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Lawful Good adult male Ratfolk Trapper Freebooter Ranger 1 / Feather Domain Evangelist Cleric 6
Quarrels grew up in an underground Ratfolk town between Katapesh and Kelmerene. He was captured by Gnolls during a routine scouting assignment, and fortunately was rescued by the adventurers he now travels with. His family lives in Kelmerene under the restored boathouse.
He is the party's buffer, trapsmith, and secondary scout; his animal companion serves as the secondary melee combatant. He is responsible for expertise in the skills Disable Device, Ride, Sense Motive, Spellcraft, and Stealth. He also needs 10 skill in Appraise and Handle Animal.
Ability Scores Movement Rate 15 (size Small, medium armor) Initiative Bonus 10 = DEX Mod 4 + 2 Trait + 4 Feat
Concentration Check Bonus 9 = CL 7 + WIS Mod 2 |
Hit Points 45 = 10 + (3 + 4 + 3 + 4 + 3 + 4) + (7 × CON Mod 2)
Fortitude Save 10 = Base 7 + CON Mod 2 + 1 Cloak
Combat Maneuver Bonus 8 = BAB 5 + DEX Mod 4 − 1 Size
To Hit Melee Bonus 6 = 5 BAB + STR Mod 0 + 1 Small |
Feats: Improved Initiative, Craft Wondrous Item, Boon Companion, Leadership (Score 10)
Ranger Abilities: Track +1, Freebooter's Bane, Trapfinding +1
Cleric Abilities: Animal Companion, Handle Animal Companion +4, Eyes of the Hawk +3, Sermonic Performance (17 rounds per day of Inspire Courage +2, Countersong, or Fascinate), Variant Channeling (Disease: 2d6 HP ÷ 2 with 2 point Ability Score, 4× per day)
Traits: Darkision 60', Scent, Rodent Empathy +4, Swarming, Reactionary, Magical Knack
Languages: Common, Undercommon, Gnoll, Celestial, Ignan, Terran, Aquan, and Auran
Magical Items: Mithral Chain Shirt +1, Muleback Cords (Light Load is 100 lbs), Mithral Throwing Quickdraw Light Steel Shield +1, Cloak of Resistance +1, Wand of CLW (50 chrges), Wand of Bear's Endurance (37 charges), 1 Potion of CMW, 3 potions CLW, scroll of Obscuring Mist
Mundane Items: Armored Kilt, Explorer's Outfit, Pathfinder's Kit, dagger, waterskin, 1 day's rations, soap, chalk, tinderbox, masterwork thieves' tools, alchemist's lab, healer's kit (9 uses), holy water, masterwork snag net, 10 tanglefoot bags
Party Gold: about 15,012
Total Skill Ranks: 45 = 6 Ranger + (2 × 6) Cleric + (1 × 6) Favored Class + (3 × 7) INT Mod Untrained skills: Knowledges (All), Profession, Sleight of Hand |
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Acrobatics 4 = DEX Mod 4 |
Intimidate 5 = CHA Mod 1 + 1 Rank + 3 Class |
Orisons: (4 available at once) Detect Magic, Read Magic, Create Water, Guidance
(In Katapesh, Quarrels replaces Create Water with Enhanced Diplomacy.)
Level One: ([1] + 4 per day, DC 13 = 10 + WIS Mod 2 + Level 1) [Calm Animals], Shield of Faith × 3, Ant Haul [Spontaneous: Command]
Shield of Faith gives a +3 deflection bonus to AC for 7 minutes.
(In Katapesh, Quarrels prepares three copies of Fairness and Tap Inner Beauty.)
Level Two: ([1] + 4 per day, DC 14 = 10 + WIS Mod 2 + Level 2) [Feather Fall], Communal Protection from Evil × 2, Admonishing Ray, Grace, [Spontaneous: Enthrall]
Grace is a swift action spell means no AoO this round for me. If expecting to fight casters, replace Admonishing Ray with Silence.
(In Katapesh, Quarrels replaces Admonishing Ray and Grace with Silence and Eagle's Splendor.)
Level Three: ([1] + 2 per day, DC 15 = 10 + WIS Mod 2 + Level 3) [Fly], Communal Resist Energy, Dispel Magic, [Spontaneous: Tongues]
Before combat he prepares with: communal spells, Shield of Faith, Guidance, Communal Resist Energy
First round of combat he does: Inspire Courage and Freebooter's Bane
During the rest combat he does: renew Freebooter's Bane, throw tanglefoot bag or net, cast Guidance or Command or Admonishing/Silence
During combat animal companion does: natural attack
During combat cohort does: uses Battlefield Presence to grant allies either Shake It Off or Escape Route, uses Flagbearer to provide +1 morale bonus to hit and damage, uses Aid Another to help ally AC or to hit by +4
In emergencies he does: Dispel Magic, Communal Protection from Evil
Outside of combat he does: healing with Channel Energy, skill use, lockpicking, trapfinding, alchemy, flight, enthrall/fascinate
Outside of combat cohort does: uses Battlefield Presence to grant allies either Shake It Off or Stealth Synergy, uses Duskwalker Agent trait to save money while shopping in Katapesh, use Aid Another to help ally skill use by +4
Spiky is a Large Stegosaurus bodyguard archetype animal companion with Movement 30' and 6 Hit Dice. It has the special qualities low-light vision, scent, link, devotion, shared vigilance, and tenacious guardian.
Ability Scores |
Tail Attack: 10 = 4 BAB + 6 STR Mod with Damage 2d8 + 7 STR Mod + CMB 10 Trip)
Aid Another Bonus: +2 or +3 to AC = 2 + 1 Armor
Hit Points: 45 = 5 + 4 + 5 + 4 + 5 + 4 + (6 levels x 2 CON Mod) + 6 Feat
Armor Class 30 = 10 + 13 natural armor + 4 DEX Mod + 4 Barding − 1 Large Size
Saving Throws: Fortitude 7 / Reflex 9 / Will 3
Feats: Combat Reflexes, Bodyguard, Toughness
Skills: Stealth 14 = DEX Mod 4 + 6 Ranks + 3 Class + 5 Armor − 4 Size
Bonus Tricks: Heel, Attack ×2
Mundane Items: Studded Leather Barding +1 of Benevolent and of Shadow
Mundane Items: Military Saddle for two Ratfolk
Lawful Good adult female Ratfolk Holy Tactician Paladin (of Erastil) 3 / Order of the Dragon Honor Guard Cavalier 2
Henrietta often wonders if she became a Paladin simply because she has so much trouble saying no to any request for help. She had traveled to Katapesh to seek some guidance from a larger church of Erastil than was available at home. When she heard that her old flame, Quarrels, was also in town she decided to follow him. After all, the Ratfolk gossip said he was now a famous hero and one of the saviors and leaders of the town of Kelmerene—perhaps her helpful nature could be more wisely used by focusing on what this group of traveling adventurers was doing.
Henrietta maintains the theme of Quarrels being the party's buffer, animal handler, skill monkey, and assistant scout.
Ability Scores Movement Rate 15 (size Small, medium armor) Initiative Bonus 4 = DEX Mod 4 |
Hit Points 41 = 10 + (4 + 5 + 4 + 5) + (5 × CON Mod 2) + (3 × Fav. Class 1)
Fortitude Save 11 = Base 6 + CON Mod 2 + CHA Mod 3
Combat Maneuver Bonus 3 = BAB 5 + STR Mod -1 − 1 Size Aid Another Bonus +4 or +5 to AC = 2 + 1 Trait + 1 Aid Allies + 1 Armor
To Hit Melee Bonus 6 = 5 BAB + STR Mod -1 + 1 Masterwork Weapon + 1 Small |
Feats: Combat Reflexes, Stealth Synergy, Escape Route, Flagbearer, Shake It Off
(Next Cavalier level the Intercept ability provides the Bodyguard bonus feat and a further +1 bonus using Aid Another for Armor Class. If she does get Benevolent armor, that increases the AC bonus to +6!)
Paladin: Abilities: Aura of Good, Detect Evil, Lay on Hands and Mercy (4× per day for 1d6 + shaken), Weal's Champion, Battlefield Presence
Cavalier Abilities: Challenge with Sworn Defense and Ally Bonus (1× per day), Aid Allies
Special Cavalier Abilities: Instead of a mount, she mimics the Musketeer archetype to gain two limited item creation feats Master Craftsman and Craft Magic Armor.
Traits: Darkision 60', Skulk, Rodent Empathy +4, Swarming, Duskwalker Agent (Day Stalls), Fool for Friends
Languages: Common
Total Skill Ranks: 19 = (2 × 3) Paladin + (4 × 2) Cavalier + (1 × 5) INT Mod
Craft (Armor) 13 = INT Mod 3 + 5 Ranks + 3 Class + 2 Tools |
Magical Items: Chain Shirt +1 of Benevolent, Light Steel Shield +1.
Mundane Items: armored kilt, masterwork lance (310 gp) with flag, masterwork Ratfolk tailblade (311 gp), Dagger, Explorer's Outfit, Pathfinder's Kit, masterwork crafting tools
Strongback is a Medium size Giant Dire Rat with movement 40' (climb 20', swim 20'). It has the special qualities low-light vision and scent.
Stats: STR 14, DEX 15, CON 17, INT 2, WIS 13, CHA 4 — AC 15, 1 HD and 9 Hit Points, Fortitude 5 / Reflex 4 / Will 1
With a modified Handle Animal skill of ten a character can "Take 10" to Combat Train an INT 2 animal. This teaches it the tricks attack (DC 20), come (DC 15), defend (DC 20), down (DC 15), guard (DC 20), and heel (DC 15). This fills up the limit of tricks. An animal companion gets bonus tricks for which no Handle Animal skill check is needed: start with attack and fetch.