====== Riki Tiki ====== (Player: Pakka77) {{ :rpg:phoenix_rising:characters:roll4itdice-riki_tiki_l2.pdf |}} ** NOTE: The +2 Vs. Leupaks (Favorite enemy option doesn't start until level 3) ** ^ STR: ^ DEX: ^ CON: ^ INT: ^ WIS: ^ CHA: ^ | 9 (-1) | 16 (+3) | 12 (+1) | 15 (+2) | 12 (+1) | 11 (+0) | ^ Ac ^ Touch AC ^ Flat-Footed ^ Initiative ^ Speed ^ HP/MaxHP ^ Hit Dice ^ Base Attack ^ CM Bonus ^ CM Defense ^ | 18 | 14 | 13 | +5/+7 | 20 | 22/22 | 2d10 | +2 | 0 | 13 | ^ WEAPONS ^ To Hit ^ Damage ^ Dmg Type ^ Crit ^ Special ^ | HQ Dagger | +7 | 1d3 | (PS) | 19-20/x2 | Rng: 10' +2 Vs Leupaks | | Dagger | +6 | 1d3 | (PS) | 19-20/x2 | | | Rapier | +6 | 1d4-1 | (P) | 18-20/x2 | | | Sand tube | +6 | Special | | | Needs to be loaded with (3) doses of poison per shot. **(Sand only right now)** | | Arrow Tube | +6 | 1d3 | (P) | x2 | R:40 | | Stun Baton | +6 | 1d6-1 | (BE) | x2 | Low: DC 10+Elect.DAM (+1d6 nonlethal electrical Dam) to stagger High=Lethal | Underground Bonus: +1 trait bonus on weapon damage (this is multiplied on critical hits) ^ Saves ^ Bonus ^ | FORTITUDE: | +5 | | REFLEX: | +5 | | WILL: | +1 | ^ Skill ^ Attribute ^ Ranks ^ Class Rank Bonus ^ Other Bonuses ^ Total Bonus ^ Notes ^ | Acrobatics | DEX (3) | 0 | - | - | 3 | -4 to Jump | | Appraise | INT (2) | 1 | - | - | 3 | | Bluff | CHA (0) | 0 | - | - | 0 | | Climb | STR (-1) | 1 | 3 | - | 3 | | Craft (alchemy) | INT (2) | 1 | 3 | 2 | 8 | Tinker +2 | | Diplomacy | CHA (0) | 0 | - | - | 0 | | Disable Device | DEX (3) | 1 | 3 | 0 | 7 | Has a tool kit | | Disguise | CHA (0) | 0 | - | - | 0 | | Escape Artist | DEX (3) | 0 | - | - | 3 | | Fly | DEX (3) | 0 | - | 2 | 5 | +2 for small size | | Handle Animal | CHA (0) | 1 | 3 | *+4 | 4 | Rodent Empathy +4 | | Heal | WIS (1) | 0 | - | - | 1 | | Intimidate | CHA (0) | 1 | 3 | - | 4 | | Knowledge (Alchemics) | INT (2) | 0 | - | 0 | 2 | | Knowledge (Arcana) | INT (2) | 0 | - | 0 | 2 | | Knowledge (Arcanics) | INT (2) | 0 | - | 0 | 2 | | Knowledge (Dungeoneering) | INT (2) | 1 | 3 | 0 |6 | +2 Vs. Leupaks | | Knowledge (Engineering) | INT (2) | 0 | - | 0 | 2 | | Knowledge (Etherics) | INT (2) | 0 | - | 0 | 2 | | Knowledge (Medical) | INT (2) | 0 | - | 0 | 2 | | Knowledge (Local) | INT (2) | 1 | 3 | 0 | 6 | +2 Vs. Leupaks | | Perception | WIS (1) | 2 | 3 | 2 | 8 | +2 Tinker, +2 Vs. Leupaks | | Ride | DEX (3) | 0 | 0 | - | 3 | | Sense Motive | WIS (1) | 1 | - | - | 2 | | Sleight of Hand | DEX (3) | 1 | - | 4 | | Spellcraft | INT (2) | 1 | 3 | 0 | 6 | | Stealth | DEX (3) | 1 | 3 | 4 | 11 | Small Size +4 | | Survival | WIS (1) | 1 | 3 | - | 5 | +2 Vs. Leupaks +1 Tracking | | Swim | STR (-1) | 1 | 3 | 1 | 4 | | Use Magic Device | CHA (0) | 1 | - | 2 | 3 | +2 Tinker | ==== Features and Abilities ==== Darkvision: 60 feet Favored Enemy (EX): Leupaks +2 Rodent Empathy: +4 Racial bonus on Handle Animal checks on Rodents Swarming (EX): 2 Ratfolk can share the same square (consider flanking) Tinker: Ratfolk gain a +2 Racial Bonus to - Craft (Alchemy), Perception, and Use Magic Device Weapon Finesse [Combat Trick] : Spend 2 Stamina points to negate the penalty on attack rolls from your shields armor check penalty until next turn. Wild Empathy (EX): +1 to improve attitude of an animal (just like a diplomacy check) 1d20+1 (level)+0 (CHA) -- Domestic Animals start as indifferent, Wild Animals generally start unfriendly. Magical beasts give a -4 penalty on check. Track +1 ==== Feats ==== Combat Stamina: Stamina Pool to use for bonus to hit (upto 5 points) Tunnel Rat: You count as one size smaller when attempting to squeeze. Weapon Finesse: You can use Dexterity instead of Strength for bonuses to attack rolls with light weapons or rapiers. ==== Traits ==== Tunnel Fighter: While underground you receive a +2 bonus on initiative checks and +1 trait bonus on weapon damage (this is multiplied on critical hits) River Rat (Water tunnels): +1 Damage dealt with a Dagger and +1 Trait bonus on Swim (swim is always a class skill) Adopted: Dwarven Dad Reactionary: +2 Initiative Checks ==== Items ==== Currently: S26 Housing: Poor – S600 a month (purchases of meals or taxes of 2s or less are “free”) Leather Armor (Jacket+Pants) = S340 +2 AC, Max DEX +6, AC Pen: 0, Wt. 15lbs. Dagger ( Surgical Stainless Steel + High Quality ) = S100 Dagger ( Surgical Stainless Steel ) = S50 Stun Baton = S50 Sand Tube: Resembling a slim scroll case made of bamboo or metal, this tube is filled with fine sand that is soaked or coated with inhaled or contact poison. When loaded with 3 doses of these types of poison, you can blow into the tube to disperse the poisoned sand into your enemies' faces in a **15-foot cone**. Each creature in the cone is affected as if afflicted with 1 dose of the poison. **Even when loaded with un-poisoned sand, the tube lets loose a powerful irritant, and an opponent struck must succeed at a DC 12 Fortitude saving throw or be dazzled for 1 round.** Once expended, the tube must be repacked before it can be used again. Repacking a tube requires a full-round action, or a standard action if you have the Rapid Reload feat. Tube arrow shooter Rapier Tiemper Fi Utility Knife (Surgical Stainless Steel) = S125 3x Travelers Outfits (for lack of a better term) = S60 Poison Ward Salve = S300 100’ (25 yrds) of Para-Cord (Rope is 1g for 50’) ~S10 2x Sack Snorkel Backpack = S40 Bedroll = S2 Cot = S20 (left in club house) Ear Plugs x3 = S1 Hip Flask = S20 Caltrops = S20 Thieves Tool Kit = S300 Duct Tape x2 = S20 Flashlight (standard) = S10 Flashlight (standard) back up = S10 Squeezelight = S2 Sidewalk Chalk (x60 sticks) = S30 Cell Phone – = S600 Cell Battery x2 (4pk) = S8 BrainStrainer Books of Puzzles (x4) = S20 Paracord Bracelet = S10 VendCard (S50) remaining (Given to Essha for information) Armored Duster (AC +2 when worn, has plate carrier pockets, reduces damage by 1 point) Large collection of books and magazines (religion, math, biology, alchemy, and ... Playmoose?) All the books have been given to Es' in exchange for trying to fix the Tracking crystal set below. Tracking crystal set with four darts (damaged; battery does not work) ==== Background History ==== I was tossed from the family at age 5 because I was still only 1/2 the size of the rest of my brothers and sisters. I followed a Dwarf home after being on the street for a couple of days hiding from everything. He saw me and closed his "hole" so I couldn't get in. I found a small crack around back and dug and worked my way 1/2 way in and got stuck. He laughed, and helped me get all the way in. Then shared a little food with me. Turns out he thought I WAS a RAT, but after a while he realized that I was starting to get a bit large for even a large rat. He said something along the lines of a question and I answered him. Talk about a shock for him! LOL For the next 10 years he was my Dad, Teacher, and Friend. He taught me how to fit in spots no one even my size could go. He was a second story specialist in the underground and did jobs for many different people and some on his own. I was his get away. If it went bad I would pop up, blow poison in their face or in some cases just cut at their feet. Then disappear down a hole that only I would fit in. Not many people knew about me as we almost never traveled together, he said it was better for me that way. A month ago, he was on a job that was supposed to make life good for us, but he never made it to my defense point. I snuck back home and there were 4 thugs standing outside. Lucky for me, I never used the door and went down the hole and in through the back. Cleared out the place of everything I could find, which was actually more than expected, he had been saving gold in a jar. I then put contact poison (wild trippy stuff) all over the place. and slid back out and never went back. ==== Contact ==== Craggy: A ratfolk who operates a small pawn shop in Burke District, and often wanders the tunnels to make deals in person. He often trades in junk and interesting shinies (both buying and selling), and occasionally works with local 'talent scouts' to get work to people who don't ask too many questions.