Catfolk

Samwise Zithembe's page

17 posts. Alias of PhilOfCalth.


Full Name

Real Name - Zithembe

Race

Catfolk

Classes/Levels

Brawler(Fighter) / 1

Gender

Male

Size

medium

Age

16

Alignment

Chaotic Good

Languages

Common, Catfolk, Goblin

Strength 15
Dexterity 16
Constitution 14
Intelligence 13
Wisdom 8
Charisma 12

About Samwise Zithembe

Black and white patchwork. Quite large for a catfolk. Sam looks quite approachable and friendly until he shows his teeth and claws.

Character Concept:
Think the felix cat but heavier set, not as insanely affectionate and obviously anthropomorphised.

The Original Sam 1
The Original Sam 2
The Original Sam 3


Stats:

Bonuses: Str +2, Dex +3, Con +2, Int +1, Wis -1, Cha- +1
Height: 6' Eyes: Green Hair: Black and White
Speed: 30ft (40ft for run, charge or withdraw) Initiative: +3 HP: 12/12
AC: 19 Touch: 13 Flat Footed: 16 (+3 Dex, +4 Armour, +2 Shield)
Fortitude: 4 (2 + 2 Con)Reflex: 3 (0 + 3 dDx)Will: -1 (0 - 1 Wis)
BAB: +1 CMB: +3 CMD: 16
Favoured Classes: Fighter

Skills:

Acrobatics(Dex) +3 (1)
Appraise(Int) +1
Bluff(Cha) +1
Climb(Str)* +2 (0)
Craft(Int)* +1
Diplomacy(Cha) +1
Disguise(Cha) +1
Escape Artist(Dex) +3
Fly(Dex) +3 (1)
Handle Animal(Cha)* +1
Heal(Wis) -1
Intimidate(Cha)* +1
Knowledge(Dungeoneering)(Int)* +1
Knowledge(Engineering)(Int)* +1
Knowledge(Nature)(Int)* +2 {Trait}
Perception(Wis) +3 {+2 racial} - 1sp
Perform(Cha) +1
Profession(Wis)*{Hunter} 2 - 1sp
Ride(Dex)* +3
Sense Motive(Wis) -1
Stealth(Dex) +7 (4) {+2 racial}{+1 soft paw boots} – 1sp
Survival(Wis)* 5 (+2 in wild){trait}{+2 racial} – 1sp
Swim(Str)* +2 (0)

Feats and traits:

Feats:
Two Weapon Fighter – The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6 (-2, -2)
Improved Shield Bash - When you perform a shield bash, you may still apply the shield's shield bonus to your AC
Traits:
Armor Expert: -1 Armour Check penalty
Savage: +1 Knowledge (nature) , +1 trait bonus on Survival checks to get along in the wild. Knowledge (nature) is always a class skill

Racial Traits:

Cat's Luck: 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.
Natural Hunter: +2 racial bonus on Perception, Stealth, and Survival checks.
Sprinter: 10-foot bonus to speed when using the charge, run, or withdraw
Low-Light Vision: see twice as far as humans in dim light.

Equipment:

Weapons:
Spiked heavy Steel Shield – (+3, 1d6+2, crit x2, P) 20lb
Tonfa - (+3, 1d6+1, crit x2, B) 1lb
Unarmed - (+3, 1d3+2, crit x2, B)
Chakram x5 – (+4, , 1d8+2, crit x2, S) 5lb
Armour:
Studded Leather (+3 AC, +5 Max Dex Bonus, –1(0) Dex Bonus, 15% spell failure) 20lb
Armoured Kilt (+1 AC, +6 Max Dex Bonus, 0 Dex Bonus, 0% spell failure) 10lb
Heavy Steel Spiked Shield (+2 AC, -2 Dex Bonus, 15% spell failure) 20lb{already counted}

Equipment:
Adventurer’s Outfit (8lb – not counted)
Trail Rations (2 days) (2lb)
Softpaw Boots (1lb)
Potion of Cure Light Wounds
Marbles

Money: PP-9 GP-1 SP-5 CP-

Total Weight: 59lb
Light Load 66 lbs or less. Medium Load 67–133 lbs. Heavy Load134–200 lbs.


Level up purchases:

Skill Points: 4/4
1 Profession(Hunter), 1 Perception, 1 Stealth, 1 Survival

Feats: Improved Shield Bash, Two Weapon Fighter
Traits: Armour Expert, Savage


Money Spend:

Spiked heavy Steel Shield – 30gp
Studded leather armour – 25gp
Armoured Kilt – 20gp
Hide Barding– 30gp
Chakram x5 – 5gp
Tonfa – 1gp
Marbles – 5sp
Mule – 8gp
Saddlebags – 4gp
2 days Feed – 1gp
Softpaw Boots – 25gp
Fighter’s Kit – 9gp
Potion of Cure Light Wounds - 50gp

208.5

Background:
Samwise wished for nothing more than to impress his father, Ferus, who was a strong warrior and a hunter of the Zithembe tribe. Samwise emulated the actions of a fighter from a young age and grew up larger than most of his peers. However, his father was also a distant and aloof man. He never praised his son, indeed hardly even recognized him as his own.
As is custom in Catfolk tribes, the young are raised by the community but generally retain a special bond with their siblings and parents. Samwise had no siblings, as his mother had died in childbirth with him. He tried to bond with his father but he only succeeded in frustrating and annoying both parties. This caused tension between father and son which eventually came to blows. Although Samwise managed to land a few strikes on his estranged father, the old warrior experience clearly showed and the young catfolk was soundly trashed. The experience left Samwise with a long, thin notch taken out of his ear and a sense of separation from the rest of the tribe.
The rest of the Tribe had watched the tension between Samwise and Ferus come to breaking point, and most felt a great amount of sympathy for Samwise, who was 12 at the time. Although his wish to be friends with his father never passed, Samwise never again approached his father.
Like any other catfolk, Samwise had an inquisitive side and when the tribe started to travel with a group of entertainers Samwise became friends with a half-ork who worked security for the troop. It was this man, Karloth, that first referred to Samwise as Sam. So it was that when, months later, the troop and the tribe parted ways Samwise decided to go with the entertainers. The tribe’s elder, Nyktan, gifted Samwise with a mule named Clip-Clop and some provisions to keep him safe as he travelled. His decision was accepted, both through understanding the wish to distance himself from his father and through the catfolk tradition of never stifling curiosity.
Samwise, by then known as Sam, travelled for over three years with the band of entertainers. Initially he worked as a general helper, then a hunter and finally a security guard and protector. It was only when his Friend Karloth was injured and could no-longer work beside Sam did the catfolk think that it might be time to move on. Karloth continued to work as a stage hand and a wagon driver, as Sam announced his decision to leave. He inspected many opportunities for further adventure but his distrusting nature made it difficult for him to decide. When a season of storms trapped the troop at The Drunken Silkworm for several weeks, Sam managed to talk to the management about employment opportunities. To Sam it seemed ideal; warm and dry, good meals and work that he was already experienced in. Sam would only have to show his face in the case of a fight breaking out or any such need, otherwise he could stay behind the scenes. This suited the catfolk down to the ground. Sam has spent the last year of his life working/living in the tavern as security, for little more than food, bed and board.

background:

Clip-Clop:

Mule
Mules are stolid in the face of danger, hardy, surefooted, and capable of carrying heavy loads over vast distances. Unlike a horse, a donkey or mule is willing (though not eager) to enter dungeons and other strange or threatening places.

Medium animal
Init +1; Senses low-light vision, scent; Perception +5
DEFENSE
AC 15, touch 11, flat-footed 14 (+1 Dex)
hp 13
Fort +5, Ref +4, Will +0
OFFENSE
Speed 40 ft. (30ft Medium Load)
Melee 2 hooves –3 (1d3)
STATISTICS
Str 13, Dex 13, Con 14, Int 2, Wis 11, Cha 4
Base Atk +1; CMB +2; CMD 13 (17 vs. trip)
Feats Endurance, RunB
Skills Perception +5
SQ docile

SPECIAL ABILITIES
Scent
A creature with the scent ability can detect opponents by sense of smell, generally within 30 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at three times these ranges.
The creature detects another creature’s presence but not its specific location. Noting the direction of the scent is a move action. If the creature moves within 5 feet (1 square) of the scent’s source, the creature can pinpoint that source.

Docile
Unless specifically trained for combat (see the Handle Animal skill, a pony's hooves are treated as secondary attacks.

Equipment:
Hide armour 25lb (+4 AC, +4 Max Dex Bonus, -3 Dex Bonus)
Saddlebag 8lb
Fighter’s Kit 29lb (a backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), and a waterskin)

Total Weight: 62lbs (Medium)
Light Load 50 lbs or less. Medium Load 51–100 lbs. Heavy Load 101–150 lbs.


Campaign Notes:


Future Level Up Notes:

Fighter(Brawler) Levels: 1-4,7-10, 13-16
Barbearian(Untouchable Rager) Levels: 5, 6, 11, 12, 17, 18

Stats Increases: Str, Int, Str, Str, Wis
Skill Focuses: Perception, Stealth, Survival
Profession(Hunter), Handle Animal, Knowledge(nature), Knowledge(Dungeoneering), Escape Artist, Acrobatics
Interesting Feats: Shield Focus, Greater Shield Focus, (-) Shield Slam, Shield Master, Stealthy, Dodge, Combat Reflexes, Extra Rage, Run, Double Slice, Double Slice, Two weapon rend, Toughness, Weapon Focus (Tonfa), Greater Weapon Focus, Weapon Specialisation, Greater Weapon Specialisation, Skill Focus(Perception){?}
Interesting Equipment: Methrial Ajile Chestplate, Methrial Shield
Interesting Rage Powers: Animal Fury(Bite Attack), Raging Climber, Beastial Climber, Swift Foot, Sprint, Increased Damage Reduction (8 levels Barbearian)