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About Samwise ZithembeBlack 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.
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:
Money: PP-9 GP-1 SP-5 CP- Total Weight: 59lb
Level up purchases:
Skill Points: 4/4 1 Profession(Hunter), 1 Perception, 1 Stealth, 1 Survival Feats: Improved Shield Bash, Two Weapon Fighter
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
Medium animal
SPECIAL ABILITIES
Docile
Equipment:
Total Weight: 62lbs (Medium)
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
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