Aramis Pathfinder

Basic Information

Name : Aramis Cartwright
Race : Ratfolk
Gender : Male
Age : 17
Alignment : Chaotic Neutral
Player : Nakibe
Physical Description : A ratman of three feet tall, clothed in a patchwork tunic and breeches that may have once been red and white stands before you. The only thing on his lean, brown-furred, and some might say malnourished body that is even remotely new seems to be a shining blade in a red and black sheathe that is in excellent condition, a testament of years of care. A quick look into his scowling and scarred face, however, suggests that perhaps you should look away before a fight starts. How does someone so short get so angry anyway?

History

When asked about his past or his home, the only real answer most can expect to get from Aramis is that he is sorely glad to have been able to leave it. He spent much of his formative years taking care of his mother and hearing stories of his father's travels through the wide world. The fanciful tales that filled his head came alongside that various spoils of his father's voyages for many a year, and though the young rat was content to work in his home village, his mind was often wandering the world, imagining its wonders and terrors. The opportunity to leave home, however, was far from what he wanted. One year, while his father was away from home, his mom became gravely ill. Aramis did the best he could to care for her, taking various jobs in the village, and eventually resorting to a few questionable deeds in order to get the money necessary for her survival. But despite all that, when his father finally arrived home from his unexpectedly long voyage, the only thing left in their former home was a burned out candle and a map to her grave, with the simple words "You weren't there." With what remained of his belongings sold and nothing keeping him home, Aramis wanders the world, if only to get away from what he has left behind.

Vital Statistics

Level : Magus - (Kensai) 2
To Next Level : 0 / 4000 XP (2,000 Total)

Strength : 10 (+0)
Dexterity : 16 (+3)
Constitution : 10 (+0)
Intelligence : 18 (+4)
Wisdom : 12 (+1)
Charisma : 10 (+0)

Hit Points : 16 / 16

  • 8 + 1d8 (6) + 2 Favored Class

Spellcasting (+6 Concentration)

  • Level 0 Spells - 4 / 4
  • Level 1 Spells - 2 / 2

Arcana Points : 5 / 5
Initiative : 3+d20
Hero Points : 0

Attack Bonus : +1

  • Melee Bonus : +1 (+4 with Light weapons)
  • Ranged Bonus : +4
  • Combat Maneuver Bonus : +3

Armor Class : 16 (+3 DEX, +2 Dodge, +1 Small)

  • Flat-footed - 11
  • Touch - 16

Fortitude Save : +3 (+3 Class, +0 CON)
Reflex Save : +3 (+0 Class, +3 DEX)
Willpower Save : +4 (+3 Class, +1 WIS)

Weapon - Small Elven Curve Blade "Baneblade"

  • Attack Set : +5 (+6 with Enhancement)
  • Damage Dealt : 1d8 Slashing (1d8+1 With Enhancement)
  • Threat on : 18
  • Critical Multiplier : x2

Weapon - Unarmed Attack

  • Attack Set : +4 (+5 with Enhancement)
  • Damage Dealt : 1d2 Bashing, Subdual (1d2+1 with Enhancement)
  • Threat On : 20
  • Critical Multiplier : x2

Feats

  • Level 1 - Weapon Finesse
    • With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
  • Level 1, Magus (Kensai) - Weapon Focus
    • You gain a +1 bonus on all attack rolls you make using the selected weapon.

Skills

Skills in Bolded Italics are class skills

Points from Magus class : 12

Skill Name Base Stat Skill Points Total Bonus
Acrobatics DEX - 3
Appraise INT - 4
Bluff CHA - 0
Climb STR - 0
Craft INT - 4
Craft (Alchemy) INT - 6
Diplomacy CHA - 0
Disable Device DEX - 3
Disguise CHA - 0
Escape Artist DEX - 3
Fly DEX - 3
Handle Animal CHA - 0
Handle Animal (Rodents) CHA - 4
Heal WIS - 1
Intimidate CHA 2 5
Knowledge - Arcana INT - 4
Knowledge - Dungeoneering INT - 4
Knowledge - Engineering INT - 4
Knowledge - Geography INT - 4
Knowledge - History INT - 4
Knowledge - Local INT 2 9
Knowledge - Nature INT - 4
Knowledge - Nobility INT - 4
Knowledge - Planes INT - 4
Knowledge - Religion INT - 4
Linguistics INT - 4
Perception WIS 2 8
Perform CHA - 0
Profession WIS - 1
Ride DEX - 3
Sense Motive WIS 2 6
Sleight of Hand DEX - 3
Spellcraft INT 2 9
Stealth DEX - 7
Survival WIS 2 7
Swim STR - 0
Use Magical Device CHA - 2

Class Abilities

Magus (Kensai) Class Abilities (Level 2)

  • Attack Bonus - 3/4ths (+1)
  • Simple Weapon Proficiency
  • Martial Weapon Proficiency (Single Weapon)
  • Exotic Weapon Proficiency (Single Weapon)
  • Class Skills - Climb, Craft, Fly, Intimidate, Knowledge (arcana), Knowledge (dungeoneering), Knowledge (planes), Profession, Ride, Spellcraft , Swim, and Use Magic Device.
  • Class Skill Ranks - 2 + Intelligence bonus / level
  • Spellcasting (SP, Varies) - Intelligence-based, Bard-like (6th level maximum)
    • 0th level Spells - 3 Maximum, All known
    • 1st level spells - 1 Maximum, 8 known
  • Arcane Pool (SU) - A pool of (1/2 Kensai Level) + INT points /day (Currently 5).
    • "Arcane Enhancement" (SU, Swift) - At 1st level as a Swift action, the Kensai can spend 1 point to grant a weapon they are holding a +1 Enhancement bonus, +1/4 levels (Max +5) for 1 minute. Stacks with existing weapon enhancements, but multiple uses of this ability CANNOT stack. Current Enhancement Bonus : +1
  • Spell Combat (EX, Full Round) - At 1st level, a Kensai learns to cast spells and wield his weapons at the same time. User makes their full set of attacks at a -2 penalty, and cast a spell with a casting time of Standard action or less. Can choose to cast defensively alongside this option, and take an INT mod additional penalty to all attacks, but gain an INT mod Circumstance bonus to Concentration checks. User may choose to either cast the spell before OR after all attacks have been made.
  • Canny Defense (EX) - When wearing light or no armor and not using a shield, a Kensai adds 1 point of Intelligence bonus (if any) per Kensai class level as a dodge bonus to her Armor Class while wielding a melee weapon. If a Kensai is caught flat-footed or otherwise denied her Dexterity bonus, she also loses this bonus. (Currently gives +1 Intelligence with chosen weapon)
  • Weapon Focus - At 1st level, a Kensai gains Weapon Focus with his chosen weapon as a bonus feat.
  • Spellstrike (SU) - At 2nd level, whenever a Kensai casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon’s critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier
  • Favored Class - +2 HP
  • Starting Gold 4d6 x 10 (140 GP Average)

Ratfolk Racial abilities

  • Humanoid / Ratfolk
  • +2 to Dexterity and Intelligence, -2 to Strength
  • Small size : +1 Size to AC, -1 Size to Combat Maneuvers/CMD, +4 Size to Stealth checks
  • Slow (20 ft) movement speed.
  • Starting Languages : Common + choice of : Aklo, Draconic, Dwarven, Gnoll, Gnome, Goblin, Halfling, Orc, and Undercommon
  • Tinker : Ratfolk gain a +2 racial bonus on Craft (alchemy), Perception, and Use Magic Device checks.
  • Rodent Empathy : Ratfolk gain a +4 racial bonus on Handle Animal checks made to influence rodents.
  • Cornered Fury : Ratfolk can fight viciously when cut off from friends and allies. Whenever a ratfolk with this racial trait is reduced to half or fewer of his hit points, and has no conscious ally within 30 feet, he gains a +2 racial bonus on melee attack rolls and to Armor Class. This racial trait replaces swarming.
  • Darkvision : Ratfolk can see perfectly in the dark up to 60 feet.

Traits

  • Restless Wayfarer (Campaign)
    • Gain a +1 Trait bonus to Knowledge (Geography), and Knowledge (Local), one of these becomes a class skill, and gain +1 Language
  • Poverty-Stricken
    • You gain a +1 bonus on Survival checks, and Survival is always a class skill for you.

Spells

Level 0 Spells - 4 /day (DC 14)
Known Spells

Level 1 Spells - 2 /day (DC 15)
Known Spells

  • Burning Hands - 1d4/level fire damage (max 5d4).
  • Color Spray - Knocks unconscious, blinds, and/or stuns weak creatures.
  • Expeditious Retreat - Your base speed increases by 30 ft.
  • Lock Gaze - Compels the target to look only at you for the duration of the spell.
  • Magic Missile - 1d4+1 damage; +1 missile per two levels above 1st (max 5).
  • Shield - Invisible disc gives +4 to AC, blocks magic missiles
  • Shocking Grasp - Touch delivers 1d6/level electricity damage (max 5d6).
  • Silent Image - Creates minor illusion of your design.

Inventory & Equipment

  • Equipped : Elven Curved Blade (Small) - 7 lbs, 80 GP
    • 1d8 damage, x2/18, Slashing
  • Equipped : Backpack - 2 lbs, 2 GP
  • Backpack : Bedroll - 5 lbs, 0.1 GP
  • Backpack : Magus' Travel Spellbook - 1 lbs, 10 GP
  • Backpack : Cold Weather Outfit - 7 lbs, 8 GP
  • Backpack : Cooking Kit - 2 lbs, 1 GP
  • Backpack : Trail Rations (5 days) - 5 lbs, 2.5 GP
  • Backpack : Sunrod - 1 lb, 2 GP
  • Backpack : Cold Iron Potion (1 use)
  • Backpack : Letter of Marque (Meryl Sondaq)
  • Pocket Money : 74.4 GP
  • Cost of Living : Average (10 GP/month)
  • Weight: 30 lbs / 33 lbs max (Light Load)
    • Without Backpack : 6 lbs / 33 lbs (Light Load)

Loads: 33 lbs Light, 66 lbs Medium, 100 lbs Heavy

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