Catorze's page

77 posts. Organized Play character for Hmm.


| HP 20/20 | AC 17 T 13 FF 14 | CMB +1, CMD 14 | F: +2, R: +7, W: +1; +2 vs Disease | Init: +3 | Perc: +4, SM: +1


| Speed 30ft, climb 20ft | Archaeologist’s Luck: 3/7 | Spells: 1st 2/2 | | Panache 1/3 | GM 5 Star Reroll 0/1 | Active conditions: Living the high life!


820-14 | Female Catfolk Daring Thief Swashbuckler 1 / Archaeologist 1

About Catorze

Bot Catorze:

Catorze likes to leap into action. She’ll happily use panache to parry and riposte, and will also use it if traps need to be disabled or to show off as an acrobat.


[dice=Rapier, Archaeologist’s Luck]1d20+6+2[/dice]

Catfolk bard (archaeologist) 1/swashbuckler 1 (Pathfinder RPG Advanced Class Guide 56, Pathfinder RPG Bestiary 3 47, Pathfinder RPG Ultimate Combat 32)
CG Medium humanoid (catfolk)
Init +3; Senses scent; Perception +4

AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 20 (2 HD; 1d8+1d10+5)
Fort +2, Ref +7, Will +1; +2 trait bonus vs. Disease

Speed 30 ft., climb 20 ft.
Melee cold iron dagger +4 (1d4/19-20) or
. . mwk rapier +6 (1d6/18-20) or
. . silver morningstar +4 (1d8) or
. . whip +1 (1d3 nonlethal)
Ranged darkwood composite longbow +5 (1d8/×3)
Space 5 ft.; Reach 5 ft. (15 ft. with whip)
Special Attacks archaeologist's luck 7 rounds/day (+1), deeds (derring-do, dodging panache, opportune parry and riposte), panache (3)
Bard (Archaeologist) Spells Known (CL 1st; concentration +4)
. . 1st (2/day)—feather fall, unseen servant
. . 0 (at will)—dancing lights, detect magic, message, prestidigitation

Str 10, Dex 17, Con 14, Int 13, Wis 8, Cha 16
Base Atk +1; CMB +1; CMD 14
Feats Weapon Focus (rapier)
Traits blight-burned, fate's favored, prehensile whip

Skills Acrobatics +8, Bluff +5, Climb +12, Diplomacy +10, Disable Device +7, Knowledge (arcana) +2, Knowledge (dungeoneering) +2, Knowledge (engineering) +2, Knowledge (geography) +2, Knowledge (history) +2, Knowledge (local) +2, Knowledge (nature) +2, Knowledge (nobility) +2, Knowledge (planes) +2, Knowledge (religion) +2, Linguistics +5, Perception +4, Perform (oratory) +7, Sense Motive +1, Sleight of Hand +7; Racial Modifiers +2 Bluff, +2 Diplomacy, +2 Sense Motive
Languages Catfolk, Common, Elven, Osiriani

SQ bardic knowledge +1, cat's luck, swashbuckler finesse
Combat Gear cold iron arrows (30), cold iron arrows (20), wand of cure light wounds (50 charges); Other Gear mithral chain shirt, blunt arrows[APG] (20), cold iron dagger, darkwood composite longbow, mwk rapier, silver morningstar, whip, courtier's outfit, grappling arrow[UE], masterwork backpack[APG], masterwork thieves' tools, noble's outfit, silk rope (50 ft.), custom enchantable boots (gallows of madness) - count as jewelry (worth 100 gp), 283 gp

Special Abilities
Archaeologist's Luck +1 (7 rounds/day) (Ex) Gain Luck bonus to attack, damage, saves, and all skills.
Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Cat's Luck (1/day) (Ex) Can roll 2d20 for a Reflex save and take better result.
Climb (20 feet) You have a Climb speed.
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Swashbuckler Finesse Use Dex for att with light/1-hand pierce wep. Use Cha instead of Int for combat feat pre-reqs.

Ironfang Invasion Player's Guide wrote:
Blight-Burned: You were raised deep in the Fangwood Forest, but in your childhood the Darkblight overtook your community, and blighted fey attacked your friends and family. Even after escaping, you barely survived infection by the otherworldly fungal disease and still bear a terrible scar from your ordeal. You gain a +2 trait bonus on Fortitude saving throws against disease or poison (your choice), and your scar now throbs painfully in the presence of unnatural creatures, immediately alerting you to their presence. This sixth sense alerts you to the presence of aberrations, oozes, and all creatures with the blighted fey and fungal creature templates within 30 feet (though it doesn’t indicate their exact location). You can always act during the surprise round against such creatures, and you aren’t considered flat-footed against such creatures in the first round of combat.