Chocola
Catfolk bloodrager 2 (Pathfinder RPG Advanced Class Guide 15, Pathfinder RPG Bestiary 3 47)
CG Small humanoid (catfolk)
Init +1;
Senses low-light vision; Perception +6
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Defense
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AC 16, touch 10, flat-footed 16 (+6 armor)
hp 28 (2d10+8)
Fort +6,
Ref +0,
Will -1
Defensive Abilities uncanny dodge
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Offense
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Speed 40 ft. (30 ft. in armor)
Melee mwk bastard sword +7 (1d10+4/19-20)
Special Attacks bloodrage (9 rounds/day), confusing critical
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Statistics
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Str 18,
Dex 10,
Con 16,
Int 10,
Wis 8,
Cha 12
Base Atk +2;
CMB +6;
CMD 16
Feats Exotic Weapon Proficiency (bastard sword)
Traits bloody-minded, ease of faith
Skills Acrobatics +2, Climb +7, Diplomacy +7, Intimidate +7, Perception +6, Spellcraft +5, Stealth -1, Survival +1;
Racial Modifiers +2 Perception, +2 Stealth, +2 Survival
Languages Catfolk, Common
SQ cat's luck, fast movement, sprinter
Other Gear mwk agile breastplate[APG], mwk bastard sword, backpack, belt pouch, flint and steel, ink, inkpen, parchment, trail rations (5), waterskin, 99 gp, 1 sp, 1 cp
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Special Abilities
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Bloodrage (9 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Cat's Luck (1/day) (Ex) Can roll 2d20 for a Reflex save and take better result.
Confusing Critical (DC 14) (Su) When raging, critical hit confuses foe for 1 rd (Will neg).
Dual Identity (Ex) Despite being a single person, a magical child’s dual nature allows her to have two alignments, one for each of her identities. When in an identity, she is treated as having that identity's alignment for all spells, magic items, and abilities that rely on alignment. For the purpose of meeting a qualification for a feat, class, or any ability, she is only eligible if both of her alignments meet the requirements. The two alignments cannot be more than one step from each other on a single alignment axis. If a magical child is the target of an effect that would change her alignment, it changes both of her alignments to the new alignment.
Any attempts to scry or otherwise locate the magical child work only if the she is currently in the identity the creature is attempting to locate (or if the creature knows that the two identities are the same individual). Otherwise, the spell or effect has no effect, revealing nothing but darkness, as if the target were invalid or did not exist.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Gratuitous Garment Transformation Sequence: A magical child can normally transform between her identities in 5 rounds. However, the transformation is quite a spectacle, involving loud sounds or music, brilliant colorful energies, and swift motions.
Mystical Talking Acceptance Letter: A magical child starts play with a magical spirit guide in the form of a familiar, using her class level as her effective wizard level. The spirit guide is always capable of speaking common, even before gaining the Speak with Master ability. In addition, the spirit guide can transform between its normal form and that of a specific inanimate accessory (usually a piece jewelry) as a move action.
Sprinter (Ex) +10 ft to speed when charge, run, or withdraw.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
Sage Familiar
N Tiny animal
Init –2; Senses low-light vision, scent; Perception +1
DEFENSE
AC 12, touch 10, flat-footed 12 (–2 Dex, +2 natural, +2 size)
hp 5 (1d8+1)
Fort +3, Ref +0, Will +1
OFFENSE
Speed 5 ft., climb 5 ft.
Melee 2 claws +1 (1d2–3)
Space 2-1/2 ft.; Reach 0 ft.
STATISTICS
Str 5, Dex 7, Con 12, Int 7, Wis 12, Cha 7
Base Atk +2; CMB –2; CMD 5 (9 vs. trip)
Feats Skill Focus (Stealth)
Skills Climb +10, Diplomacy -1, Intimidate -1, Knowledge(arcana) +0, Knowledge(nature) +0, Stealth +17, Swim +2; Racial Modifiers +4 Climb, +4 Stealth, +4 Swim
Familiar
The master of a sloth familiar gains a +3 bonus on Climb checks.