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Quarrels Toolkas Harris

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
Strength 10 (Modifier: 0)
Dexterity 18 (Modifier: 4)
Constitution 14 (Modifier: 2)
Intelligence 16 (Modifier: 3)
Wisdom 15 (Modifier: 2)
Charisma 12 (Modifier: 1)

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)
Armor Class 22 = 10 + DEX Mod 4 + 1 Size + 4 Shirt + 1 Kilt + 2 Shield

Fortitude Save 10 = Base 7 + CON Mod 2 + 1 Cloak
Reflex Save 9 = Base 4 + DEX Mod 4 + 1 Cloak
Will Save 8 = Base 5 + WIS Mod 2 + 1 Cloak

Base Attack Bonus 5

Combat Maneuver Bonus 8 = BAB 5 + DEX Mod 4 − 1 Size
Combat Maneuver Defense 18 = 10 + BAB 5 + STR Mod 0 + DEX Mod 4 − 1 Size

To Hit Melee Bonus 6 = 5 BAB + STR Mod 0 + 1 Small
To Hit Ranged Bonus 10 = 5 BAB + DEX Mod 4 + 1 Small

Warrior Rat by Michael Wolmarans

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

Acrobatics 4 = DEX Mod 4
Appraise 7 = INT Mod 3 + 1 Rank + 3 Class
Bluff 1 = CHA Mod 1
Climb 4 = STR Mod 0 + 1 Rank + 3 Class
Craft (Alchemy) 10 = INT Mod 3 + 2 Ranks + 3 Class + 2 Tools
Diplomacy 5 = CHA Mod 1 + 1 Rank + 3 Class
Disable Device 15 = DEX Mod 4 + 5 Ranks + 3 Class + 1 Trapfinding + 2 Tools
Disguise 1 = CHA Mod 1
Escape Artist 4 = DEX Mod 4
Fly 8 = DEX Mod 4 + 1 Rank + 3 Class
Handle Animal 6 = CHA Mod 1 + 3 Ranks + 3 Class
Heal 8 = WIS Mod 2 + 1 Rank + 3 Class + 2 Kit

Intimidate 5 = CHA Mod 1 + 1 Rank + 3 Class
Linguistics 11 = INT Mod 3 + 5 Ranks + 3 Class
Perception 11 = WIS Mod 2 + 1 Rank + 3 Class + 3 Domain + 2 Vigilance
Perform (Oratory) 5 = CHA Mod 1 + 1 Rank + 3 Class
Ride 9 = DEX Mod 4 + 2 Ranks + 3 Class
Sense Motive 11 = WIS Mod 2 + 6 Ranks + 3 Class
Spellcraft 13 = INT Mod 3 + 7 Ranks + 3 Class
Stealth 15 = DEX Mod 4 + 4 Ranks + 3 Class + 4 Size
Survival 6 = WIS Mod 2 + 1 Rank + 3 Class
Swim 4 = STR Mod 0 + 1 Rank + 3 Class
Use Magic Device 2 = CHA Mod 1 + 1 Rank


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


Animal Companion

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
Strength 20 (Modifier: 5) = 10 Base + 8 Seventh Level Advancement + 2 Hit Die Advancement
Dexterity 18 (Modifier: 4) = 18 Base − 2 Seventh Level Advancement + 2 Hit Die Advancement
Constitution 14 (Modifier: 2) = 10 Base + 4 Seventh Level Advancement
Intelligence 3 (Modifier: -4) = 2 Base + 1 Allocated
Wisdom 12 (Modifier: 1)
Charisma 10 (Modifier: 0)

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


Leadership Cohort

Henrietta the Helpful

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
Strength 9 (Modifier: -1)
Dexterity 18 (Modifier: 4)
Constitution 14 (Modifier: 2)
Intelligence 12 (Modifier: 1)
Wisdom 7 (Modifier: -2)
Charisma 16 (Modifier: 3)

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)
Armor Class 21 = 10 + DEX Mod 4 + 1 Size + 4 Shirt + 1 Kilt + 2 Shield

Fortitude Save 11 = Base 6 + CON Mod 2 + CHA Mod 3
Reflex Save 8 = Base 1 + DEX Mod 4 + CHA Mod 3
Will Save 4 = Base 3 + WIS Mod -2 + CHA Mod 3

Base Attack Bonus 5

Combat Maneuver Bonus 3 = BAB 5 + STR Mod -1 − 1 Size
Combat Maneuver Defense 17 = 10 + BAB 5 + STR Mod -1 + DEX Mod 4 − 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
Craft (Alchemy) 9 = INT Mod 3 + 1 Rank + 3 Class + 2 Tools
Handle Animal 9 = CHA Mod 3 + 3 Ranks + 3 Class
Ride 11 = DEX Mod 4 + 5 Ranks + 3 Class − 1 Armor
Spellcraft 9 = INT Mod 3 + 3 Ranks + 3 Class
Stealth 14 = DEX Mod 4 + 2 Ranks + 3 Class + 4 Size + 2 Racial − 1 Armor

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.