About Catrina the Slystats:
HP: 19/19 _ AC: 17 _ T: 13 _ FF: 14, Perception +4, Sense Motive +11, Initiative: +2, F: +1 _ R: +5 _ W: +2 _ CMB: +1, CMD: 14, Speed: 30 ft. Catrina, Catfolk female
CN Medium humanoid
Offense
Statistics
Base Atk +1; CMB +1; CMD 14
Skills Bluff +8, Diplomacy +11, Disguise +10, Intimidate +8, Knowledge (local) +7, Perception +4, Perform (act) +8, Perform (oratory) +11, Sense Motive +11, Sleight of Hand +7, Stealth +6 Languages Common, Elven SQ bardic knowledge +1, versatile performance (oratory) Gear masterwork studded leather, buckler, rapier, shortbow with 20 arrows, whip, disguise kit, light horse (combat trained) with riding saddle Boon A storyteller can pass along a small bit of lore or gossip that grants a +2 circumstance bonus on a PC’s next Knowledge (history or local) check. A storyteller is a traveling raconteur, a collector and performer of tall tales, epic poems, and ancient history. They move from town to town reciting their repertoire and picking up new bits of lore and gossip to pass on at the next town. Taverns and inns frequently contain a storyteller entertaining patrons, but storytellers can also be found performing on the street or in market squares. A storyteller could be used as a town crier or herald, or as a revolutionary or rabble-rouser working to stir up public opinion. A storyteller can be found working for a barkeep (CR 4) or traveling with an out-of-work caravan guard (CR 3). ---- So, I'd like for there to be a Lovely young lass named Catrina, A Catfolk female. She grew up with her mother as the Inn Keeper and her father a shepard for a small village. Alas she fell into a bad crowd and while she learned the trades of her family and a love of animals she became a bit of a bandit. So, if possible (I'm not sure if they're allowed to have character classes over NPCs) then I'd like her to have her first level Rogue (Cutpurse) and the rest Bard (Animal Speaker). She is 19, A calico with more reddish and brown to her coat than white. She had turned over her Bandit ways all to late and was captured by her former allies. She is friendly enough, but has an eye for baubles and shinies (She may attempt to sneak off with some minor coin if she finds a weak enough mark.) For the most part she's a tease and enjoys a good joke but otherwise knows when to be serious and has a hard work ethic. If there is an animal, she will likely be absently petting it while she talks to people. She attempts to be a happier and nicer person since her capture and aims to prove her worth so that no one will mistake her for being a former bandit. Skills (The list is long because she has mostly a rank in various skills) Bluff 1, Diplomacy Max, Handle Animal Max, Know (Arcana, Geography, Local, Nature, Nobles, Planes, Religion) 1, Perception 1, Perform Strings Max, Profession (Baker, Brewer) 1, Profession Shepherd Max, Sleight of Hand 1, Stealth 1, Survival Max Provided she's a Level 3 person...that would be all her skills if she has Skill Points as her Favored Class Bard and a Intelligence of 14. Bard ~ Animal Speaker:
An animal speaker focuses not on the ears and minds of humans, but on the creatures of the wild and those in the underbellies of cities. Animal Friend: An animal speaker selects a particular kind of animal, badger. The bard gains a +4 bonus on Handle Animal checks to influence animals of his chosen kind. Animals of this kind have a starting attitude of at least “indifferent” toward the bard and never attack him unless he attacks them first. Animal companions and magically controlled animals of the bard's chosen kind can be directed to attack the bard if the controlling creature wins an opposed Charisma check against the bard (this check can be made once per round until it succeeds, after which no further checks are needed). Supernatural versions of animals (such as animals with the fiendish template) can attempt an opposed Charisma check against the bard with a +4 bonus on its roll to overcome this hesitation. This ability has no effect on creatures other than animals. This ability replaces fascinate. Nature’s Speaker: At 5th, 11th, and 17th level, the animal speaker selects another kind of animal friend. The bard can use speak with animals at will on animals of his selected kinds. This ability replaces well-versed. Bardic Performance: An animal speaker gains the following types of bardic performance. Soothing Performance: At 3rd level, an animal speaker can use bardic performance to influence animals. This works like the druid ability wild empathy, except he expends 1 round of bardic performance and makes a Perform check. If the bard already has wild empathy from another class, he adds the class levels that provide wild empathy to the result of his Perform check to influence an animal. This ability replaces inspire competence. Attract Rats: At 6th level, the animal speaker can use bardic performance to summon 1d3 rat swarms; they remain as long as he continues performing. At 11th level, he summons 2d3 swarms instead of 1d3 and the swarms have the advanced creature simple template. At 17th level, the number of swarms he summons increases to 3d3. This ability replaces suggestion. Summon Nature’s Ally: At 1st level, the animal speaker adds summon nature’s ally I to his bard spell list and bard spells known as a 1st-level spell. At 4th level (when he gains access to 2nd-level spells) he adds summon nature’s ally II to his spell list and spells known as a 2nd-level spell, and so on every 3 levels thereafter, until 16th level when he adds summon nature’s ally VI to his 6th-level spell list and spells known. This replaces mass suggestion Rogue ~ Cutpurse:
Everyone who lives in the city understands that a wealthy man stays wealthy by guarding his purse while wandering the streets and markets. Cutpurses are often trained by guilds to collect the guild’s tax from local businesses on a daily basis, whether through intimidation or pickpocketing. Some find themselves taking up the mantle of adventurer, and their talents are generally appreciated in this role, but the cutpurse is still the first person her companions look to when an item goes missing. Measure the Mark (Ex): When a cutpurse makes a Sleight of Hand check to take something from a creature, the target makes its Perception check before the rogue makes her Sleight of Hand check, and the rogue knows the Perception check result. She can decide whether or not to make the check based on the results of the target’s Perception check. If the rogue elects not to make the check, she can make a Bluff check, opposed by the target’s Sense Motive, to prevent the target from noticing the attempt. This ability replaces trapfinding. Stab and Grab (Ex): At 3rd level, as a full-round action, a cutpurse can make an attack and also make a Sleight of Hand check to steal something from the target of the attack. If the attack deals sneak attack damage, the rogue can use Sleight of Hand to take an item from the creature during combat; otherwise this ability can only be used in a surprise round before the target has acted. If the attack is successful, the target takes a –5 penalty on the Perception check to notice the theft. This ability replaces trap sense. Rogue Talents: The following rogue talents complement the cutpurse archetype: combat swipe, fast fingers, fast getaway, hard to fool, minor magic*, slow reactions*, and surprise attack*. Advanced Talents: The following advanced rogue talents complement the cutpurse archetype: crippling strike*, fast tumble, and skill mastery*. |