Allie "Cat" Calico's page

432 posts. Alias of Cuchulainn.

Full Name

Allie "Cat" Calico




Unchained Rogue 1 : Init +4 | Perc +10| AC 20/ T 14/ FF 16 | HP 50/50| Saves F +4/R +11/W +5




Medium (5' 5" 125 lbs.)




Chaotic Neutral



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

About Allie "Cat" Calico

AC: 20 (14 touch, 16 flat-footed)

HP: 50/50 (8 base (rogue),(10 base gunslinger), avg/lvl)

Initiative: +4 (+4 dex)

Grit: 3

Speed: 30 ft.

BAB: +6/+1 Attack: melee: //ranged:

CMB: +6
CMD: +14

Fort: +4 Ref: +11 Will: +5

Allie is a pretty young woman in her late teens. Her eyes are a blue-green hue and her hair is strawberry blonde. She cuts a compact, but clearly hourglass figure that is accentuated by her attire.

She wears an open-topped, long-sleeved blouse with a bodice, a pleated skirt that falls just below the knees, and soft doeskin shoes that cut off at the ankle, leaving her legs bare.


The streets and alley ways have been the landscape of Allie’s life going back to her earliest recollections. She had a mother once, she supposed, and a father, too; but their presence was so far removed from her current existence that she wasn’t even sure that she would recognize them if she saw them. For all she knew, they were long dead.
At an early age, Allie realized that fate had left her with few options for the future. She could marry a sailor or fishmonger, or break her back as a tavern wench or scullery maid. She could lie on her back as a common whore or...she could play The Game.
The Game was much more interesting, and young Allie realized that she had years to hone her skills. She began with simple things, such as stealing a loaf of bread. She practiced walking silently over gritty cobblestone streets and creaky wooden floors. She cloaked herself in alley shadows and watched the bustling crowds. She climbed walls and walked along rooftops. She would sneak-up on unsuspecting passersby and simply touch them. Day by day she got better and better, and the painful beatings and hard falls that inevitably accompanied her failures served to reinforce the need to improve.
When Allie came of age, she realized that she had new talents at her disposal. Blessed with a pleasantly curvaceous figure and an inviting smile, Allie realized that many men, and a fair share of women, were willing to give her money, food, or other gifts on the presumption of receiving some alluded-to carnal delight in return. This became part of The Game; a new set of rules. How far could she lead the lust-sodden fools along? How much could she tease from their coin purses with no more than a smile and gentle sway of her hips? The new rules of The Game were fun, profitable, and often pleasurable.
Some of the older, rougher, and stronger lads of the streets took umbrage at Allie’s antics, and it was only a matter of time before a couple of them tried to put her in her place. They cornered her in a dark alley, and the look on their faces made their intentions clear. It was then that the “Cat” bared her claws. Unwilling to be taken by force, Allie fought back with surprising speed and strength. She broke one ruffian’s nose with a lightning-fast fist, dropping him to the ground, coughing up blood. Before the second fellow could react, she had jumped back and drawn a dagger from somewhere. Lacking the good sense to leave her be, the young thug charged in, and earned a wicked cut across his jaw for his trouble.
After that, word got around that the “Cat’ was not to be trifled with. She had the respect of the town's scoundrels, and they left her to hunt her well-moneyed pigeons.


Racial adjustments: +2 to one ability score

Bonus Feat

Bonus Skill Point


Weapon and Armor Proficiency: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. They are proficient with light armor, but not with shields.

Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.

The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.

Bleeding Attack* (Ex): A rogue with this ability can cause living opponents to bleed by hitting them with a sneak attack. This attack causes the target to take 1 additional point of damage each round for each die of the rogue's sneak attack (e.g., 4d6 equals 4 points of bleed). Bleeding creatures take that amount of damage every round at the start of each of their turns. The bleeding can be stopped by a DC 15 Heal check or the application of any effect that heals hit point damage. Bleeding damage from this ability does not stack with itself. Bleeding damage bypasses any damage reduction the creature might possess.

Measure the Mark (Ex): When a cutpurse makes a Sleight of Hand check to take something from a creature, the target makes its Perception check before the rogue makes her Sleight of Hand check, and the rogue knows the Perception check result. She can decide whether or not to make the check based on the results of the target's Perception check. If the rogue elects not to make the check, she can make a Bluff check, opposed by the target's Sense Motive, to prevent the target from noticing the attempt. This ability replaces trapfinding.

Stab and Grab (Ex): At 3rd level, as a full-round action, a cutpurse can make an attack and also make a Sleight of Hand check to steal something from the target of the attack. If the attack deals sneak attack damage, the rogue can use Sleight of Hand to take an item from the creature during combat; otherwise this ability can only be used in a surprise round before the target has acted. If the attack is successful, the target takes a –5 penalty on the Perception check to notice the theft. This ability replaces trap sense.

Fast Stealth (ex): Allie can use her Stealth skill at full movement without penalty.

Expert Leaper (ex): When making jump checks, Allie is always considered to have a running start. Also, when Allie deliberately falls, a DC 15 Acrobatics check allows her to ignore the first 20 feet fallen, instead of the first 10 feet.

Uncanny Dodge (ex): Allie can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. Allie can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her.

Improved Uncanny Dodge (Ex): A rogue of 8th level or higher can no longer be flanked.

This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.

If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Nimble Climber (ex): When Allie fails a Climb check by 5 or more, she can immediately make another Climb check at the surface's base DC +10. If successful, she stops her fall by clinging onto the surface. Allie does not take falling damage when she stops her fall in this manner.

Up Close and Deadly (Ex): At 1st level, when the pistolero hits a target with a one-handed firearm that is not making a scatter shot, she can spend 1 grit point to deal 1d6 points of extra damage on a hit. If she misses with the attack, she grazes the target, dealing half the extra damage anyway. This is precision damage and is not multiplied if the attack is a critical hit. This precision damage increases to 2d6 at 5th level, to 3d6 at 10th level, to 4d6 at 15th level, and to 5d6 at 20th level.

The cost of using this deed cannot be reduced with the Signature Deed feat, the true grit class feature, or any similar effect. This precision damage stacks with sneak attack and other forms of precision damage.

This deed replaces the deadeye deed.

Gunslinger’s Dodge (Ex): At 1st level, the gunslinger gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the gunslinger, she can spend 1 grit point to move 5 feet as an immediate action; doing so grants the gunslinger a +2 bonus to AC against the triggering attack. This movement is not a 5-foot step, and provokes attacks of opportunity. Alternatively, the gunslinger can drop prone to gain a +4 bonus to AC against the triggering attack. The gunslinger can only perform this deed while wearing medium or light armor, and while carrying no more than a light load.

Quick Clear (Ex): At 1st level, as a standard action, the gunslinger can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. The gunslinger must have at least 1 grit point to perform this deed. Alternatively, if the gunslinger spends 1 grit point to perform this deed, she can perform quick clear as a move-equivalent action instead of a standard action.



Acrobatics (dex): +8 [ooc](1 rank, 3 class, 4 dex)

Appraise (int): +5 (1 rank, 3 class, 1 int)

Bluff (cha): +6 (1 rank, 3 class, 2 cha)

Climb (str): +4 (1 rank, 3 class, 0 str)

Diplomacy (cha): +6 (1 rank, 3 class, 2 cha)

Escape Artist (dex): +8 (1 rank, 3 class, 4 dex)

Disable Device (dex): +8 (1 rank, 3 class, 4 dex)

Perception (wis): +5 (1 rank, 3 class, 1 wis)

Profession - sailor (wis): +6 (2 rank, 3 class, 1 wis)

Sense Motive (wis): +5 (1 rank, 3 class, 1 wis)

Sleight of Hand (dex): +8 (1 rank, 3 class, 4 dex)

Stealth (dex): +8 (1 rank, 3 class, 4 dex)

Swim (str): +8 (5 rank, 3 class, 0 Str)

Use Magic Device (cha): +9 (3 rank, 3 class, 3 cha)


Blind-fight: Re-roll misses against concealment, but not total concealment.

*Improved Initiative*: +4 to initiative rolls.

Weapon Finesse (Combat): With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls. Natural weapons are considered light weapons.

Quick Draw: Draw a weapon as a free action. Draw a hidden weapon as a move action. May throw weapons at her full normal rate of attacks. Alchemical weapons, wands, and potions may not be quick-drawn.

Two-Weapon Fighting: You can fight with a weapon wielded in each of your hands. You can make one extra attack each round with the secondary weapon.

Benefit: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. See Two-Weapon Fighting in Combat.

Normal: If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. When fighting in this way you suffer a –6 penalty with your regular attack or attacks with your primary hand and a –10 penalty to the attack with your off hand. If your off-hand weapon is light, the penalties are reduced by 2 each. An unarmed strike is always considered light.

Improved Two-Weapon Fighting:

Prerequisites: Dex 17, Two-Weapon Fighting, base attack bonus +6.

Benefit: In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with it, albeit at a –5 penalty.

Normal: Without this feat, you can only get a single extra attack with an off-hand weapon.

Dodge: +1 Dodge bonus to Armor Class.



+1 Hand Crossbow of Endless Ammunition, 18,000 gp


+2 Glamered Poison-Resistant Mithril shirt (+6 AC, +6 dex, -0 ACP), 10 lbs. 10,050 gp

Other Gear:

Remaining Coin: ?? pp, ?? gp, 0 sp, 0 cp