Bront
The man with the probe
Phoenix said:I like both of the characters so far. The idea of 'pocket' villages in the sewers under the city proper itself is very cool. The crocodile familiar is good, as it the rat. Really what it comes down to is that if the rat is really what you want to round out the character, I can bend the rules a little as well.
Cool. I think riding the dire rat could be fun (the grow pretty big in the sewers).
I statted him out. He's slightly better than some of the 4th level animals, but not others and not by much. He's pretty close to a wolf or riding dog gotten at 1st level and advanced as well.
DIRE RAT
Medium Animal
Hit Dice: 4d8+12 (30 hp)
Initiative: +3
Speed: 50 ft. (8 squares), climb 25 ft.
Armor Class: 16 (+3 Dex, +3 natural), touch 12, flat-footed 13
Base Attack/Grapple: +3/+5
Attack: Bite +7 melee (1d6+2 plus disease)
Full Attack: Bite +7 melee (1d6+2 plus disease)
Space/Reach: 5 ft./5 ft.
Special Attacks: Disease
Special Qualities: Low-light vision, scent
Saves: Fort +7, Ref +6, Will +5
Abilities: Str 14, Dex 16, Con 16, Int 1, Wis 12, Cha 4
Skills: Climb +11, Hide +8, Listen +5, Move Silently +5, Spot +5, Swim +11
Feats: Alertness, Weapon Focus(Bite) ,Weapon FinesseB
Alignment: neutral
5' Long, 85 Lbs
Disease (Ex): Filth fever—bite, Fortitude DC 13 (L0 Ability, Con Based), incubation period 1d3 days, damage 1d3 Dex and 1d3 Con. The save DC is Constitution-based.
Skills: Dire rats have a +8 racial bonus on Swim checks. Dire rats have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.
Dire rats use their Dexterity modifier for Climb and Swim checks.
I have the character statted out too, just need to finish up with equipment and then transfer it to a usable sheet here.
You going to create a rogue's gallery?
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