Weretiger

Drewan's page

107 posts. Alias of Pixie Rogue.


Race

Catfolk

Classes/Levels

Warrior Ninja 1 AC 16/13/13; HP 16/16; 0 non-lethal; Save F2/R5/W0; Init +5; Per +4, Low-light Vision

Gender

Male

About Drewan

Drewan, Male Catfolk Warrior Ninja /Guardian

Warrior Ninja 1/Mythic (Guardian) 1
CG Medium male humanoid (Catfolk)

Background:

The feline strides in and stands in a near-parade-rest stance. He declines any offered seat and keeps his eyes straight ahead. He is covered in soft gray fur with irregular darker stripes. He generally keeps his hands behind him, but when he relaxes, he gestures as he speaks. When he does so, his claws become apparent - and they seem pretty serious.

What do you want to join the army?
"Financial and practical reasons, sir. Financial because I seek to return to the land of my grandfather, but I cannot afford the expense at this time. Practical because I am a warrior by blood and by training, but my combat practice has been limited to sparring. The army seems a good place to find how I really measure up."

Why should we take you? How do we know you aren't going to be a resources suck?
With a slight smile, "I grew up in a small poor village. Everyone had to pitch in for the community's survival. My father and I did a lot of the hunting. I'm not as good as my father, but I can do a fair job of foraging for a small squad. More pertinent to the matter at hand, it's easier to track a man than a deer. I've done both successfully."

What skills do you have?
Holding up a paw and extending the claws, he replies, "As I said, I have been trained to fight. I am difficult to completely disarm." Putting his paw back behind his back, he adds, "I have been trained with a wide range of weapons, both standard and exotic. With my claws, I very proficient in climbing anything with so much as a toehold." As an afterthought, he offers, "In the village, I also took my turn caring for the livestock and other animals. I'd like to think I'm pretty good with horses, in particular."

What is your favorite color? and what is the air speed of a swallow?
"My favorite color depends on the context. In the daylight, I love a good calico fur. That's not one color, though I think it's the orange fur that I like. It's unusual. Yeah, tabby cat orange. In the darkness, I'm a scout by nature - I prefer black."
"As for the speed of a swallow, it's too fast to catch them by speed. You have to entice it to land close to you so you can pounce while they are still. Bait can work, or you can wait near their nest."

Init +5
Senses Perception +4
Speed 30 ft.

DEFENSE

Spoiler:

AC 16, Touch 13, Flat-Footed 13 (+3 Dex, +3 Armor)

CMD 15 (BAB +1, Str +1, Dex +3)

hp 19 (1d10 [warrior rogue 1]+1 [favored]+5 [mythic guardian 1]+3 [toughness]) wounds 0

Save
Fort +2: (+2 [warrior rogue 1]+0 [constitution])
Ref +5: [+2 [warrior rogue 1]+3 [dexterity])
Will +0: [+0 [warrior rogue 1]+0 [wisdom]]

Hard To Kill (Automatically stabilize when below 0 hit points, death occurs at -CON*2 or -22)
Acid Vulnerability (Double damage from acid attacks, unable to benefit from acid resistance or acid immunity effects) [Mythic flaw]

Absorb Blow (see Guardian's Call)

OFFENSE

Spoiler:

Speed 30 ft., climb 20 ft.
Base Atk +1; CMB +2 (BAB +1, Str +1)

Melee Claw (natural) +2 (1d6+1, 20/x2)
Melee Claws (natural) +2/+2 (1d6+1, 20/x2)
Melee MW Claw Blades +3 (1d6+1, 20/x2)
Melee MW Claws Blades +3/+3 (1d6+1, 20/x2)
Melee MW Sword Cane +3 (1d6+1, 20/x2)
Melee War Razor +2 1d4+1, 19-20/x2)

Ranged +1 Shuriken +5 (1d2+2, 19-20/x2) QTY: 50

+1d6 Sneak Attack
Mythic Power uses (Tier + Dex mod): 4; 1 used
+1d6 Mythic Power
Sudden Attack (see Champion Strike)
Poison use

STATS, FEATS & SKILLS

Spoiler:

Statistics STR 12, DEX 16, CON 11, INT 13, WIS 11, CHA 16

Mythic Abilities
Guardian's Call Absorb Blow (Su)
You can expend one use of mythic power as an immediate action whenever you take damage from a single source, such as a dragon’s breath, a spell, or a weapon. You take 10 fewer points of damage from this source per guardian tier you possess. In addition, for every 10 points of damage prevented by this ability, you gain DR 1/epic and 5 points of energy resistance against some energy types (cold, electricity, fire, and sonic) for 1 minute. This DR and resistances stack with DR or resistances you possess from sources other than this ability.
Champion Strike Sudden Attack (Ex)
You can expend one use of mythic power to make a melee attack at your highest attack bonus as a swift action (in addition to any other attacks you might make this round). When making a sudden attack, you roll twice and take the better result, adding your champion tier as an insight bonus on the attack roll. Damage from this attack bypasses damage reduction.
Path Abilities
Ally Defense (Su): You can expend one use of mythic power as an immediate action whenever a melee attack is declared against an adjacent ally. The attacking creature must roll twice on its attack roll and take the worse result. In addition, the target of the attack gains an insight bonus to its AC equal to your tier until the start of its next turn.

Feats Catfolk Exemplar (Sharp Claws) [1st], Dual Path (Champion) [Mythic]

Traits Poverty-Stricken, Reactionary
Poverty-Stricken - You receive a +1 trait bonus to Survival checks and Survival is always a class skill for you.
Reactionary - You receive a +2 trait bonus to initiative checks.

Skills
9 skill points: 1*(8+Int Mod(1)) WARROG + 0 Favored bonus

Class Skills: Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Handle Animal (Cha), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Survival (Wis, trait), Swim (Str), and Use Magic Device (Cha).

Acrobatics +7: [+1 WARROG ranks, +3 Class, +3 Dexterity, 0 ACP]
Appraise +0: [+0 WARROG ranks, +0 Class, +0 Intelligence]
Bluff +7: [+1 WARROG ranks, +3 Class, +3 Charisma]
Climb +12: [+1 WARROG ranks, +3 Class, +0 Strength, +0 ACP, +8 Racial]
Diplomacy +3: [+0 WARROG ranks, +0 Class, +3 Charisma]
Disable Device +7: [+1 WARROG ranks, +3 Class, +3 Dexterity, 0 ACP]
Disguise +3: [+0 WARROG ranks, +0 Class, +3 Charisma]
Escape Artist +3: [+0 WARROG ranks, +0 Class, +3 Dexterity, 0 ACP]
Fly +3: [+0 WARROG ranks, +3 Dexterity, 0 ACP]
Handle Animal +7: [+1 WARROG ranks, +3 Class, +3 Charisma]
Intimidate +3: [+0 WARROG ranks, +0 Class, +3 Charisma]
Knowledge (Dungeon) --: [+0 WARROG ranks, +0 Class, +1 Intelligence, trained only]
Knowledge (Local) --: [+0 WARROG ranks, +0 Class, +1 Intelligence, trained only]
Linguistics --: [+0 WARROG ranks, +0 Class, +1 Intelligence]
Perception +4: [+1 WARROG ranks, +3 Class, +0 Wisdom]
Perform +3: [+0 WARROG ranks, +0 Class, +3 Charisma]
Profession (hunter) +0: [+0 WARROG ranks, +0 Class, +0 Wisdom]
Ride +3: [+0 WARROG ranks, +0 Class, +3 Dexterity, 0 ACP]
Sense Motive +1: [+1 WARROG ranks, +3 Class, +0 Wisdom]
Sleight of Hand +3: [+0 WARROG ranks, +0 Class, +3 Dexterity, +0 ACP]
Stealth +7: [+1 WARROG ranks, +3 Class, +3 Dexterity, +0 ACP]
Survival +5: [+1 WARROG ranks, +3 Class, +0 Wisdom, +1 Trait]
Swim +0: [+0 WARROG ranks, +0 Class, +0 Strength, 0 ACP]
Use Magic Device +3: [+0 WARROG ranks, +0 Class, +3 Charisma, trained only]

Languages Common, Catfolk, Elven
Deity

Racial Traits:

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, Gnoll, Gnome, Goblin, Halfling, Orc, and Sylvan.
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.
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.
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.

Gear:

MW Studded Leather Armor (+3 AC, +5 Max DEX, ACP 0)
MW Sword Cane (+1 to hit, Damage: 1d6, x2)
MW Handcrossbow and 10 bolts (+1 to hit, -4 non-proficient, Damage: 1d4, 19-20/x2)
The same Adventurer kits that others have, you will have to dig up that mess of stuff but it include a bedroll and MW Backpack
1 Liquid Ice (1d6 cold damage)
War Razor (Damage: 1d4, 19-20/×2)
Shaving Kit
MW backpack
bell
winter blanket
10 candles
map case
5 pieces of chalk
fishhook and line
flint and steel
iron pot
8 days Rations
silk rope (50 ft., 5 lbs.) (2 of these)
5 sacks (2.5 lbs.)
sewing needle & thread
signal whistle
soap (1 lb.)
5 torches (5 lbs.)
2 waterskins (8 lbs. full)
whetstone (1 lbs.)
MW Claw Blades
5 doses Drow Sleep poison
1 dose scorpion poison
Thieves' Tools