an immediate action when you are struck by a critical hit or dealt at least 15 points of damage from a spell or supernatural ability, you can check the box that precedes this boon and expend the tattoo's magic to gain 10 temporary hit points that last for 1 minute. During this minute, you also treat your Constitution score as if it were 10 higher for the purpose of determining when hit point damage would kill you. Tinker: Ratfolk gain a +2 racial bonus on Craft (Alchemy), Perception, and Use Magic Device checks. Character Description:
Skommot was born in a sewer beneath a city whose name he cannot remember. His parents were both community leaders in his forgotten home, and he does not even know if they are alive or not. Skommot spent much of his early adult life studying magic under his professor and friend, and has very little memory of his life before his education. After over a decade of study, he decided to set out on his own in order to find answers about his lost past and to find hidden and esoteric knowledge not available to him locked away in a study. Leaving behind a comfortable life working for his teacher, Skommot set out to find the answers and secrets that could only be found in the outside world.
Skommot is often remembered either for his dry witticisms and his obsessive organizing. His favorite type of humor, aside from horrible puns, is sarcastic commentary masked in lighthearted quips and jokes, though he isn't one to make light of every person and situation. Often, he can be found arranging some collection of small objects or the contents of his pack ("taking inventory" is what he calls it). Skommot often gets lost in thought adjusting the precise location of his silverware, arranging his coins or food into interesting patterns, or sorting his things by some arbitrary metric he came up with. Those who get to know him also find he is humble to a fault, and he can sometimes have a difficult time accepting compliments. |