AC 17 (10 Base, +3 Dex, +4 armor)
Touch 13 (10 Base, +3 Dex)
Flat Footed 14 (10 Base, +4 armor)
HP 10 Currently: 10 (1d10, +0 Con)
Fort +2 Ref +3 Will -2
CMD 17 (10 Base, BAB +1, Str +3, Dex +3) [note: +2 vs sleep, paralysis, and stunning effects]
==OFFENSE==:
Speed 30 ft. (30 ft. base) [note: ignore difficult terrain when you charge, run, or withdraw, and charge through squares that contain allies]
Melee 2 claws +4 (1d4+3, 20/x2) or 1 claw +4 (1d4+3, 20/x2)
Ranged +3 Light Crossbow (1d8, 19-20/x2)
BAB +1
CMB: +4 (+1 BAB, +3 Str)
==STATISTICS==:
Str 16 (+2) [10 pts]
Dex 16 (+4) [5 pts, +2 racial]
Con 10 (+0) [0 pts]
Int 14 (+2) [5 pts]
Wis 6 (-2) [-2 pts, -2 racial]
Cha 14 (+2) [2 pts, +2 racial]
Traits
Acrobat [social] - You gain a +1 bonus on Acrobatics checks, and you take only a –2 penalty instead of the normal – 5 penalty when using the Climb skill to attempt an accelerated climb.
Armor Expert [combat] - When you wear armor of any sort, reduce that suit's armor check penalty by 1, to a minimum check penalty of 0.
*Lesser Noble [regional] - You gain a +1 trait bonus on Diplomacy and Knowledge (nobility) checks. In addition, your starting money is increased by 100 gp. (The increased starting money, in this case, is not due to a gift or inheritance, but rather represents the money that she stole from her master)
Drawback
Doubt - Whenever you fail a skill or ability check, you take a -4 penalty on that type of skill or ability check for the next hour.
Race
Ability Score Racial Traits: Catfolk are sociable and agile, but often lack common sense. They gain +2 Dexterity, +2 Charisma, –2 Wisdom.
Type: Catfolk are humanoids with the catfolk subtype.
Size: Catfolk are Medium creatures and have no bonuses or penalties due to their size.
Base Speed: Catfolk have a base speed of 30 feet.
Languages: Catfolk begin play speaking Common and Catfolk. catfolk with high Intelligence scores can choose from the following languages: *Elven, *Goblin
Cat's Claws: Some catfolk have stronger and more developed claws than other members of their race, and can use them to make attacks. catfolk with this racial trait have a pair of claws they can use as natural weapons. These claws are primary attacks that deal 1d4 points of damage. This racial trait replaces natural hunter.
Cat's Luck (Ex) Once per day when a catfolk makes a Reflex saving throw, he can roll the saving throw twice and take the better result. He must decide to use this ability before the saving throw is attempted.
Climber: Catfolk hunters excel at hunting prey from trees and other high vantage points. Catfolk with this racial trait possess a climb speed of 20 feet (along with the +8 racial bonus on Climb checks a climb speed affords). This racial trait replaces sprinter.
Low-Light Vision: catfolk have low-light vision allowing them to see twice as far as humans in dim light.
Delara Shadowpaw is Isgeri, born and raised. Indeed, she grew up in Elidir, in the holdings of Steward Hedvend VI himself. She was a slave. Her parents were slaves, and their parents were slaves, traded across Cheliax for entertainment and novelty. Delaras parents told her and her two siblings that they were really quite lucky to be with Hedvend, who had not yet seen fit to sell any of them.
Delara had few friends growing up, but she did befriend Elliot, a boy who was slated to be a soldier in the stewards barracks. They grew up together, teaching each other the things they learned in their lessons (he how to fight, and she how to perform acrobatic tricks). Over the years Delara developed a crush on the young man, and when she was seventeen she resolved to tell him how she felt. But when she came to the barracks to confront him, she found him kissing another girl: her younger sister, Silvia.
Furious and hurt, Delara devised a plan to ruin Silvia's time with Elliot. She stole several doses of pesh from another soldier, and gave it to Silvia (who was too naive to know anything about the drug) that, if she ate it before her next meeting with Elliot, it would serve as an aphrodisiac and make Elliot more attracted to her than ever.
The plan backfired terribly. Elliot recognized the symptoms of pesh, and when Silvia told him that she had taken it on her sister's word he cut Delara out of his life completely. To make matters worse, Silvia became immediately addicted to pesh, and over the next two years Delara watched as her sister sunk to debt and thievery to pursue her addiction.
When Silvia tried to pay a soldier with gems stolen from Hedvend's own chambers, she was turned in. Desperate to save her sister, Delara broke into the stewards chambers himself and stole a purse of gold, then came to Silvia's guards and claimed that she had stolen the jewels, showing the stolen purse as proof. To her horror, the steward ordered Silvia killed anyway before setting his soldiers on Delara. She escaped, stolen purse still in hand, and managed to make her way south to Logas.
She stopped here and, unsure where to go next, has been staying at the Drunken Silkworm, drinking her way through the stolen gold after buying some basic gear. In her depression, she was almost ready to go home and turn herself in when the half-elf woman walked in with her proclamation. The idea of regrowth sparked something in her, a hope for redemption and purpose. She would certainly be caught, sooner or later, but perhaps with this venture she could make some atonement first.
And if she failed, she would probably be dead anyway.
Delara is a charcoal catfolk with brilliant gold eyes and tufts of white hair at the tips of her ears. Her coat is sleek and well-groomed, and she wears plain trousers and a homespun brown shirt underneath her secondhand studded leather armor and kilt. She sits alone, brooding, and brushes off everyone who approaches her but the barkeep. She doesn't appear to have any weapons on her person, but the toned musculature of her arms suggests that she isn't as delicate as she might first appear.