Catfolk

Champawat's page

253 posts. Alias of Nickadeamous.


Classes/Levels

Inactive

About Champawat

Appearence:

Champawat is a female Catfolk that stands about 5'6" and weighs around 130 pounds. She has sky blue eyes with grey fur and black stripes. She is 25 years old and has lived with Goodwin for close to 12 years as far as she can tell. She constantly refers to him as master as a term of endearment and respect as she is the pupil and he is the master. She loves to learn and has made an excellent student due to her natural inquisitive nature and her perseverance and patience.

Personality:

Champawat is a hunter through and through. The stalking, the hunting, the chase, it was all so exhilarating. No prey could escape her. She was a mobile warrior, prizing speed and mobility above all else. She is the huntress. She is patient and intelligent often contemplating numerous strategies before enacting one. She reacts fast when she needs to, when the time is right, but has no qualms about waiting for the right moment.

Build Triple Gestalt
Class 1 (Cad) Fighter 4
Class 2 (Scout/Thug/Underground Chemist) Rogue 4
Class 3 Investigator 4
Class Cheesedip 1 (Greenrager/Primalist) Bloodrager 1
Favored Class Rogue
Alignment Lawful Neutral
Race Catfolk
Theme Furry Flurry of Fury
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Statistics
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Size Medium Reach: 5 ft.; 10 ft. with fauchard
Speed 40 feet +10 feet when charging or withdrawing Climb 20 feet
Initiative +7 (5 dex, 2 trait)
Senses Darkvision 120 ft.; Scent; Perception +10, Sense Motive +10
Languages Catfolk, Common, Elven, Giant, Goblin, Undercommon
Str 18 (+4), Dex 20 (+5), Con 13 (+1), Int 18 (+4), Wis 16 (+3), Cha 14 (+2)
Hero Points 2/2
Inspiration 4/6
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Defense
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Armor Class 19, Touch 16, Flat-footed 13
(+5 Dex, +3 Armor, +1 Dodge) {Combat Expertise -1 hit/+2 AC}
CMD 24, (10 base, 4 bab, 4 str, 5 dex, 1 dodge) Flat-footed CMD 18
[+3 CMD to resist dirty tricks]
[+2 CMD to resist bull rush, grapple, overrun, reposition, and trip maneuvers]
[+1 CMD to resist disarm, and steal maneuvers]
HP 50 (4d10 fighter, 4 con, 4 toughness, 2 favored class)
Hit Dice 4d10
Saving Throws
[+5] Fort (+2 vs. Poison) (4 fighter, 1 con)
[+9] Ref (4 rogue, 5 dex)
[+7] Will (4 investigator, 3 wis)
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Offense
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Melee 2 claws +8 (1d6+4/x2) or
Melee +1 fauchard +10 (1d10+7/18+) or
Melee PA +1 fauchard +8 (1d10+13/18+)
Ranged
Options Sneak attack 2d6; chemical weapons, frightening
Tactics +3 to trip with fauchard; +2 to dirty tricks (feat)
BAB +4
CMB +8 (4 bab, 4 str)
[+3 CMB to dirty trick maneuvers]
[+2 CMB to trip maneuvers]
[+1 CMB to disarm and steal maneuvers]
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Feats Simple Weapon Proficiency [Fighter 1], Martial Weapon Proficiency [Fighter 1], Light Armor Proficiency [Fighter 1], Shield Proficiency [Fighter 1], Toughness [Bonus 1st (free)], Catfolk Exemplar [Bonus 1st (1)], Aspect of the Beast (Claws) [Bonus 1st (2)], Dodge [Bonus 1st (3)], Combat Expertise [Bonus 1st (4)], Feline Grace [Bonus 1st (5)], Power Attack [Fighter 1], Additional Traits [Bonus 2], Improved Dirty Trick [Fighter 2], Catch Off-Guard [Fighter 3], Nimble Striker [Bonus 3], Extra Rage [Bonus 4], Mobility [Fighter 4]
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Trained Skills
Skill Points: 54 (32 class, 16 int, 2 favored class, 4 campaign)
[+12] Acrobatics (4 ranks, 3 class, 5 dex)
[+9] Bluff (2 ranks, 3 class, 2 cha, 2 racial)
[+16] Climb (1 rank, 3 class, 4 str, 8 speed)
[+10] Craft (alchemy) (2 ranks, 3 class, 5 int)
[+10] Diplomacy (3 ranks, 3 class, 2 cha, 2 racial)
[+12] Disable Device (4 ranks, 3 class, 5 dex)
[+12] Escape Artist (4 ranks, 3 class, 5 dex)
[+7] Heal (1 rank, 3 class, 3 wis)
[+8] Intimidate (3 ranks, 3 class, 2 cha)
[+8*] Knowledge (arcana) (1 rank, 3 class, 4 int}
[+8*] Knowledge (geography) (1 rank, 3 class, 4 int)
[+10*] Knowledge (history) (1 rank, 3 class, 4 int, 2 racial)
[+10*] Knowledge (local) (1 rank, 3 class, 4 int, 2 racial)
[+8*] Knowledge (nature) (1 rank, 3 class, 4 int)
[+9*] Linguistics (2 ranks, 3 class, 4 int)
[+12] Perception (4 ranks, 3 class, 3 wis, 2 racial)
[+7] Profession (sailor) (1 rank, 3 class, 3 wis)
[+10] Sense Motive (2 ranks, 3 class, 3 wis, 2 racial)
[+10] Sleight of Hand (2 ranks, 3 class, 5 dex)
[+10*] Spellcraft (3 ranks, 3 class, 4 int)
[+14] Stealth (4 ranks, 3 class, 5 dex, 2 racial)
[+10] Survival (2 ranks, 3 class, 3 wis, 2 racial)
[+8] Swim (1 rank, 3 class, 4 str)
[+9] Use Magic Device (4 ranks, 3 class, 2 cha)
[* = +1d6; ACP = 0]
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Untrained Skills
[+4] Appraise (4 int)
[+2] Disguise (2 cha)
[+5] Fly (5 dex)
[+2] Perform (2 cha)
[+5] Ride (5 dex)
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Traits Paragon of Speed (Regional), Bestial Wrath (Religion), Threatening Defender (Combat), Fate's Favored (Faith), Chawful (Campaign)
Bloodline Celestial
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Extracts
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[Caster Level 4]
2nd (2/day) - cure moderate wounds, cure moderate wounds
1st (4/day) - comprehend languages, detect secret doors, shield, shield
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Formula Book [10/100]
2nd - cure moderate wounds
1st - bomber's eye, comprehend languages, crafter's fortune, cure light wounds, detect secret doors, expeditious retreat, shield, touch of the sea
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Special Abilities
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Alchemy - When using Craft (alchemy) to create alchemical items, an investigator adds half her class level as a competence bonus on the check. She can also identify potions as if using detect magic by using Craft (alchemy) instead. {Source: Investigator 1}

Angelic Attacks (Su) - Your melee attacks count as good aligned for the purposes of overcoming damage reduction. When you deal damage with a melee weapon to an evil outsider, you deal an additional 1d6 points of damage. This additional stacks with effects such as align weapon and the holy special weapon property. {Source: Bloodrager 1}

Bloodrage (Ex) - For 11 rounds per day, gain +4 Str and +4 Con morale bonuses, +2 Will morale, and -2 AC. Ending bloodrage is a free action that leaves her fatigued for twice as long as she raged. {Source: Bloodrager 1}

Brutal Beating (Ex) - At 3rd level, whenever a thug deals sneak attack, she can choose to forgo 1d6 points of sneak attack damage to make the target sickened for a number of rounds equal to 1/2 her rogue level (2). This ability does not stack with itself-only the most recent duration applies. (Source: Rogue 3 (Thug) / Replaces Trap Sense}

Catch Off-Guard - At 3rd level, the cad fighter gains the Catch Off-Guard feat. {Source: Fighter 3 (Cad) / Replaces armor training 1}

Chemical Weapons (Ex) - At 2nd level, an underground chemist is able to retrieve an alchemical item as if drawing a weapon. She adds her Intelligence modifier to damage dealt with splash weapons, including any splash damage. She adds 1/2 her level to Craft (alchemy) checks. {Source: Rogue 2 (Underground Chemist) / Replaces evasion}

Fast Movement (Ex) - A barbarian's land speed is +10 feet faster. This benefit only applies when she is wearing medium armor or less, and not carrying a heavy load. {Source: Bloodrager 1}

Frightening (Ex) - Whenever a thug successfully uses Intimidate to demoralize a creature, the duration of the shaken condition is increased by 1 round. In addition, if the target is shaken for 4 or more rounds, the thug can instead decide to make the target frightened for 1 round. {Source: Rogue 1 (Thug) / Replaces trapfinding}

Infusion - An infused extract can be imbibed by a non-alchemist to gain its effects.{Source: Investigator 3}

Inspiration (Ex) - An investigator gains an Inspiration pool equal to 1/2 her Investigator level + her Intelligence Modifier. As a free action, she can spend one point to add 1d6 to the result of skill check. She can spend two points to add 1d6 to an attack roll as a free action, or a saving throw as a swift action. She can add 1d6 to any Knowledge, Linguistics or Spellcraft check without expending any inspiration provided she's trained in the skill. {Source: Investigator 1)

Keen Recollection - At 3rd level, an investigator can attempt all Knowledge skill checks untrained. {Source: Investigator 3}

Poison Lore (Ex) - An investigator has a deep understanding and appreciation for poisons. At 2nd level, she cannot accidentally poison herself when applying poison to a weapon. If the investigator spends 1 minute physically examining the poison, she can attempt a Knowledge (nature) check to identify any natural poison or Knowledge (arcana) check to identify any magical poison (DC = the poison's saving throw DC). Lastly, once a poison is identified, she can spend 1 minute and attempt a Craft (alchemy) check (DC = the poison's saving throw DC) to neutralize 1 dose of the poison. Success renders the dose harmless. The investigator has no chance of accidentally poisoning herself when examining or attempting to neutralize a poison. {Source: Investigator 2}

Poison Resistance {Ex} - At 2nd level, an investigator gains a +2 bonus on all saving throws against poison. This bonus increases to +4 at 5th level, and to +6 at 8th level. At 11th level, the investigator becomes completely immune to poison. {Source: Investigator 2}

Precise Splash Weapons (Ex) - At 4th level, an underground chemist can deal sneak attack damage with splash weapons. The attack must be her first attack that round, qualify for dealing sneak attack damage, and be directed at a creature rather than a square. {Source: Rogue (Underground Chemist) / Replaces 4th level Rogue Talent}

Scout's Charge - At 4th level, whenever a scout makes a charge, her attack deals sneak attack damage as if the target were flat-footed. Foes with uncanny dodge are immune to this ability. {Source: Rogue 3 (Scout) / Replaces uncanny dodge}

Sneak Attack - Attacks deal an extra 2d6 points of precision damage when her opponent is denied its Dexterity bonus to Armor Class or when her opponent is flanked. Sneak Attack can apply to ranged attacks when the target is within 30 ft. {Source: Rogue 1}

Sneaky Maneuver - Anytime a rogue with this talent could hit an opponent with a melee sneak attack on her turn, she may take a –2 penalty on her attack roll and attempt a dirty trick, disarm, steal, sunder, or trip combat maneuver instead of dealing sneak attack damage. If the attack succeeds, the rogue deals weapon damage as normal and then attempts a combat maneuver check as a swift action (the –2 penalty only applies to the initial attack roll, not the combat maneuver check). This combat maneuver still provokes attacks of opportunity unless the rogue has a feat or ability that allows her to perform it without provoking attacks of opportunity. {Source: Rogue Talent 2}

Studied Combat (Ex) - At 4th level, an investigator can use a move action to study a single enemy that she can see. She adds 1/2 her investigator level as an insight bonus on melee attack rolls and as a bonus on damage rolls against the creature. This effect lasts for a number of rounds equal to his Intelligence modifier or until he deals damage with a studied strike. The bonus on damage rolls is precision damage and is not multiplied on a critical hit. An investigator can only have one target of studied combat at a time and once a creature has become the target of studied combat he cannot become the target of the same investigator's studied target for 24 hours unless the investigator uses inspiration. {Source: Investigator 4}

Studied Strike (Ex) - At 4th level, an investigator can, as a free action, make a strike against a target of his studied combat, doing additional precision damage equal to 1d6. {Source: Investigator 4}

Swift Alchemy (Ex) - At 4th level, an investigator can craft alchemical items in half the normal time. She can also apply poison as a move action. {Source: Alchemist 4}

Trapfinding - An investigator adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device checks (minimum 1). An investigator can use Disable Device to disarm magical traps. {Source: Investigator 1}

Trap Sense (Ex) - At 3rd level, an investigator gains an intuitive sense that alerts him to danger from traps, granting him a +1 bonus on Reflex saving throws to avoid traps and a +1 dodge bonus to AC against attacks by traps. At 6th level and every 3 levels thereafter, these bonuses increase by 1(to a maximum of +6 at 8th level). {Source: Investigator 3}
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Equipment mw fauchard (10 lbs), formula book (3 lbs), belt pouch (.5 lbs), trail rations x8 (8 lbs), waterskin (4 lbs), small tent (20 lbs), alchemy crafting kit (5 lbs), mw backpack (4 lbs), studded leather armor (20 lbs), mw thieves tools (1 lbs), 50 feet of silk rope (5 lbs), grappling hook (4 lbs), mess kit (1 lbs), scrivener's kit (1 lbs), explorer's outfit (8 lbs), scroll cases x2 (1 lbs), dagger (1 lbs), cold weather outfit (7 lbs), journal (1 lbs), bandolier (0 lbs), compass (.5 lbs)
Encumbrance 104 lbs.
[Light Load: 0 - 112] [Medium Load: 117 - 233] [Heavy Load: 234 - 350]
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Stat Notes:

[18] Str (17 base +1 bonus)
[20] Dex (17 base +1 bonus +2 race)
[13] Con (11 base +1 bonus){+1 at 3rd level}
[18] Int (14 base +4 bonus)
[16] Wis (14 base +2 bonus -2 race +2 advanced RP)
[14] Cha (11 base +1 bonus +2 race)
[Total = 17 + 17 + 14 + 14 + 11 + 11 + 10 = 94]

Race Notes:

Catfolk Cost: 9 RP
Starting Race Powers: 0 RP
--Stats: +2 Dex, +2 Cha, -2 Wis
--Cat's Luck
--Natural Hunter
--Sprinter
--Scent (traded low-light vision)
Purchased Race Powers 14 RP
--Cat's Claws (2 RP)
--Clever Cat (6 RP)
--Climber (2 RP)
--Curiousity (4 RP)
Additional Race Purchases: 7 RP
--Advanced Wisdom (4 RP)
--Darkvision 120 ft. (3 RP)

Tactics:

Champawat should charge as soon as she can and as often as she can. She doesn't suffer the AC penalty from charging thanks to the Nimble Striker feat. Scout's Charge lets her deal sneak attack damage (2d6), or reduce it to 1d6 and add the sickened condition for 2 rounds, assuming the target doesn't have uncanny dodge. With no AC penalty, and Mobility, it should be worth it to charge from one foe to another and risk the attack of opportunity. She can also forgo all sneak attack damage to deal regular damage and a dirty trick or trip attempt, but the attack (not the CMD check) suffers a -2 penalty.

If not charging, she should make either 2 claw attacks, or cleave with the fauchard at reach.

Once she has the dirty tricks, she'll do that before doing damage. She likes to go for the eyes. Ideally, some day she'll be able to pounce with her claws leaving her opponent blinded, entangled, and shaken. Hopefully she can five foot step back and then use the fauchard. Cad is taken to improve upon dirty tricks. Scout is taken to add sneak attack damage to charge attacks. Thug is taken to demoralize opponents.

Level 3 (thug rogue) - give up 1d6 of sneak attack to make target sickened for rounds equal to 1/2 rogue levels.
Level 6 (cornugon smash feat) - make intimidate check as free action when dealing damage using power attack.
Level 7 (cad fighter) - attempt dirty trick maneuver as an immediate action against flat-footed opponents as part of the attack.
Level 13 (cad fighter) - attempt a dirty trick maneuver against two adjacent opponents as a standard action.
Level 15 (cad fighter) - attempt a dirty trick maneuver against an opponent as an immediate action when confirming a critical as part of the attack.
Level 17 (cad fighter) - attempt a dirty trick maneuver against 2 + dex modifier in enemies as a full-round action.

Fauchard:

Item name:
Description:
Category:
Slot: weapon
Feats Granted (and level):
1st - Exotic Weapon Proficiency (fauchard)
2nd - Improved Trip
3rd - Weapon Focus (fauchard) [bonus]
4th - Cleave
Magic Creation Pool (spent/total): 6,000
-2,000 for +1 enhancement
Show break down of all powers purchased and the cost for those powers.
Flexible Power Pool (spent/total):
Show break down of all powers purchased and the cost for those powers.
1d10 / 18-20 [reach, trip]

Advancement Notes:

No multiclassing or prestige classes.
Straight cad fighter for dirty tricks tactics, fortitude saves, hit dice, and bonus feats. Straight rogue for sneak attack, rogue talents, reflex saves, and skill points.
Investigator for utility abilities, Will saves, extracts, and crafting.
Cheese dip 1 in barbarian (need Chawful Background Trait to ignore Lawful alignment).
..Barbarian gives fast movement, rage, rage traits, uncanny dodge, improved uncanny dodge
Cheese dip 2 for monk and Wisdom to armor class, gain evasion back, and a few more bonus feats, but with her high dex, she won't be wearing armor for long, so adding wisdom to AC will help offset lack of armor, and she can wear bracers of armor or use mage armor.

Cornugon Smash (6th)
Twin Mind...
..Warpriest 2 for ferver
..Kensai Magus 5 for Int to AC

Rogue Talents
..Bleeding Attack
..Bomber
..Sneaky Maneuver
..Strong Impression
..Swift Poison
..Trap Spotter
..Vicious Claws

Investigator Talents
..Expanded Inspiration
..Underworld Inspiration
..Infusion

Leveling Notes:

Level 2 Fighter (Cad)
..Base Attack Bonus +1
..Fortitude Save +1
..Bonus Feat (Improved Dirty Trick)
..Dirty Maneuvers (Ex) - At 2nd level, a cad becomes skilled at deceiving and discomfiting his opponents. The cad gains a +1 bonus on disarm, dirty trick, and steal combat maneuver checks. The cad also gains a +1 bonus to CMD when attacked with the disarm, dirty trick, and steal combat maneuvers. These bonuses increase by 1 for every four levels after 2nd (to a maximum of +5 at 18th level). This replaces bravery.

Level 2 Investigator
..Reflex save +1
..Will save +1
..Learn 1 new extract (...)
..Gain 1 additional 1st level extract slot.
..Poison Lore (Ex) - Can no longer accidentally poison herself when applying a poison to a weapon. If she spends 1 minute physically examining the poison, she can attempt a Knowledge (nature) check to identify any natural poison or Knowledge (arcana) to identify any magical poison (DC = the poison's saving throw DC). Lastly, once identified, she can spend 1 minute and attempt a Craft (alchemy) check (DC = the poison's saving throw DC) to neutralize 1 dose of the poison. Success renders the dose harmless. She has no chance of accidentally poisoning herself when examining or attempting to neutralize a poison.
..Poison Resistance (Ex) - At 2nd level, an investigator gains a +2 bonus on all saving throws against poison. This bonus increases to +4 at 5th level, and to +6 at 8th level. At 11th level, the investigator becomes completely immune to poison.

Level 2 Rogue {Underground Chemist)
..Acrobatics 1 rank
..Craft (alchemy) 1 rank
..Disable Device 1 rank
..Escape Artist 1 rank
..Knowledge (arcana) 1 rank
..Knowledge (geography) 1 rank
..Knowledge (nature) 1 rank
..Perception 1 rank
..Sense Motive 1 rank
..Sleight of Hand 1 rank
..Stealth 1 rank
..Survival 1 rank
..Swim 1 rank
..Use Magic Device 1 rank
..Chemical Weapons (Ex) - At 2nd level, an underground chemist is able to retrieve an alchemical item as if drawing a weapon. She adds her Intelligence modifier to damage dealt with splash weapons, including any splash damage. She adds 1/2 her level to Craft (alchemy) checks. This ability replaces evasion.
..Sneaky Maneuver* (Ex) - Anytime a rogue with this talent could his an opponent with a melee sneak attack on her turn, she may take a -2 penalty on her attack roll and attempt a dirty trick, disarm steal, sunder, or trip combat maneuver instead of dealing sneak attack damage. If the attack succeeds, the rogue deals weapon damage as normal and then attempts a combat maneuver check as a swift action (the -2 penalty only applies to the initial attack roll, not the combat maneuver check). This combat maneuver still provokes attacks of opportunity unless the rogue has a feat or ability that allows her to perform it without provoking attacks of opportunity.