Rakshasa

Jobasha "The Jaguar"'s page

135 posts. Alias of Tenro.


Race

Catfolk

Classes/Levels

Ninja 2 / Gladiator 3 map

Gender

RETIRED

Stats:
HP 25/36; AC 19 (T 16, FF 13); CMD 22; Fort +3, Reflex +8 (1/day reroll), Will +3 (+1 v Fear)(+2 shake it off) Perception +7 (Scent); Initiative +4; Uncanny Dodge; Heel/Backstabber; Reputation 15

Size

M

Age

24

Alignment

NE

Languages

Common, Catfolk, Sylvan

Occupation

Gladiator / Slave

Strength 12
Dexterity 18
Constitution 10
Intelligence 13
Wisdom 15
Charisma 14

About Jobasha "The Jaguar"

    HP: 36
    AC: 19 =10 + 4 DEX + 2 Dodge + 3 Armor
    Init: +4
    Resist:

    SAVES
    F: +3 =|+3 +0 CON|
    R: +8 =|+4 +4 DEX| Cat's Luck 1/day reroll
    W: +3 =|+1 +2 WIS| +1 vs fear
    +2 vs any condition transmitted by an attack

    COMBAT
    2 Claws, +9 melee, 1d6+1 [+SA], crit x2, slashing, melee

    Sneak Attack +1d8
    Backstabber +5 ATK/DMG vs helpless/flatfooted/away-facing opponents

    Signature Move: Bloodclaw:

    Acrobatic move 10ft (+13), Feint (+16) then slash with a claw (ATK +14, DMG 1d6+1 + 5 backstab + 1d8 SA)

    BAB +4
    CMB +9
    CMD 19 (+1 vs Sever)

    +1 all non-damaging Combat Maneuvers
    DC 17 perform = Add CHA to CMB

    Racial Abilities:

  • Ability Score Racial Traits: Catfolk are sociable and agile, but often lack common sense. They gain +2 Dexterity, +2 Charisma, –2 Wisdom.
  • Type: Catfolk are humanoids with the catfolk subtype.
  • Size: Catfolk are Medium creatures and have no bonuses or penalties due to their size.
  • Base Speed: Catfolk have a base speed of 30 feet.
  • Languages: Catfolk begin play speaking Common and Catfolk. catfolk with high Intelligence scores can choose from the following languages: Elven, Gnoll, Gnome, Goblin, Halfling, Orc, and Sylvan.
  • Cat's Luck (Ex): Once per day when a catfolk makes a Reflex saving throw, he can roll the saving throw twice and take the better result. He must decide to use this ability before the saving throw is attempted.
  • Cat's Claws: Some catfolk have stronger and more developed claws than other members of their race, and can use them to make attacks. catfolk with this racial trait have a pair of claws they can use as natural weapons. These claws are primary attacks that deal 1d4 points of damage. This racial trait replaces natural hunter.
  • Sprinter: Catfolk gain a 10-foot racial bonus to their speed when using the charge, run, or withdraw actions.
  • Scent: Some catfolk favor a keen sense of smell over sensitive sight. catfolk with this racial trait gain the scent ability. This racial trait replaces the low-light vision racial trait.
  • Class Abilities:

    Poison Use: At 1st level, a ninja is trained in the use of poison and cannot accidentally poison herself when applying poison to a weapon.

    Sneak Attack: 1d6 (1d8 with claws)

    Ki Pool (Su): [3 Ki] At 2nd level, a ninja gains a pool of ki points, supernatural energy she can use to accomplish amazing feats. The number of points in the ninja’s ki pool is equal to 1/2 her ninja level + her Charisma modifier. As long as she has at least 1 point in her ki pool, she treats any Acrobatics skill check made to jump as if she had a running start. At 10th level, she also reduces the DC of Acrobatics skill checks made to jump by 1/2 (although she still cannot move farther than her speed allows).
    By spending 1 point from her ki pool, a ninja can make one additional attack at her highest attack bonus, but she can do so only when making a full attack. In addition, she can spend 1 point to increase her speed by 20 feet for 1 round. Finally, a ninja can spend 1 point from her ki pool to give herself a +4 insight bonus on Stealth checks for 1 round. Each of these powers is activated as a swift action. A ninja can gain additional powers that consume points from her ki pool by selecting certain ninja tricks.
    The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive. If the ninja possesses levels in another class that grants points to a ki pool, ninja levels stack with the levels of that class to determine the total number of ki points in the combined pool, but only one ability score modifier is added to the total. The choice of which score to use is made when the second class ability is gained, and once made, the choice is set. The ninja can now use ki points from this pool to power the abilities of every class she possesses that grants a ki pool.

    Ninja Trick: As a ninja continues her training, she learns a number of tricks that allow her to confuse her foes and grant her supernatural abilities. Starting at 2nd level, a ninja gains one ninja trick. She gains one additional ninja trick for every 2 levels attained after 2nd. Unless otherwise noted, a ninja cannot select an individual ninja trick more than once.
    - Vicious Claws (Ex): A catfolk with this talent uses d8s to roll sneak attack damage instead of d6s, but only when she uses her claws to make the sneak attack. A catfolk rogue must have the cat's claws racial trait before taking this talent.

    Combat Expertise: The gladiator receives Combat Expertise as a bonus feat.

    Exotic Armor Proficiency (Partial): The gladiator receives Exotic Armor Proficiency (Partial) as a bonus feat. Switched for Agile Defense

    Gladiator Style: The gladiator selects one of the following styles, representing his formal style. The gladiator may ignore prerequisites when selecting a bonus feat from his style, whether through this ability or chosen as a general bonus feat.
    Executioner: The gladiator gains Weapon Focus as a bonus feat.

    Gladiator Training: A gladiator counts as a fighter of his level -2 for the purpose of qualifying for combat feats. Additionally, a gladiator can ignore the usual prerequisites for the following feats: Improved Disarm, Improved Feint, Improved Trip, Improved Grapple, Stunning Fist.

    Improved Gladiator Style: At 2nd level, the gladiator gains an additional ability, based on his style. The gladiator may ignore prerequisites when selecting a bonus feat from his style, whether through this ability or chosen as a general bonus feat.
    Executioner: The gladiator gains Dazzling Display or Power Attack as a bonus feat.

    Uncanny Dodge (Ex): Starting at 2nd level, a gladiator can react to danger before his senses would normally allow him to do so. He cannot be caught flatfooted, even if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A gladiator with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him.
    If a gladiator already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.

    Physical Development: At 2nd level, the gladiator receives one of the following feats as a bonus feat: Acrobatic, Agile Maneuvers, Endurance, Fleet, Intimidating Prowess, Toughness, or Weapon Finesse.

    Bravery (Ex): Starting at 2nd level, a gladiator gains a +1 bonus on Will saves against fear. This bonus increases by +1 every four levels beyond 2nd.

    Gladiator Defense: At 2nd level, the gladiator gains, as a bonus feat, Dodge, Two-Weapon Defense, or Shield Focus.

    Shake It Off: A gladiator of at least 2nd level gains a +2 bonus to save versus any condition transmitted by an attack. This ability has no effect on afflictions, spell-like abilities, or supernatural abilities.

    Feats and Traits:

    Improved Unarmed Strike
    Combat Expertise
    Weapon Focus
    Feral Combat Training
    Agile Defense
    Dazzling Display
    Weapon Finesse
    Dodge
    Martial Strike

    GM Bonus: Outflank

    Heel: A heel is the villain, the “bad guy”. He is the one the crowd loves to hate, and they boo the heel loudly every time. The heel is often is a backstabber and/or a berserker. The heel trait gives a gladiator a +2 bonus to his Charisma, but suffers a -2 penalty to his reputation score.
    Backstabber: A backstabber is a gladiator who takes advantage of his opponents lack of readiness or his disadvantages, striking from behind or the side when his opponent least expects it. The backstabber trait gives the gladiator a +5 bonus to attack and damage versus any opponent that is flat-footed, blinded, or has a back to the gladiator. The target also suffers a -2 penalty to Dexterity until healed because of the nature of the wound. Alternatively, a gladiator using the Exerceo class feature adds the +5 bonus to his Perform check in the same situations, and the target suffers no extra damage.

    Skills:

    Acrobatics (Dex) +12 =5 +3 +4
    Appraise (Int) +1 = +1
    Bluff (Cha) +14 =5 +3 +2 +4*
    Climb (Str) +1 = +1
    Craft (Int) +1 = +1
    Diplomacy (Cha) +10 =1 +3 +3 +4*
    Disable Device (Dex) +4 = +4
    Disguise (Cha) +6 = +2 +4*
    Escape Artist (Dex) +12 =5 +3 +4
    Handle Animal (Cha) +6 = +2 +4*
    Heal (Wis) +9 =2 +3 +2 +2
    Intimidate (Cha) +11 =1 +3 +2 +4* +1
    Know local (Int) +5 =1 +3 +1
    Know nobility (Int) +5 =1 +3 +1
    Linguistics (Int) +1 = +1
    Perception (Wis) +7 =2 +3 +2
    Perform (Act) (Cha) +14 =5 +3 +2 +4*
    Profession (Wis) +2 = +2
    Ride (Dex) +4 = +4
    Sense Motive (Wis) +7 =2 +3 +2
    Sleight of Hand (Dex) +8 =1 +3 +4
    Stealth (Dex) +9 =2 +3 +4
    Survival (Wis) +5 = +2 +3
    Swim (Str) +1 = +1
    Use Magic Device (Cha) +6 = +2 +4*

    Equipment:

    Battle Mask
    Parade Armor
    Healing Belt (3 charges/day, 1=2d8, 2=3d8, 3=4d8)