<br/>https://elliquiy.com/elluiki/images/0/02/%22Rat%22.jpeg<br/>Name:    “Rat” Ratcliff Vander<br/>Player:    Vedaa/Chajesdad<br/>Alignment:<br/>Concept:<br/>Class:        Unchained Rogue 3<br/>EXP:            3,300<br/>Next Level:    6,000<br/>Faith:<br/>Race:        Dwarf<br/><br/>Age:            51<br/>Birthday:<br/>Gender:        Male<br/>height:        4’2”<br/>Weight:        150 lbs<br/><br/>Measures:<br/>Skin:<br/>Hair:<br/>Eyes:<br/>Style:<br/><br/>Score (Mod)    Temporary (Mod)<br/>Strength        10    +0                    Movement:    20<br/>Dexterity        16    +3<br/>Constitution    15    +2<br/>Intelligence    14    +2<br/>Wisdom        16    +3                    Initiative:    +5<br/>Charisma        10    +0<br/><br/>Hit Points:        30<br/><br/>Armor Class:    18    (Armor +4, Dexterity +3, Dodge)<br/>--Armor:    Mithril Mail Shirt (Max Dex +6)<br/>Special Defenses:<br/>Saving Throws:      B.    A.    Nat.    Magic    =Total<br/>Fortitude            1    +2    +0    +0        =d20+3<br/>Reflex            3    +3    +2    +1        =d20+8    Evasion<br/>Will                1    +3    +0    +0        =d20+4<br/>+3 Vs. Poisons<br/>+3 Vs Spells<br/>+3 vs Spell-like<br/><br/>Base Attack Bonus:    +2<br/>Melee:        +2<br/>Missile:        +5<br/>CMB:            +2<br/>CMD:            15<br/><br/>Attacks:<br/>Dagger x2 (Masterwork)<br/>Attack Roll        +6        +4 +4<br/>Damage Roll    d4+3        +3 +1<br/>Critical        19-20 x2<br/><br/>Heavy Crossbow<br/>Attack Roll        +5<br/>Damage Roll    d10<br/>Critical        19-20 x2<br/><br/><br/><br/>Class Features:<br/>Add a +1/2 bonus on Disable Device checks regarding stone traps and a +1/2 bonus to trap sense regarding stone traps.<br/>Armor Proficiency: Light<br/>Danger Sense +1<br/>Evasion<br/>Finesse Training: Knives<br/>Sneak Attack: +2d6<br/>Trapfinding: +1<br/>Weapon Proficiency: Simple Weapons, Hand Crossbow, Rapier, Sap, Shortsword, Short Bow.<br/><br/>Rogue Talents<br/>Trap Spotter<br/><br/><br/>Racial Features<br/>Death’s End: Dwarves with this racial trait gain a +2 bonus to AC against undead and a +2 bonus on saving throws against spells and spell-like abilities cast by undead. This replaces defensive training and hatred.<br/>Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.<br/>Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.<br/>Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones.<br/>Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.<br/>Darkvision: Dwarves can see perfectly in the dark up to 60 feet.<br/><br/><br/>Feats:<br/>Dodge<br/>Two Weapon Fighting<br/>Weapon Finesse<br/><br/>Languages:  Avredan, Common, Dwarven<br/><br/>Skills:              Rank    Class    Att.    Misc.    Gear.    =Total<br/>Acrobatics            3    +3    +3    +0    +0    =d20+9 (+3 Jump)<br/>Appraise            2    +3    +2    +0    +0    =d20+7 (+9)<br/>Bluff                3    +3    -1    +0    +0    =d20+5<br/>Climb                3    +3    +0    +0    +0    =d20+6<br/>Craft: Blacksmith        3    +3    +2    +0    +2    =d20+10<br/>Craft: Traps        3    +3    +2    +0    +2    =d20+10<br/>Diplomacy            3    +3    -1    +0    +0    =d20+5<br/>Disable Device        3    +3    +3    +0    +2    =d20+11 (+12)<br/>Escape Artist        3    +3    +3    +0    +0    =d20+9<br/>Intimidate            1    +3    -1    +0    +0    =d20+3<br/>Perception            3    +3    +3    +0    +0    =d20+9 (+14)<br/>Stealth            3    +3    +3    +0    +0    =d20+9<br/>Use Magic Device    3    +3    -1    +0    +0    =d20+5<br/><br/>Traits<br/>Grounded<br/>Reactionary<br/>Glory of Old<br/><br/>Drawback:<br/>Family Ties<br/><br/>Stuff:<br/>Magic Items:<br/>Goblet of Quenching<br/>Holy Water x3<br/>Traveler’s Any Tool<br/>Tindertwig x 10<br/>Containers:<br/>Backpack<br/>Belt Pouch<br/><br/>Clothing:<br/>Explorer’s Outfit x2<br/><br/>Gear:<br/>Artisan’s Tools: Barista<br/>Artisan’s Tools: Traps (Masterwork)<br/>Bedroll and Winter Blanket<br/>Coffee Beans 2lbs<br/>Flour (1lbs Bag)<br/>Grooming Kit<br/>Honey (1lbs)<br/>Mess Kit<br/>Pepper (1lbs Bag)<br/>Rope (Silk, 50’)<br/>Thieves' tools (Masterwork)<br/>Twine 500’ Ball<br/>Waterskin<br/>Tobacco 2lbs<br/><br/>Property:<br/><br/><br/>Coin:<br/>Platinum<br/>Gold        480<br/>Silver        9<br/>Copper    8<br/><br/><br/><div class="floatleft">(https://elliquiy.com/elluiki/images/0/02/%22Rat%22.jpeg)</div><span class="bbc_size" style="font-size: 14pt;"><strong>"Rat" Ratcliff Vander (http://"Rat" Ratcliff Vander)</strong></span>Ratcliff Vander was the third son of Talus Vander, Honored Dwarf of the First Council. Ratcliff was fourteenth in line for the throne, his family being that close to royalty themselves. Not that he had aspirations, just familial loyalty, and often Familial Missions. The Vanders had gained a reputation as the wandering dwarves, caught with the wanderlust of an ancient grandfather, they were known every generation or so to feel the draw of the outside world. This was a cover, for when the king needed someone to walk the world above, someone to do what needed to be done by the king, without the king's official sanction, it was a Vander that walked beneath the open sky to get it done. As such, they often trained in skills that were not the axe and shield of dwarven life. Scout, minstrel, sapper, saboteur, thief. Ratcliff 'Rat' Vander was a tunnel rat, stealth and mobility were his game. His job was to squeeze down the tightest holes to sneak attack the enemy, come at them from behind, or sabotage their gear and supply trains. These talents led him to be good at acquisitions, he got it for you, whether you were supposed to have it or not.<br/><br/>The halls had been quiet ever since the fall of Tindersmith. Seven years now, they lay quiet. The warriors lay dormant, working the stone and steel, but losing their fighting edge. A  tunnel rat scurries the edges of the mines, the deepest tunnels, the darkest holes and the steepest chimneys. Nothing, not a goblin, kobold, or denizen of the deep threatened their home. The halls were quiet, and the passing of the "Rat" went unnoticed, for he did not disturb it. He felt the training stiffen in his joints, he needed to put this to use, or it would stale, and he would die when the Halls needed him. After the first two years of quiet he had noticed this and offered another option, a chance for the dwarven sappers, and saboteurs to keep their hand in, at least every so often. Each of the rats would head out to the surface kingdom of Avredo, find gainful employ with the adventuring companies and test their skills against the world.<br/><br/>The command wondered how much of this was the job, and how much of this was the Vander curse as it was called. For the family had a habit every few generations of wandering, leaving the hold and halls and returning with great tales and even greater riches. Five years he plied their encouragement of his idea, and five years they awaited the return of their pilot group. Three had been sent out, three had been tasked with spending the time training, testing the skills against the world, and preparing to return and advise. Six months ago two returned, with the shield of the third. They spoke of the 'magic' of black powder, the firearms and Avredo's changing standpoint. The leaders had kept up, yet the dwarves as a whole had little to concern themselves. The news was not shocking, and the loss, though sad for the family, was to be expected, for they were sending their men to danger.<br/><br/>Ratcliff had waited, his breath baited as the command deliberated a second mission, who would be on it, and how it would commence. His idea, yet they had chosen others for the pilot group, would he be next? There was talk of shutting it down, in the mean time they were discussing the things the venture crew had discovered. A new lock, with pic breaking gears. You had to be careful of letting the lock know your implement was too thin, a second pick had to hold the gear back. Ratcliff waited, learned and readied himself, he could be out the gates in an hour, the delay was the distance from his home. He lived deep. He needed this, he needed new, he needed challenge, he had trained, and then they had wiped out the last challenge, the goblin king to the east. The tunnels have been cleared that way, all explored over the last seven years and all quiet. He needed to do it again. Let me out.<br/><br/>Then they described how the gods had taken a back seat to the people of the surface. This was odd. Why would the people stop believing? He needed to see this as well. This was wrong, he followed the Dark Wanderer, the keeper of secrets in dark places. Yes, his followers were few, and often kept in the dark. The Dark Wanderer has also charged his Shadows to watch those other hidden cults, for when one works in the dark, one's own character is confirmed. And when the religions go quiet, where do they hide to worship, and what character do they prove? He had to go to the surface.<br/><br/>The call to the throne came, he knew this call, his grandfather had advised him, when the king sends a single garnet with his summons, you are to deny the kings wishes for the open sky. Your true mission will be in his farewell packs. Ratcliff Vander was announced and he entered the high throne room, pacing past all of the Heros of the Hall, none were Vanders, but his family knew their worth, this bowed his own shoulders none at all. Centering before the throne, he fell to a knee, "Reporting as summoned your majesty." The response was ingrained, though he did notthink about denying it.<br/><br/>"Vander," the king began, "you offered your superiors a plan, one which would send our people out into the world beyond to- what was it- ah, yes keep our hand in." Rat kept his head down, he listened, though he had not been asked to rise, so the king wanted it as a reprimand? Still talking to the bowed soldier, "As you know an expedition was sent, and of those that left a third are only represented by their shield anymore within the halls." Again a moment of silence, Rat kept his head bowed. "Your superiors tell me that you would still sanction this venture, that we can afford such losses for what we would gain, or shall I say lose when the dangers of the dark rise again. I just don't see it, at least I don't see the scale you say." The king, paused again. "Lift your head Vander, and know your king's wishes."<br/><br/>As Vander looked his king in the eyes, "Ratcliff Vander, it is your king's wishes that this program be limited. That all those who find they need to keep their hand in, now join a fighting force we are offering the people of Avredo now field to defend their borders. I wish you to join one of these units. Your eyes have too much been seeking the gates and the sky above."<br/><br/>Vander heard the words, as a merc force for the Avredan people was not how he needed to go forth, this was a no, not with dwarves, not in the merc force. He would be on his own, no sanction from the crown, as his family had always conducted the king's business. Very well. "My liege, my tour of duty closes within the month. I seek only to stretch my legs and dip my beard in new streams. I mean no disrespect and the people of Avredo will do no worse without me among this unit. If the Halls were threatened, know I am at your service, but this is hireling work and I have other profits to be gained."<br/><br/>The gasp was almost audible, for a dwarf did not just deny his king. Yet, this was a Vander, they were trouble, this one had a reputation even in the name Vander. No, it came as little shock, the more people thought about it, this branch of the family felt they had special lenience offered due to blood. Little do others know of the special duties this branch of the family held. "No dwarf will be sent to this unit against their will, though stay close, the drums of war are upon us. I wish you well, as you stretch and dip, may your skies be steady." Ah, this was important enough to ignore the return to the Halls if Avredo goes to war. The king's last wish offered him his last verbal clue, the coast, for only the skies above a ship swayed.<br/><br/>The official duty requested of his king was buried in his travel packs along with his final pay stipend from the quartermaster. The king needed him to investigate this new undead army, Fargold Heathfire, any connections to the new religious practices of the Avredan peoples, and is it truly a concerted attack from Yudal and Ritus Alliance, the supposed attacks to their territories actually rumors to explain sudden conscription of entire towns. The easiest to find and connect with, Heathfire, for he was recruiting.<br/><br/><br/><br/>