Nar'shinddah Sugimar

Drewan Shadowson's page

140 posts. Alias of Pedwiddle.


Full Name

Drewan Shadowson

Race

Catfolk

Classes/Levels

Ranger (Skirmisher/Urban Ranger) 4/Rogue (Roof Runner) 2 [ HP 51/66 | AC 19/15/15 | Fort +6, Ref +11, Will +2 | Init +4 (+6 in Coran) | Perception +12 (+2 in Coran, +2 vs. Humans, +1 vs. Traps) ]

Gender

Male

Size

M

Age

21

Alignment

CG

Languages

Common, Aklo, Catfolk, Sylvan

Strength 16
Dexterity 16
Constitution 12
Intelligence 12
Wisdom 12
Charisma 12

About Drewan Shadowson

Crunch:

COMBAT
HP: 66
Init: +4 (+6 in Coran)
AC: 19 (Touch: 15, Flat-footed: 15) (+3 Dex, +4 Armor, +1 Deflection, +1 Dodge)
Fort: +6, Ref: +11, Will: +2
BAB: +5
CMB: +8 (+5 BAB + 3 Str)
CMD: 21 (10 + 5 BAB + 3 Str + 3 Dex)

ATTACKS
Melee (Power Attack: -2 to hit/+6 damage)
Greatsword +1 (+9 (+11 vs. Humans) to hit, 2d6+4 (+6 vs. Humans) damage (S), 19-20/x2 crit)

Ranged (Deadly Aim: -2 to hit/+4 damage)
Longbow, Masterwork Composite (+3 Str) (+9 (+11 vs. Humans) to hit, 1d8+3 (+5 vs. Humans) damage (P), 110' range, x3 crit)

Racial and Class Features:

RACIAL FEATURES
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).
Low-Light Vision: In dim light, catfolk can see twice as far as humans.
Natural Hunter: Catfolk receive a +2 racial bonus on Perception, Stealth, and Survival checks.

CLASS FEATURES
Evasion (Ex): At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Favored Community - Coran +2 (Ex): An urban ranger gains a +2 bonus on initiative checks and Knowledge (local), Perception, Stealth, and Survival skill checks while in his favored community. An urban ranger traveling through his favored community leaves no trail and cannot be tracked (although he may leave a trail if he so desires). For the purposes of this ability, a community is any settlement consisting of 100 or more individuals. The community may be larger than this minimum. Outlying farms, fields, and houses are not considered part of a community.
Favored Enemy - Humanoid (Human) +2 (Ex): A ranger gains a bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.
Hunter's Bond: This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its kind. A ranger's animal companion shares his favored enemy and favored terrain bonuses.
Roof Running (Ex): Provided she is wearing light armor, the roof runner can move at full speed while traveling across the tops of buildings or similar structures, and takes no penalties on any Dexterity-based Skill checks or Reflex saves that might be incurred from moving about on a roof.
Sneak Attack - +1d6: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.

The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment. With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
Track (Ex): A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.
Trapfinding: A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
Tumbling Descent (Ex): At 2nd level, a roof runner can use her acrobatics skill to attempt a rapid descent from a rooftop or another surface, ricocheting against another surface and then diving through an opening (such as a balcony or window) directly below. So long as she has at least two surfaces no farther than 10 feet apart to bounce against, she can ricochet her body back from one to the next, descending great distances with a single check. The DC is 10 + 5 for every additional 10-foot increment descended beyond the initial 10 feet dropped. If she fails, she falls the full distance.
Wild Empathy (Ex): A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.

The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.

ROGUE TALENTS
Combat Trick (Deadly Aim): A rogue that selects this talent gains a bonus combat feat.

Feats, Traits, and Skills:

FEATS
Cleave: Make an additional attack if the first one hits.
Deadly Aim (-2/+4): Trade ranged attack bonus for damage.
Dodge: +1 dodge bonus to AC.
Power Attack (-2/+4): Trade melee attack bonus for damage.
Rapid Shot: Make one extra ranged attack.

TRAITS
Child of the Streets: You grew up on the streets of a large city, and as a result you have developed a knack for picking pockets and hiding small objects on your person. You gain a +1 trait bonus on Sleight of Hand checks, and Sleight of Hand is always a class skill for you.
Dirty Fighter: You wouldn't have lived to make it out of childhood without the aid of a sibling, friend, or companion on whom you could always count to distract your enemies long enough for you to do a little bit more damage than normal. When you hit a foe you are flanking, you deal an additional 1 point of damage (this damage is added to your base damage, and is multiplied on a critical hit). This additional damage is a trait bonus.

SKILLS
Acrobatics*: 12 (6 + 3 (Class Skill) + 3 (Dex)) (ACP)
Appraise*: 5 (1 + 3 (Class Skill) + 1 (Int))
Bluff*: 6 (2 + 3 (Class Skill) + 1 (Cha)) (+2 vs. Humans)
Climb*: 15 (1 + 3 (Class Skill) + 3 (Str) + 8 (Race)) (ACP)
Craft*: 1 (0 + 1 (Int))
Disable Device*: 13 (6 + 3 (Class Skill) + 3 (Dex) + 1 (Trapfinding))
Disguise*: 5 (1 + 3 (Class Skill) + 1 (Cha))
Escape Artist*: 7 (1 + 3 (Class Skill) + 3 (Dex)) (ACP)
Fly: 3 (0 + 3 (Dex)) (ACP)
Handle Animal*: 6 (2 + 3 (Class Skill) + 1 (Wis))
Heal*: 1 (0 + 1 (Wis))
Knowledge (Dungeoneering)*: 5 (1 + 3 (Class Skill) + 1 (Int)) (+2 vs. Humans)
Knowledge (Local)*: 5 (1 + 3 (Class Skill) + 1 (Int)) (+2 in Coran, +2 vs. Humans)
Linguistics*: 5 (1 + 3 (Class Skill) + 1 (Int))
Perception*: 12 (6 + 3 (Class Skill) + 1 (Wis) + 2 (Race)) (+2 in Coran, +2 vs. Humans, +1 vs. Traps)
Perform*: 1 (0 + 1 (Cha))
Ride*: 3 (0 + 3 (Dex)) (ACP)
Sense Motive*: 5 (1 + 3 (Class Skill) + 1 (Wis)) (+2 vs. Humans)
Sleight of Hand*: 8 (1 + 3 (Class Skill) + 3 (Dex) + 1 (Trait))
Stealth*: 15 (6 + 3 (Class Skill) + 3 (Dex) + 2 (Race) + 1 (Softpaw Boots)) (ACP) (+2 in Coran)
Survival*: 9 (3 + 3 (Class Skill) + 1 (Wis) + 2 (Race)) (+2 in Coran, +2 vs. Humans, +1 to Track)
Swim*: 3 (0 + 3 (Str)) (ACP)
Use Magic Device*: 10 (6 + 3 (Class Skill) + 1 (Cha))

Gear and Encumbrance:

Studded Leather Armor +1 (1175gp)
Greatword +1 (2350gp)
Softpaw Boots (25gp)
Cloak of Resistance +1 (1000gp)
Ring of Protection +1 (2000gp)
Handy Haversack (2000gp)
Wand of Cure Light Wounds (750gp)
Longbow, Masterwork Composite (+3 Str) (700gp)

ENCUMBRANCE
Current Encumbrance: 45 lbs. (Light)
Light Encumbrance: up to 76 lbs.
Medium Encumbrance: 77-153 lbs.
Heavy Encumbrance: 154-230 lbs.

GEAR
Traveler's Outfit (5 lbs.)
Studded Leather Armor +1 (20 lbs.)
Softpaw Boots (1 lb.) - +1 Stealth, +2 DC to be tracked
Greatsword +1 (8 lbs.)
Longbow, Masterwork Composite (+3 Str) (3 lbs.)

Handy Haversack (Total: 5 lbs.)
- Trail Rations (6 days) (6 lbs.)
- Waterskin (3) (12 lbs.)
- Flint and steel
- Bedroll (5 lbs.)
- Whetstone (1 lb.)
- Wand of Cure Light Wounds (50)

Ammunition (Total: 3 lbs.)
- Arrows (20) (3 lb.)

Appearance:

DESCRIPTION
Drewan is just shy of 6' tall. He is strong, but exceptionally lithe and limber. He has slightly pointed and tufted ears, and is covered in grey and black striped fur. His eyes have the vertical pupils, and his legs the backward-facing knees characteristic to his race. He wears light armor, but carries a bow and a large, two-handed blade. He has moved up the ranks of the rebellion in the past few years, and you can see in his eyes that he will continue fighting until the rebellion wins, or he will die trying.

PHYSICAL CHARACTERISTICS
Height: 5'11"
Weight: 170 lbs.
Fur: Grey and black stripes
Eyes: Yellow

History:

Drewan didn't really remember much about his first home. He, his mother, and his younger sister, Milah, had lived on a cattle ranch in the hills northwest of Akleta; he remembered that much, but details escape him when he tries to recall them. He remembers being woken up by his mother late at night; fires, the sounds of battle, screaming. Then a blur of mountains and walking...always walking.

He remembers, too, being harassed on the road south by patrols "ensuring travelers' safety" (as long as they had silver to spare) and exorbitant tolls for the use of bridges to cross the rivers underneath. He later learned the reason for these fines - corruption in the Merchant's Guild, and no punishment for the offenders from the Mageocracy. He was disgusted by their callousness and greed, but could do nothing about it.

His family eventually arrived in the great city of Coran, and once they got settled in, Drewan thrived. His small family, not having much money, lived in one of the seedier parts of town, but that didn't matter to Drewan - he was fascinated by the things he saw around him. He found that when he climbed to the rooftops, the city held new sights and sounds, each one a treasure. When he became comfortable with the heights, he began to explore them, and eventually was running along them, counting on his natural skill and dexterity to keep him safe.

He was approached several times by members of the Thieves' Guild to join their ranks. Drewan, however, knew better than to ally himself with that group - he had seen firsthand the sorts of things they were responsible for. That was not to say that there weren't some members that Drewan might call friends...just that, as a whole, the thieves' guild gave him the chills.

He kept on that way for some time, until one night, while Drewan was out and about above the city, his mother was savagely beaten and killed. His sister was devastated, but Drewan was furious. He went straight to the gates leading to the grounds of the Tower of the Heavens and beat on the huge wooden doors, railing at the mages and their kind for the crimes that were going unpunished in the city. He spent the next several days in a dungeon cell, seething with anger and vowing to take action.

His anger was largely unsatisfied until a few days after his release. He was approached by a young man and offered a position in the rebellion against the mageocracy. Drewan was definitely interested, but had concerns for his sister's safety if she stayed in the city. So, the next day, he escorted her to Gumlat, promised to visit when he was near, then returned to Coran.

Since then, he has been helping the rebellion fight. Sometimes this pits him against the greed of the Merchants' Guild, or the cruelty of the Thieves' Guild, but Drewan particularly relishes those times that he can punish the Mageocracy for their unfeeling, uncaring ways.

Animal Companion - Shadow (Large Cat, Black Jaguar):

ABILITIES
Str: 13
Dex: 17
Con: 13
Int: 2
Wis: 15
Cha: 10
Size: Medium
Speed: 40'

COMBAT
HD: 2 (12 HP)
Init: +3
AC: 18 (Touch: 13, Flat-footed: 15) (+3 Dex, +1 Natural Armor, +4 Armor)
Fort: +4, Ref: +6, Will: +2
BAB: +1
CMB: +2 (1 (BAB) + 1 (Str))
CMD: 15 (10 + 1 (BAB) + 1 (Str) + 3 (Dex))

ATTACKS
Melee
Bite (+2 to Hit, 1d6+1 (P) Damage, x2 Crit)
Claw x2 (+2 to Hit, 1d4+1 (S) Damage, x2 Crit)

SPECIAL ATTACKS
Rake x2 (+2 to Hit, 1d4+1 (P) Damage, x2 Crit)

SPECIAL FEATURES
Link
Low-light Vision
Scent
Share Spells

FEATS
Armor Proficiency, Light

SKILLS (Current ACP: -2)
Acrobatics*: 3 (0 + 3 (Dex)) (ACP)
Climb*: 2 (0 + 2 (Str)) (ACP)
Escape Artist: 3 (0 + 3 (Dex)) (ACP)
Fly*: 3 (0 + 3 (Dex)) (ACP)
Intimidate: 0 (0 + 0 (Cha))
Perception*: 6 (1 + 3 (Class Skill) + 2 (Wis))
Stealth*: 7 (1 + 3 (Class Skill) + 3 (Dex)) (ACP)
Survival: 2 (0 + 2 (Wis))
Swim*: 1 (0 + 1 (Str)) (ACP)

TRICKS
Attack
Come
Defend
Down
Guard
Heel
Track

GEAR
Barding, Chain Shirt (Black Jaguar) (25 lbs.)