Catfolk

Cassandra Darkclaw's page

47 posts. Alias of Zain Ashvale.


Full Name

Cassandra Darkclaw

Race

Catfolk

Classes/Levels

Cat Burglar Rogue 1 // Machinesmith 1

Spoiler:
HP: 9/9 // AC: 18 // Fort: +3 // Ref: +5 Will: +1 // Perception: +6(+7 vs Traps) Scent / Stealth: +10 / Escape Artist: +8/ Slight of Hand: +8(+14 for to conceal) Init: +3// Harley 30/30 HP

Gender

Female

Size

Medium (5'2" // 117 lbs)

Age

20

Alignment

Chaotic Neutral

Languages

English*, French

Occupation

Liberator of Goods, Builder of Things

Strength 13
Dexterity 17
Constitution 12
Intelligence 14
Wisdom 12
Charisma 15

About Cassandra Darkclaw

Harley, The Harley Davidson Motorcycle Picture Though certainly a lot less clean no matter how hard Cassandra tries.

Health: 8 Class + 1 Con | 9 Total

Initiative: +3

Saving Throws-
Fortitude: 2 Class + 1 Con | 3 Total
Reflex: 2 Class + 3 Dex | 5 Total
Will: 1 Wis | 1 Total

Armor Class: 10 Base + 4 Dex + 4 Armor| 18 Total
Touch Armor Class: 10 Base + 4 Dex | 14 Total
Flat-Footed Armor Class: 10 Base + 4 Armor| 14 Total
Combat Maneuver Defense: 10 Base + 3 Dex + 1 Str| 14 Total

---------------Combat:
Base Attack Bonus: +1
Combat Maneuver Bonus: +0 BAB + 3 Dex | + 3 Total

Melee Attacks: Claw x2 | +4/+4 (1d4 Damage/1d4 Damage)
Special: Sneak Attack 1d6

---------------Feats:

Level 1: Catfolk Exemplar(Sharp Claws)
Sharp Claws (Ex): If you do not have the cat's claws racial trait or the claws of the beast manifestation from the Aspect of the Beast feat, you gain the cat's claws racial trait. If you have either the cat's claws racial trait or the claws of the beast manifestation, your claw damage increases to 1d6.

Rogue 1(Houserule): Weapon Fineness
With a light weapon, elven curve blade, 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.
Special: Natural weapons are considered light weapons.

House Rule: Thief of Legend (Story)

More than just a burglar, you aspire to commit crimes of legendary stature.

Prerequisite: You must have stolen at least 1,000 gp worth of treasure without being caught and kept mementos of these thefts worth at least 500 gp, or have the Greed background.

Benefit: Once per day when you attempt a Disable Device check to open a lock or Sleight of Hand check to pick a pocket, you can roll twice and take the better result.

Goal: Steal a famous and well-guarded treasure worth at least 50,000 gp while leaving no evidence of your involvement behind. The treasure must be protected by a mix of at least 8 traps or challenging foes. Any guardians need not be defeated, merely bypassed. You don't need to keep the treasure, and you can boast of the theft afterward.

Completion Benefit: You gain the ability to reactively disarm a trap. When you trigger a trap, you can attempt a Disable Device check with a -5 penalty to interrupt the trap's function, leaving it still armed but effectively preventing it from activating. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. Since the trap is still armed, it might activate again if you don't immediately back away or otherwise avoid repeating the act that set it off the first time.

---------------Rogue Class Features:
-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.

-Trapfinding
A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

---------------Machinesmith Class Features:
Crafter (Ex)

A machinesmith adds half his class level (minimum 1) to all Craft skill checks.

Repair (Su) (1d6 5/Day)

A machinesmith can fix broken items with a mere touch. This acts the same as the spell mending, with a few exceptions. The machinesmith repairs 1d6 points of damage plus 1d6 points of damage for every other machinesmith level beyond first (2d6 at 3rd, 3d6 at 5th, and so on). The machinesmith can repair a number of times per day equal to 3 + his Intelligence modifier. Unlike mending, this ability can heal constructs.

Greatworks (Su)
In order to craft grandiose examples of their art, machinesmiths create permanent energy sources, called mobius cores. They use this to power their most cherished creations. Machinesmiths do not create a mobius core lightly, for it means the crafter entraps a piece of their magical essence outside their body. At 1st level, a machinesmith can choose to create a mobius core in order to power a greatwork. Machinesmiths currently know of three common types of greatworks, but there may be more. At 5th and every five levels thereafter, the machinesmith upgrades a greatwork they currently possess in order to represent his growing skill and power. Upgrades must be performed in order and the machinesmith must meet the level requirements for the upgrade. The capabilities granted by previous upgrades remain and stack with any improvements granted by the new upgrade. When installing a new upgrade, the machinesmith may reconfigure old design decisions, such as damage types, made at previous upgrades unless otherwise noted.

Unless specifically stated, only the machinesmith that created the greatwork knows the intricacies of the operating the machine. Spell-like abilities granted by a greatwork use the operator's levels in machinesmith to determine their effects.

A machinesmith tinkers with their greatworks constantly. They initially create greatworks during their spare time, even the minimal down time during adventuring. However, if a greatwork is destroyed the machinesmith must start over. Remaking a destroyed greatwork requires 8 hours of uninterrupted work, plus 8 hours for each upgrade. In all other respects, this resembles the process for crafting a magic item.

If a greatwork is lost and cannot be destroyed by the machinesmith, such as by an enemy, the machinesmith can sever the connection between their mobius energy and the greatwork, rendering it inert, one day after it is lost.

Harly

N Wheeled Mechanus
Medium Construct
Speed 50 ft.;
HP: 30
AC 12
Attack: Slam +3 (1d8)
Saves: R +2 /F +0/ W +0
Ability Scores Str 14, Dex 14, Con -, Int -, Wis 10, Cha 1

Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).

Immunity to bleed, disease, death effects, necromancy effects, paralysis, poison, sleep effects, and stunning.

Cannot heal damage on its own, but often can be repaired via exposure to a certain kind of effect (see the creature's description for details) or through the use of the Craft Construct feat. Constructs can also be healed through spells such as make whole. A construct with the fast healing special quality still benefits from that quality.

Not subject to ability damage, ability drain, fatigue, exhaustion, energy drain, or nonlethal damage.

Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).

Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.

A construct cannot be raised or resurrected.

Constructs do not breathe, eat, or sleep.

Prototypes (Su)

1st Level Prototypes:
Comprehend Languages, Alarm, Obscuring Mist, Hold Portal

---------------Race Traits

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.

Natural Hunter: Catfolk receive a +2 racial bonus on Perception, Stealth, and Survival checks.

Climber catfolk hunters excel at hunting prey from trees and other high vantage points. catfolk with this racial trait possess a climb speed of 20 feet (along with the +8 racial bonus on Climb checks a climb speed affords).

Scent: Some catfolk favor a keen sense of smell over sensitive sight. catfolk with this racial trait gain the scent ability.

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. (Catfolk Exemplar)

---------------Skills:

Acrobatics: 1 Rank + 3 Dex + 3 Class | 7 Total
Appraise: 1 Rank + 1 Int + 3 Class | 7 Total
Stealth: 1 Rank + 3 Dex + 2 Race + 3 Class + 1 Item | 10 Total
Perception: 1 Rank + 2 Race + 3 Class | 6 Total (7 For Traps)
Bluff: 1 Rank + 2 Cha + 3 Class | 6 Total
Knowledge (Engineering): 1 Rank + 2 Int + 3 Class | 6 Total(8 For Vehicles or Engines)
Profession (Cook): 1 Rank + 1 Wis + 3 Class | 5 Total
Escape Artist: 1 Rank + 3 Dex + 3 Class | 8 Total
Slight of Hand: 1 Rank + 3 Dex + 3 Class | 8 Total (+14 to Concealing Small Items)
Disable Device: 1 Rank + 3 Dex + 3 Class +1 Trapfinding| 9 Total
Drive: 1 Rank + 4 Dex + 3 Class + 2 Trait| 10 Total

---------------Proficiency's:
all simple weapons
all martial weapons
Light Armor

---------------Equipment:
3 Silver

Chain Shirt (100 gp)
(Ideally I'd like this to be represented as Cassandra's leather jacket, the inside of which is lined with either an actual chain shirt or some more modern equivalent)

Pickpockets Outfit (Starting)
(Description wise these are Cassandras patchwork sweatshirt and jeans, some of the sown patches are actually false pockets)

Pocketed Scarf (8 GP)
Poncho (5 SP)
Softpaw Boots (25 GP)
Grooming Kit (1 GP)

Cooking Kit (3 GP)
Common Thieves Tools (30 GP)
Glass Cutter (5 GP)
Common Artisan's Tools (5 GP)

28 Days Worth of Fuel (1GP 4SP)
Side-Bags (4 GP)

(Feed and Saddle Bags refluffed for a motorcycle)

50'ft Hemp Rope (1 GP)
Flint and Steel x2 (2 GP)
Ink (8 GP)
Inkpen (1 GP)
Journal (10 GP)
Bedroll (1 SP)
Blanket (5 SP)
Masterwork Backpack (50GP)
Canteen (2 GP)
Waterskin x 2 (2 GP)
Waterproof Bag (5 SP)
Bandolier (5 SP)
Hammock (1 SP)
Compass (10 GP)
Normal Tent (20 GP)
Cup (1 GP)

Coffee Pot (3 GP)
Bottle of Fine Wine (10 GP)
Soap x5 (5 CP)
Common Coffee x5(5 CP)
Honey (1 GP)
Flask of Applejack (4 GP)

--------Special Abilities:

Scent (Ex)

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.