About CatadorHeroForge mini of Catador in his 'first life' HeroForge mini of Catador in his 'second life' GM fiat Special Powers:
1st special power: A class ability from a class you did not take(as long as they gain it at level ten or less) ==> Inquistor's Solo Tactics Spoiler:
Solo Tactics (Ex): At 3rd level, all of the inquisitor’s allies are treated as if they possessed the same teamwork feats as the inquisitor for the purpose of determining whether the inquisitor receives a bonus from her teamwork feats. Her allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for the inquisitor to receive the listed bonus. * * 2nd special power: One class ability from your base classes scaled to lvl 20(it can’t be spellcasting)(as an example say you took the slumber hex at 1st level, if you take this special power, you count as a level 20 witch for its DC) ==> Shifter's Shifter's Claws Spoiler:
Shifter Claws (Su): At will, a shifter in her natural form can extend her claws as a swift action to use as a weapon. This magical transformation is fueled as much by the shifter's faith in the natural world as it is by inborn talent. The claws on each hand can be used as a primary natural attack, dealing 1d4 points of piercing and slashing damage (1d3 if she is Small). If she uses one of her claw attacks in concert with a weapon held in the other hand, the claw acts as a secondary natural attack instead. As the shifter gains levels, the power of her claws increases. At 3rd level, her claws ignore DR/cold iron, DR/magic, and DR/silver. At 7th level, her claw damage increases to 1d6 (1d4 if Small). At 11th level, her claw damage increases to 1d8 (1d6 if Small). At 13th level, her claw damage increases to 1d10 (1d8 if Small). At 17th level, the damage die does not increase, but the critical multiplier becomes ×3. Lastly, at 19th level, the claws ignore DR/adamantine and DR/—. While a shifter uses wild shape to assume her aspect's major form, her natural attacks gain the same benefits granted by her shifter claws ability. If the form she takes has claw attacks, she can use either the base damage of her shifter claws or the damage of the form's claws, whichever is greater. If the form does not have claw attacks, she can choose up to two natural attacks that would deal less damage than her shifter claw damage and have those attacks instead deal the same damage as her shifter claws. Alternate Natural Attacks A shifter can draw on her chosen animal aspect to transform her hands into deadly weapons, as represented by the shifter’s claws class feature, but not every animal has prominent claws. The following list provides alternate natural attacks for the shifter claws class feature. Each time the shifter activates her shifter’s claws ability in her natural form, she can manifest one of the alternate natural attacks listed below for any of her chosen aspects, or those that relate to her archetype. Each alternate natural attack replaces one of the shifter’s claw attacks. The shifter can gain up to two different alternate natural attacks with this method. These alternate natural attacks modify only the damage type of the shifter’s natural attacks and otherwise function exactly as the shifter claws class feature. Dragon (Dragonblood Shifter Archetype): Bite (B, P, S), tail slap (B), wing (B). ** 3rd special power: 3 feats ==> Combat Reflexes, Escape Route, Hammer Guards the Anvil * * Base Mythic Abilities:
- * * Mythic Path Abilities:
Mythic Path: Champion Path Abilities: Tier 1: Legendary Item (x1) Spoiler:
Legendary Item (Ex): You gain a legendary item (see page i69). This item grants a number of abilities equal to your tier (maximum 3). At 3rd tier, you can select this ability again, increasing the maximum to six abilities and causing the item to become a lesser artifact. At 6th tier, you can select this ability again, increasing the maximum to 10 abilities; the item then becomes a greater artifact. Tier 2: Always a Chance Spoiler:
- Tier 3: Legendary Item (x2) Spoiler:
Legendary Item (Ex): You gain a legendary item (see page i69). This item grants a number of abilities equal to your tier (maximum 3). At 3rd tier, you can select this ability again, increasing the maximum to six abilities and causing the item to become a lesser artifact. At 6th tier, you can select this ability again, increasing the maximum to 10 abilities; the item then becomes a greater artifact. Tier 4: Sleepless Spoiler:
Sleepless (Su): You no longer require sleep, don't become fatigued or exhausted from lack of sleep, and are immune to sleep effects. If you have abilities or class features that require rest before they can be regained, you can choose to regain them once per day by spending 1 hour in uninterrupted meditation. Tier 5: Pure Body Spoiler:
Pure Body (Su): Your body is so pure that you're immune to all non-mythic diseases and poisons. Diseases and poisons from mythic sources count as mythic for the purposes of this ability. Tier 6: Legendary Item (x3) Spoiler:
Legendary Item (Ex): You gain a legendary item (see page i69). This item grants a number of abilities equal to your tier (maximum 3). At 3rd tier, you can select this ability again, increasing the maximum to six abilities and causing the item to become a lesser artifact. At 6th tier, you can select this ability again, increasing the maximum to 10 abilities; the item then becomes a greater artifact. Tier 7: Pure Senses Spoiler:
Pure Senses (Su): Your senses are extraordinarily keen. You're immune to blindness and deafness caused by nonmythic sources. Such effects from mythic sources count as mythic for the purposes of this ability. Tier 8: Fearless Spoiler:
Fearless (Su): Few things in the world still inspire fear in you. You are immune to all fear effects from nonmythic sources. Fear effects from mythic sources count as mythic for the purposes of this ability. Tier 9: Critical Master (x1) Spoiler:
- Tier 10: Critical Master (x2) Spoiler:
- * * Legendary Item (major artifact):
Legendary Item base magic item: boots of the cat
Legendary Item Abilities: Tier 1: Adroit (Acrobatics)
* * Mythic Feats:
- * * gear:
12,000 gold ==> Cloak of the Hunt (shoulders slot) 4,000 gold ==> +1 light fortification bracers of armor (wrists slot) 4,000 gold ==> traveling naster's turban (head slot) 4,000 gold ==> keen amulet of might fists (neck slot) 2,000 gold ==> deathwatch eyes (eyes slot) 2,000 gold ==> heavyload belt (belt slot) 1,000 gold ==> boots of the cat (legendary item) (feet slot) 1,000 gold ==> robe of infinite twine (body slot) * * 10-Minute Background:
Step 1: write five things about your character’s concept and background, five things that you think are the most essential parts of your character. You don’t have to stop at five, if you like…this is just a minimum. Spoiler:
1) Character (homebrewed race) concept: A member of normally pacifist race (skavenger) that survives by seeking out the animal carcasses that have been slain by natural predators.
1) Character (personal) concept: Born to a community of skavengers eking out an existence below the surface in the Precipice Quarter of Absalom. * * 2) Character (personal) concept: When Catador was six and his parents took him out for his first 'hunt' to find an animal carcass, a group of four youths from the surface came across them, unbeknownst to the skavenger family. Conversation of the surface youths seeing the two halfling-sized 'ghouls' and one tiny-sized 'ghoul' feasting on the carcass of a cave gecko... "Those are ghouls, guys." "How can you be sure, Dustin?" Mike asks. "Mike, they are feasting on the dead with their mouths." Dustin answers. "Guys, we should leave before they spot us." Will advises his friends. "I can take them out with my wrist rocket." Lucas says confidently. "Not now, Lucas. Will's right, we need to get out of here before they see us." * * 3) Character concept (personal concept): A few months later, while Catador and his father were feasting on an animal carcass (the animal carcass was intentionally placed there as a trap by Lucas).when Catador's father was hit hard in the head by a fist-sized stone (sling glove) "You got him, Lucas!" Dustin shouts excitedly. "You didn't really expect I would miss, did you?" "Mike isn't going to be happy. He said we should only scout to get more information, guys." Will says. "Mike's too much of a pacifist, Will. We need to protect the city from threats. They are threats." Lucas replies. Catador's father, recovering from being temporarily stunned as the human youths talk amongst themselves, tells his son, "Run! Get to safety!" Catador does as his father commands him and flees. Catador's father then approaches the children, his arms raised in the air, "We mean you no harm. We scavenge dead animal carcasses to survive." Lucas, not registered that the humanoid approaching them is speaking to them, reactively reloads and fires another stone towards what he still thinks is a ghoul, scoring a critical hit, dropping the humanoid to the ground. "Lucas, why did you do that? They're not ghouls!" Will asks, shocked that his friend just killed someone who is not a monster. "We can figure it out later, guys. We need to get back to the surface now, before the small one comes back with more to avenge the one Lucas just killed!" * * 4) Character (personal concept): Catador, his mother and the rest of their community became nomads underneath Absalom over the next decade, thanks to the rumour grapevine started from the tales the surface heard about the day Lucas killed a 'ghoul' underneath the city. Lucas, remorseful that his actions that day not only killed an innocent, but the rumours of that day caused several in the city to go on 'ghoul-hunting' excursions of the sewers and caverns beneath the surface of Absalom. Lucas, Dustin, Will and Mike had spent a good chunk of their time over the past decade looking for other of the ghoul-like non-ghouls, tying to establish friendly relations with the roaming underground-dwelling peoples their actions has resulted in many of their number being killed by zealous residents of Absalom who do not listen to them whenever they try to educate them that the skavenger people are not a threat to them. While Mike and the others refer to the underground-dwelling race as skavengers, the residents of Absalom who hunt them refer to them with a factually incorrect acronym: C.H.U.D. (cannibalistic humanoid underground dwellers) after they discovered they were not undead after their first successful hunting trips beneath the surface of Absalom. * * 5) Character (personal concept): Catador, now 18, was with some of his fellow skavengers scouting for another place for their community to move to (due to their ever-present need to not stay too long in one specific 'home' for long because of the frequent 'hunting trips' the surface-dwellers take to hunt them down. They came across three groups of surface-dwellers: two hunting parties, and the group of four friends that started the chain of events a dozen years ago. As Mike and his friends attempt to make the hunters realize they have been killing innocents for the past decade, the hunters quickly dispatch half of the skavengers of the group. Catador then recognizes the human that killed his father and something within Catador snapped, and he started to charge at Lucas, his hands shifting into deadly claws for the first time in his life.... "I'm sorry. I didn't know!" Lucas calls out, his hands to his sides, not resisting the charge. "I'm sorry..." Lucas shouts then whispers, accepting the just judgement of 'a death for a death'. Before Catador reached Lucas, six of the hunters shot him through with crossbow bolts...killing Catador... "NOOOO!!!!" Lucas yells as he sees the innocent he made a half-orphan when he was just a child gets killed for trying to avenge his father. * * Step 2: List two goals for the character that you, as a player, think would be cool to see accomplished in-game. During any session in which you take positive action to achieve that goal, I will award you an action point that can only be used in scenes furthering that goal. These Action Points are separate from the action points you gain by resting and reaching milestones. You can change goals later, though you lose all the accumulated Action Points for the goal you abandoned. Spoiler:
Goal 1: Make surface dwellers become aware that his people are NOT threats to them and simply want to be left alone as they eke out surviving by feeding on animals that other animals have killed. Goal 2: Avenge his father's death. (Personal conflict: He wants to avenge his father's death but his father told him (in the afterlife realm) to forgive the human that killed him (Catador's father). How will he honor his father: by avenging his death or by honouring his father's wishes and forgiving the human that killed his father? * * Step 3: List two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character. I will also be creating a third secret which you as a player will not be aware of, so expect some surprises! Spoiler:
1st secret: (known to Catador): While Catador was in the afterlife, his father appeared to him and told him, for their people to gain peaceful coexistence with the surface dwellers, he must forgive the human who killed him (Catador's father) and work with that human and his friends to form an everlasting peace between the skavengers and the surface dwellers. It was his time in the afterlife that his father taught him the ways of the dragonblood shifter. 2nd secret (unknown to Catador): There is a subset of his people that has formed over the past twelve years, who intentionally hunt the hunters hunting their own people. * * Step 4: Describe three people that are tied to the character through blood, romance or honor. Two of them are friendly to the character, one is hostile. All can do something useful for you, if you can get the situations to line up. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you. Spoiler:
Linked through honour: Lucas (the human that killed Catador's father, Tacador) Lucas, was robbed from regaining his honour by not resisting Catador's charge to slay him, when surface-dweller hunters killed Catador before he reached Lucas. Linked through blood: Catador's mother, Doralee. Enemies: the six hunters that killed Catador with crossbow bolts, and still vehemently believe that skavengers are monsters that need to be 'put down'. * * Step 5: Describe three memories that your character has. They don't have to be elaborate, but they should provide some context and flavor. Spoiler:
See the above spoilers for the events that are Catador's memories. * * Becoming the Racial Deity of Skavengers (read Ten-Minute Background first):
WIP * * RNG Ability Score generation post * * race: Skavenger:
GM-approved 14 RP home-brewed standard race Skavengers are small humanoids that tend to live in sewers or outskirts of cities, eking out an existence by feasting on the remains of animals that predators have slain. Physically they look like like halfling-sized anorexic humans, which has led to 'surface folk' who have come across skavengers feeding on the corpses of animals (in the sewers or outskirts of cities) mistaking them for ghouls, which has led to families and small communities of skavengers being 'exterminated' by zealous townsfolk thinking they are destroying undead when they are slaying the innocent (and typically pacifist-minded) skavenger survivalists. Adding to the probabality of townsfolk thinking of skavengers as 'monsters' is that the violence that the townsfolk commit in attempting to kill skavengers sometimes brings out the 'fight' instead of 'flight' of a skavenger's survival instincts. Racial Qualities (Total of 0 RP) Type: Humanoid (0 RP) Subtype: Skavenger (0 RP) Size: Small (0 RP): Small races gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth checks. Small races have a space of 5 feet by 5 feet and a reach of 5 feet. Base Speed: Normal Speed (0 RP): The race has a base speed of 30 feet. Ability Score Modifiers: Standard (0 RP): Members of this race gain a +2 bonus to one physical ability score, a +2 bonus to one mental ability score, and a –2 penalty to any other ability score. ==> +2 Dex, +2 Wis, -2 Cha. Skavengers are nimble and have learned it is better to remain in the shadows to survive, and have learned that other civilized peope tend to be uncivilized in the way they treat skavengers. This has also resulted in skavengers having less experience with successful neighborly discourse with other races. Languages: Standard (0 RP): Members of this race start with Common plus their racial language (if any). Furthermore, choose up to seven languages (except for Druidic or other secret languages). Members of this race with high Intelligence scores can choose from any of these additional languages. ==> Automatic Languages ==> Racial Language (Skavenger), Common; Bonus Languages List ==> Undercommon, common languages of the city/area they live in/under/nearby (such as human ethnicity languages) Racial Traits (total of 14 RP) 0 Ability Score Racial Traits (0 RP) 3 Defense Racial Traits (total of 7 RP) Bond to the Land (2 RP): Prerequisites: None; Benefit: Members of this race gain a +2 dodge bonus to AC when in a specific terrain type selected from the ranger’s list of favored terrains. This choice is made at character creation, and cannot be changed. ==> specific terrain type for Catador: urban Cat’s Luck (1 RP): Prerequisite: The race has at least a +2 racial bonus to Dexterity; Benefit: Members of this race gain the following extraordinary ability: Once per day, when a member of this race makes a Reflex saving throw, it can roll the saving throw twice and take the better result. It must decide to use this ability before attempting the saving throw. Cornered Fury (4 RP): Prerequisites: None; Benefit: Whenever a member of this race is reduced to half its hit points or fewer and has no conscious ally within 30 feet, it gains a +2 racial bonus on melee attack rolls and to Armor Class. 1 Feat and Skill Racial Trait (total of 1 RP) Skill Training (1 RP): Prerequisites: None; Benefit: Pick up to two skills. These skills are always considered class skills for members of this race. ==> Stealth and Survival are class skills for skavengers. 0 Magical Racial Traits (0 RP) 2 Movement Racial Traits (total of 2 RP) Sprinter (1 RP): Prerequisite: Normal speed; Benefit: Members of this race gain a +10 foot racial bonus to their speed when using the charge, run, or withdraw actions. Terrain Stride (1 RP): Prerequisite: Normal speed; Benefit: Choose a ranger favored terrain type. Members of this race can move through natural difficult terrain at their normal speed while within the chosen terrain. Magically altered terrain affects them normally. Chosen terrain type for Catador ==> urban 1 Offense Racial Traits (total of 1 RP) Bite (1 RP): Prerequisites: Small or larger size; Benefit: Members of this race gain a natural bite attack, dealing damage equivalent to that of a creature two size categories lower than normal for their size (Bestiary 302; 1d2 for Small races, 1d3 for Medium, etc.). The bite is a primary attack, or a secondary attack if the creature is wielding manufactured weapons. Special: This trait can be taken up to two times. The second time it is taken, the bite damage increases by one size category. 3 Senses Racial Traits (Total of 5 RP) Carrion Sense (1 RP): Prerequisites: None; Benefit: Members of this race have a natural ability to sniff out carrion. This functions like the scent ability, but only for corpses and badly wounded creatures (creatures with 25% or fewer hit points). Darkvision 120 Feet (3 RP): Prerequisites: None; Benefit: Members of this race can see in the dark up to 120 feet. Low-Light Vision (1 RP): Prerequisites: None; Benefit: Members of this race can see twice as far as a race with normal vision in conditions of dim light. 1 Weakness Racial Trait (Total of -2 RP) Light Blindness (–2 RP): Prerequisite:Darkvision or see in darkness trait; Weakness: Abrupt exposure to bright light blinds members of this race for 1 round; on subsequent rounds, they are dazzled as long as they remain in the affected area. 0 Other Racial Traits (0 RP) * * Traits:
Basic (combat) trait: Crowd Dodger You spent much of your youth on crowded streets, dodging quickly around and under others. You gain a +2 trait bonus on Acrobatics checks to move through another creature’s space and to avoid attacks of opportunity for leaving a threatened square. Regional (urban) trait: Vagabond Child You grew up among the outcasts and outlaws of your society, learning to forage and survive in an urban environment. Select one of the following skills: * * Class: Shifter Archetype: Dragonblood Shifter 1st-level class abilities:
Draconic Aspect (Su): Spoiler:
A dragonblood shifter can temporarily imbue her body with draconic majesty as a swift action. When activating this ability, the shifter must select one of the chromatic or metallic dragon types from the table below. Her draconic aspect abilities grant resistances and deal a type of damage based on the chosen dragon type. While shifted into this form, she gains the scent ability and energy resistance 5 against the energy type that corresponds to her selected dragon type. She can maintain this form for a number of minutes per day equal to 3 + her shifter level. The duration does not need to be consecutive, but it must be spent in 1-minute increments. The shifter can select a different dragon type every time she uses this ability, but she must end her current draconic aspect and activate this ability again in order to change her chosen dragon type. Dragon Type...Energy Type Black..................Acid
At 5th level, the energy resistance granted by the dragonblood shifter’s draconic aspect increases to 10. At 10th level, the energy resistance granted by the dragonblood shifter’s draconic aspect increases to 15, and she gains a breath weapon of her energy type that deals 1d6 points of damage per shifter level within a 30-foot cone. A target can attempt a Reflex save (DC = 10 + half the dragonblood shifter’s level + her Charisma modifier) to reduce damage by half. The dragonblood shifter can use her breath weapon once per day. At 15th level, the energy resistance granted by the dragonblood shifter’s draconic aspect increases to 20, and she can use her breath weapon twice per day. At 20th level, the dragonblood shifter becomes immune to the energy type that corresponds to her selected dragon type while in her draconic aspect. In addition, she gains spell resistance equal to 10 + her shifter level, and she can use her breath weapon three times per day. This replaces shifter aspect and all improvements to shifter aspect. * * * * 1st-level Combat Summary:
WIP |