About CatadorHeroForge mini of Catador in his 'first life' HeroForge mini of Catador in his 'second life' Catador's Ten Minute Background and Pre-Campaign Start Story:
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 4th special power (extra mythic feat or mythic path ability for extended background) Spoiler:
Divine Source (Su): You can grant divine spells to those who follow your cause, allowing them to select you as their deity for the purposes of determining their spells and domains. Select two domains upon taking this ability. These domains must be alignment domains matching your alignment if possible, unless your alignment is neutral. You grant access to these domains as if you were a deity. Creatures that gain spells from you don't receive any spells per day of levels higher than your tier; they lose those spell slots. In addition, you can cast spells from domains you grant as long as their level is equal to or less than your tier. Each day as a spell-like ability, you can cast one spell of each level equal to or less than your tier (selecting from those available to you from your divine source domains). If you're a cleric or you venerate a deity, you may change your spell domains to those you grant others. At 6th tier and 9th tier, you can select this ability again, adding one domain and two subdomains (see the Advanced Player's Guide) to your list each time and adding their spells to the list of those that you can cast. Catador's Domains: Community, Protection Catador can cast one of the two spells from each of the following spell levels once per day as a spell-liked ability lv 1: bless or sanctuary lv 2: shield other (or shield other) lv 3: prayer or protection from energy lv 4: imbue with spell ability or spell immunity (spell immunity since he does not prepare spells, which is required for imbue with spell ability, although he does imbue all his spellcasting faithful (clerics and warpriests with Wis scores of 10 or higher) with the ability to cast spells) lv 5: telepathic bond or spell resistance lv 6: heroe's feast or antimagic field lv 7: refuge or repulsion lv 8: mass cure critical wounds or mind blank (He casts mind blank, which has a 24 hour duration). When he spends an use of mythic power to recharge his 'once per day' abilities, he can use mass cure critical once per such 'hour rest' recharging of 'once per day' abilities.) lv 9: miracle or prismatic sphere. (He used miracle multiple times when he first returned to life as the first-ever deity of skavengers, to resurrect all the skavengers of 'Absalom' that were killed by surface dwellers.) The first priest (cleric) of Catador will be his mother, Doralee, who starts spreading the faith below the surface of 'Absalom', and some of the skavengers that live under 'Absalom' become priests (clerics) of Catador travel to other cities to spread the faith to the skavenger communities living under/in the outskirts of those cities. * Catador's area of concern is about the survival of his people (skavengers), which includes the goal of achieving everlasting peace between skavengers and surface dwellers (many who mistake them as being ghouls/monsters and actively try to eradicate them). Thanks to him now being a divine source for his people, they have more power to keep members of their society safe from being persecuted by ill-informed non-scavengers who mistake then for ghouls. * * Base Mythic Abilities:
- * * Mythic Path (Champion):
Mythic Path: Champion Bonus Hit Points: Whenever you gain a champion tier, you gain 5 bonus hit points. These hit points stack with themselves, and don’t affect your overall Hit Dice or other statistics. Champion’s Strike (Fleet Charge (Ex): As a swift action, you can expend one use of mythic power to move up to your speed. At any point during this movement, you can make a single melee or ranged attack at your highest attack bonus, adding your tier to the attack roll. This is in addition to any other attacks you make this round. Damage from this attack bypasses all damage reduction. Legendary Champion (Ex): At 10th tier, whenever you make an attack roll against a non-mythic foe and miss, you may immediately roll again. You must take the second roll, even if it’s lower. Once per round when you roll a natural 20 on an attack roll, you regain one use of mythic power. * * Mythic 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:
Always a Chance (Ex): You don't automatically miss when you roll a 1 on an attack roll. 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:
Critical Master (Ex): Whenever you roll a critical threat against a non-mythic creature, you automatically confirm the critical hit and deal the maximum amount of damage to that creature. This ability can be selected twice. The second time it is selected, it also applies to mythic creatures. Tier 10: Critical Master (x2) Spoiler:
Critical Master (Ex): Whenever you roll a critical threat against a non-mythic creature, you automatically confirm the critical hit and deal the maximum amount of damage to that creature. This ability can be selected twice. The second time it is selected, it also applies to mythic creatures. * * Legendary Item (major artifact):
base magic item: boots of the cat Legendary Surge associated rolls (feet): Dexterity-based skill checks, initiative checks, and Reflex saving throws Legendary Item Abilities: Tier 1: Adroit (Acrobatics) Spoiler:
Adroit: Choose a single skill (Acrobatics) that can be augmented by the item's legendary surge. As a swift action, the item's bonded creature can expend one use of legendary power to gain a +20 insight bonus on the next check she attempts with that skill before the end of her turn. The item must have a legendary surge that augments skill checks to have this ability. * * Tier 2: Legendary Fortification Spoiler:
Legendary Fortification: When a critical hit or sneak attack is scored against a creature wearing an item with this ability, the wearer can expend one use of legendary power to negate the critical hit or sneak attack and instead take normal damage. Only armor, shields, and worn items can have this ability. * * Tier 3: Rejuvenating Spoiler:
Rejuvenating: The bearer of this item can expend uses of legendary power to rejuvenate her body. As a standard action, she can expend one use of legendary power to heal herself of 10 points of damage per mythic tier she possesses. Alternatively, as a standard action she can expend two uses of legendary power to remove a single condition affecting her. A legendary item must be a minor or major artifact to have this ability. * * Tier 4: Undetectable Spoiler:
Undetectable: This grants its bonded user the ability to become utterly undetectable while invisible. While invisible and in physical contact with this item, the bonded creature can't be detected or scryed by any method. * * Tier 5: Unyielding Spoiler:
Unyielding: A legendary item with this ability has double the hardness of a typical item of its type and triple the hit points. Furthermore, it's immune to all attempts to sunder it made by non-mythic creatures. This is a persistent ability. * * Tier 6: Everlasting Spoiler:
Everlasting: This ability grants its bearer limited immortality. While in contact with this item, the bonded creature doesn't age; doesn't need to eat, drink, or breathe; and doesn't suffer any ill effects from extreme heat or extreme cold. An item must be a major artifact to have this ability. This is a persistent ability. * * Tier 7: Perfect Surge Spoiler:
Perfect Surge: This item's legendary surge can apply to any d20 roll. The surge adds a further +2 bonus when applied to one of the types of rolls initially chosen for it. A legendary item must be a major artifact to have this ability. Surge (Acrobatics): 1d12+2 (1d12+22 when expending 2 uses of Legendary Power instead of 1 use) Surge (all other Dexterity-based skill checks, initiative checks, and Reflex saving throws): 1d12+2 Surge (all other skil checks, Fort & Will saving throws, ability checks, attack rolls, combat mauever checks, caster level checks, concentration checks): 1d12 * * Tier 8: Powerful (x1) Spoiler:
Powerful: An item with this ability has two additional uses of legendary power per day. This ability can be taken up to three times. The item must be a minor or major artifact to take this a second time, and a major artifact to take this a third time. This is a persistent ability. * * Tier 9: Powerful (x2) Spoiler:
Powerful: An item with this ability has two additional uses of legendary power per day. This ability can be taken up to three times. The item must be a minor or major artifact to take this a second time, and a major artifact to take this a third time. This is a persistent ability. * * Tier 10: Powerful (x3) Spoiler:
Powerful: An item with this ability has two additional uses of legendary power per day. This ability can be taken up to three times. The item must be a minor or major artifact to take this a second time, and a major artifact to take this a third time. This is a persistent ability. * * * * Mythic Feats:
Tier 1: Mythic Weapon Finesse
* * 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 master's turban (head slot) 4,000 gold ==> keen amulet of mighty 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) * * * * * * * Ability Scores:
RNG Ability Score generation post Rolled ability scores: 9, 21, 14, 16, 11, 10 Str 14, Dex 21, Con 16, Int 10, Wis 11, Cha 9 Racial adjustments (+2 Dex, +2 Wis, -2 Cha) ==> Str 14, Dex 23, Con 16, Int 10, Wis 13, Cha 7 mythic ability score increases: +2 Dex (x5) ==> Str 14 (+1), Dex 33 (+11), Con 16 (+3), Int 10 (+0), Wis 13 (+1), Cha 7 (-2) * * 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. Basic (social) trait: Beastkin (raccoons) Select one specific type of animal (such as wolves or apes). You were raised from infancy by an animal or pack of animals of that type. You learned their ways and have more in common with your beastly kin than members of any humanoid race. You gain a +1 trait bonus on Survival checks and can use speak with animals as a spell-like ability at will to communicate with the type of animal that raised you. * * Class: Shifter Archetype: Dragonblood Shifter * * 1st-level class abilities:
Alignment: Any neutral.
Class Skills: Spoiler:
The Shifter's class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Fly (Dex), Handle Animal (Cha), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Stealth (Dex), Survival (Wis), and Swim (Str). Skill Points at each Level: 4 + Int modifier. * * Weapon and Armor Proficiency: Spoiler:
Weapon and Armor Proficiency: A shifter is proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear. She is also proficient with the natural attacks (claw, bite, and so forth) from the shifter claws class feature and of forms she assumes with wild shape. Shifters are proficient with light and medium armor but are prohibited from wearing metal armor. A shifter can wear wooden armor that has been altered by the ironwood spell so that it functions as if it were steel. Shifters are proficient with shields (except tower shields) but must use only those crafted from wood. A shifter who wears prohibited armor or uses a prohibited shield is unable to use her shifter aspect, shifter claws, wild shape, and other shifter supernatural or spell-like abilities while doing so and for 24 hours thereafter. * * Draconic Aspect (Su): Spoiler:
Draconic Aspect (Su): 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. * * Shifter Claws (Su): 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. * * Wild Empathy: Spoiler:
Wild Empathy (Ex): A shifter can improve the attitude of an animal. This ability functions as a Diplomacy check to improve the attitude of a person (Pathfinder RPG Core Rulebook 93). The shifter rolls 1d20 and adds her shifter level and Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the shifter and the animal must be within 30 feet of one another and under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. The shifter can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check. * * * * Feats:
1st level feat: Weapon Finesse 1st level feats (via 3rd GM-fiat special ability for TMB): Mythic Feats (crossed out ones are not in effect yet) Tier 1: Mythic Weapon Finesse
Feat Leveling Plan 3rd level: Power Attack
* * Skill Ranks & Skill Modifiers:
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. Basic (social) trait: Beastkin (raccoons) Select one specific type of animal (such as wolves or apes). You were raised from infancy by an animal or pack of animals of that type. You learned their ways and have more in common with your beastly kin than members of any humanoid race. You gain a +1 trait bonus on Survival checks and can use speak with animals as a spell-like ability at will to communicate with the type of animal that raised you. The Shifter's class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Fly (Dex), Handle Animal (Cha), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Stealth (Dex), Survival (Wis), and Swim (Str). Skill Points at each Level: 4 + Int modifier. Skill ranks (4 + 1 favored class bonus) Acrobatics +15 (+17) (1 rank, +3 class skill, +11 Dex) (+2 trait bonus to move through another creature’s space and to avoid attacks of opportunity for leaving a threatened square.) Perception +5 (1 rank, +3 class skill, +1 Wis) Sense Motive +5 (1 rank, +3 class skill, +1 Wis) Stealth +19 (+24) (1 rank, +3 class skill, +11 Dex, +4 size, (+5 with hood pulled up) Survival +6 (+11) (1 rank, +3 class skill, +1 Wis, +1 trait) (+5 to track with hood pulled up) Wild Empathy -1 (-5) (level 1 shifter, -2 Cha) (-4 vs Int 1 or Int 2 magical beasts) - * * * * * * * * * * * * Combat Summary * * * * * * * * * * (1st level dragonblood shifter/10th tier champion) WIP Ability Scores:
Str 14 (+1)
* * Senses:
- * * Defense:
- * * Offense:
- * * Special:
- * * Feats:
- * * Skills:
- * * * * Header Organization:
1st line (gender line): 2nd line (race line): 3rd line (class/levels line): * * Condensed Combat Summary:
WIP still Catador
Defense
Offense
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