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rpg:phoenix_rising:characters:riki_tiki

Riki Tiki

(Player: Pakka77)

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.

rpg/phoenix_rising/characters/riki_tiki.txt · Last modified: 2018/08/15 03:30 by benstickney

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