Nar'shinddah Sugimar

Caerwen's page

22 posts. Alias of KingmanHighborn.


Full Name

Caerwen

Race

Catfolk

Classes/Levels

Sorcerer Undead Bloodline 4

Gender

Male

Size

M

Age

19

Alignment

NG

Languages

Catfolk, Common

Strength 14
Dexterity 18
Constitution 14
Intelligence 10
Wisdom 9
Charisma 18

About Caerwen

Hit Points: 27
Init: +6 = +4 (DEX) +2 (trait)
Speed: 30 ft Climb: 20ft

Class features, Feats, Traits and Racial Traits

:

Racial Traits:
Cat's Luck: 1/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: Catfolk receive a +2 racial bonus on Perception, Stealth, and Survival checks

Climber: Possess a climb speed of 20 feet (along with the +8 racial bonus on Climb checks a climb speed affords). This racial trait replaces sprinter.

Scent: scent ability Scent:

This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.

The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 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 triple normal range.

When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the source’s location.

A creature with the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.

*Cat's Claws: Pair of claws they can use as natural weapons. These claws are primary attacks that deal 1d4 points of damage.

Class Features:
Bloodline: Undead

Bloodline Arcana: Some undead are susceptible to your mind-affecting spells. Corporeal undead that were once humanoids are treated as humanoids for the purposes of determining which spells affect them

Bloodline Powers:
Grave Touch: You can make a melee touch attack as a standard action that causes a living creature to become shaken for a number of rounds equal to 1/2 your sorcerer level (2). If you touch a shaken creature with this ability, it becomes frightened for 1 round if it has fewer Hit Dice than your sorcerer level. You can use this ability a number of times per day equal to 3 + your Charisma modifier (7)

Death's Gift: At 3rd level, you gain resist cold 5 and DR 5/— against nonlethal damage. At 9th level, your resistance to cold increases to 10 and your DR increases to 10/— against nonlethal damage.

Bonus Feat:
Eschew Materials

Feats:
*Catfolk Exemplar:
Sharp Claws

Iron Will: +2 Will

Traits:
Chance Savior: +2 Init

Magical Knack: Pick a class when you gain this trait (Sorcerer) your caster level in that class gains a +2 trait bonus as long as this bonus doesn't raise your caster level above your current Hit Dice.

AC, Saves, Attacks

:

AC: 15 = 10 + 4 (DEX) +1 (Armor)
Touch: 14 = 10 + 4 (DEX)
Flat: 11 = 10 + 1(Armor)

Resist: Cold 5
DR: 5/ - vs. nonlethal

Saves:
Fort: +5 = +1 (base)+2(CON) +2 (CoR)
Ref: +7 = +1(base) +4 (DEX) +2 (CoR)
Will: +7 = +4 (base)-1 (WIS)+2 (IW) +2 (CoR)

Attack:
Melee: +3 = +2 (base)+2 (STR)
+4 (Cat’s Claws x2) (1d4 +2 each)

Range: +6 = + 2 (base)+4 (Dex)
+7 (+1 Light Crossbow) (1d8+1, 19-20 x2)

CMB: +4 = +2 (base) +2(STR)
CMD: 17 =10 +2 (base)+ 2(STR) + 4 (DEX)

Equipment:

:

Weapons:
Cat’s Claws x2 (1d4, x2, S primary natural weapons)
+1 Light Crossbow (1d8+1 , 19-20 x2, P, 80ft, 4lb)

Ammo:
20 Bolts (2lbs)

Armor: Haramaki
+1 AC, +- MDB, 0 ACP, LA 1lbs

Adventure Gear:
Everburning Torch: 1lb

Kits:
Sorcerer’s Kit: a backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), and a waterskin. (19lbs)

Magic Items:
Cloak of Resistance +2
CLW Potion x2
Lesser Restoration Potion
Holy Water Flask x2

Clothes:
Pickpocket’s Outfit 3lbs (+2 bonus on hiding small objects on your person)

Weight Total:
Light: 58, Med: 116, Heavy: 175, LoH: 175, LoG: 350 Drag/Push: 875

Cash:
94 gp
0 sp
0 cp

Spells

:

Caster lvl 4

DC:
0th: 14
1st: 15
2nd: 16

Spells Per Day
0th lvl: cantrips
1st lvl: 7
2nd lvl: 4

Spells Known:
0th lvl:
Disrupt Undead
Jolt
Read Magic
Detect Magic
Haunted Fey Aspect
Mage Hand

1st lvl:
Magic Missile
Summon Monster 1
Charm Person
Chill Touch

2nd:
Scorching Ray

Skills

:

Class Skills:
Intimidate: +10 =3r +4 (CHA)
Spellcraft: +7 = 4r +0 (INT)
K: Religion: +5 = 2r +0 (INT)
Use Magic Device: +8 = 1r +4 (CHA)

Non-Class Skills:
Climb: +11 = 1r +2 (STR) +8 (race)

+2 racial bonus on Perception, Stealth, and Survival

Description

:

Caerwen stands 5’ 10” and weighs about 165lbs, his fur is short haired tabby grey with dull green eyes. His claws are always filed to sharp points and he wears a loose fitting all black garb with a hood to cover up in places where his kind might face scrutiny.

Background Story

:

Personality:
Like many catfolk Caerwen is personable and generally open about meeting others so long as they respect his freedoms. He has a generally helpful attitude to those that are friendly to him, and a cold avoidance to those that give him trouble. He is also finicky about keeping his claws sharp.

Background:
Caerwen grew up the son of a mortician and thus has always been around dead bodies. Other than most of his ‘friends’ being corpses his childhood was relatively normal. When his bloodline started to manifest at puberty though he feared his growing natural born talents would attract the wrong sort of attention to his family. Thus he snuck out one night into the swamp near the graveyard and went looking for his own place in the world.