Spooky

Felos's page

352 posts. Alias of Nazard.


Race

F/R/W: +1/+2/+2;

Classes/Levels

Max HP: 7; Current HP 3;

Gender

AC 12 (12 touch, 10 FF); CMD 11; Init +2; Perc +0, Sense Motive +2; Scent;

About Felos

CONSUMABLES:

Ammunition
crossbow bolts - 20

Spell-Like or Racial Abilities
cat’s luck (1) X

Class Abilities
arcane bond – ring (1) X
beguiling touch (6) X X X X X X

Wizard Spells Prepared
Cantrips
acid splash, daze (DC 14), prestidigitation
Firsts
grease (DC 14) X
sleep (DC 15)

FELOS

Male catfolk Wizard (enchanter, manipulator) 1
CG Medium humanoid (catfolk)
Init +2; Senses Perception +0, Sense Motive +2; scent
Languages Catfolk, Common, Draconic, Dwarven, Elven, Sylvan

DEFENSE
AC 12 (Dex +2), touch 12, flat-footed 10
CMD 11
HP 7 (1d6+1)
Fort (0) +1, Ref (0) +2, Will (2) +2
Defensive Abilities None
Immune None
Resist None

OFFENSE
Speed 30 ft; climb 20 ft
Melee
dagger -1 (1d4-1; 19-20/x2; P or S)
Ranged
light crossbow +2 (1d8; 19-20/x2; 60 feet; P)
Wizard Spells Known (CL 1; concentration +6)
Oppositional School - Abjuration
Cantrips
acid splash, arcane mark, bleed, daze (DC 14), detect magic, detect poison, disrupt undead, ghost sound (DC 13), haunted fey aspect, mage hand, mending, message, open/close, prestidigitation, read magic, touch of fatigue
Firsts
charm person (DC 15), grease (DC 14), mage armour, shocking grasp, silent image (DC 14), sleep (DC 15)
STATISTICS
Abilities Str 9 (-1), Dex 14 (+2), Con 12 (+1), Int 17 (+3), Wis 10 (+0), Cha 14 (+2)
Base Attack +0; Melee Touch -1; Ranged Touch +2
CMB -1

Feats
Scribe Scroll (free)
Spell Focus - Enchantment (1)

Traits
Extremely Fashionable
Focused Mind

Skills
Climb (0) +7
Bluff (1) +8
Diplomacy (1) +11
Intimidate (1) +6
Knowledge – Arcana (1) +7
Sense Motive (0) +2
Spellcraft (1) +7
Stealth (0) +3

Background Skills
Linguistics (1) +7
Perform – recorder (1) +3

SQ
Clever cat, climber, enchanting smile, scent

SPECIAL ABILITIES:

Beguiling Touch (Sp) You can charm a living creature by touching it. Creatures with more Hit Dice than your wizard level are unaffected, as are creatures in combat and those with an attitude of hostile toward you. Creatures receive a Will saving throw to negate the effect. The DC of this save is equal to 10 + 1/2 your wizard level + your Intelligence modifier (13). Creatures that fail their save are affected by charm monster for a number of rounds equal to 1/2 your wizard level (1). This is a mind-affecting effect. You can use this ability a number of times per day equal to 3 + your Intelligence modifier (6).
Bonded Object (Ex) Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be held in one hand. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell’s level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.
A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard’s level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard’s opposition schools (see arcane school below).
A wizard can add additional magic abilities to his bonded object as if he has the required Item Creation Feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see Craft Magic Arms and Armor feat). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object’s owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.
If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.
Clever Cat (Racial) Catfolk’s generally friendly disposition doesn’t preclude craftiness. Some of them see social obstacles as games to be played and won. These catfolk receive a +2 racial bonus on Bluff, Diplomacy, and Sense Motive checks.
Climber (Racial) 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).
Enchanting Smile (Su) You gain a +2 enhancement bonus on Bluff, Diplomacy, and Intimidate skill checks. This bonus increases by +1 for every five wizard levels you possess, up to a maximum of +6 at 20th level. At 20th level, whenever you succeed at a saving throw against a spell of the enchantment school, that spell is reflected back at its caster, as per spell turning.
Scent (Ex) Some catfolk favor a keen sense of smell over sensitive sight. Catfolk with this racial trait gain the scent ability.
This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.
The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range.
When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the source’s location.
A creature with the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.
Softpaw Boots (Equipment) hese soft and subtle boots are constructed of silk and specially cured leather. They are specially designed for catfolk feet. They work with the feline structure of the race’s feet to soften footfalls and to reduce the imprints of their tracks. While wearing softpaw boots, a catfolk gains a +1 circumstance bonus on Stealth checks. Furthermore, the DC to notice or follow the tracks of a catfolk wearing softpaw boots increases by +2.

COINS
PP – 0
GP – 4
SP – 15
CP – 20

EQUIPMENT
Carrying Capacity: Light – 30 lbs; Medium – 60 lbs; Heavy = 90 lbs; Current – 28 lbs (Light)

Weapons – dagger (2 gp, 1 lb), light crossbow (35 gp, 4 lbs), bolts x 20 (2 gp, 2 lbs)
Alchemical
Other Combat Gear
Scrolls
Potions
Wands
Other Magic Items
Mundane Gear – explorer’s outfit, backpack (2 gp, 2 lbs), water skin (1 gp, 4 lbs), bedroll (0.1 gp, 5 lbs), recorder (5 gp, 0 lbs), lantern (7 gp, 2 lbs), 2 lamp oil (0.2 gp, 2 lbs), softpaw boots (50 gp, 4 lbs), spring-loaded wrist sheathes x 2 (10 gp, 2 lbs), MW garnet ring (bonded item)

BACKGROUND
No great tragedy or trauma motivates Felos to travel the world. His parents are a happy pair of catfolk living and running trade out of the Druman city of Macridi, and Felos is used to a certain standard of living. Business and trade, however, interest him not a whit, and so he set out to see the world, take in new sights, and sample many new varieties of cream. A misguided attempt to snack on a nearby thrush incurred the wrath and then amusement of the familiar’s master, who took the young feline in, offering to tutor him in magic. Felos originally agreed out of a desire to sample the delicacy of the yellow bird and because the kindly old lady owned a particularly snug home and a particularly productive cow, but soon fell in love with magic for its own sake, and eventually forgot to harass the embattled familiar any longer. Felos had found an antique garnet ring one day in the old lady’s attic and spent many hours simply gazing at the flashes of red light it threw from the sun when he should have been studying his spells—leaving his magic now bonded to the fancy bauble. Though he’s tried several times to summon a bird familiar of his own, he’s never managed it…which is probably for the best.

DESCRIPTION
With a head-to-toe covering of tawny brown fur and two large triangular ears, Felos struggles to stay inconspicuous in a human-centric world—and that’s how he likes it! Quick with a quip and a volatile temper at any perceived slights, Felos sometimes forgets that other people are people, too, and not pawns to be played in the game of his life. Felos spends an inordinate amount of time concerned with his looks, his comforts, and his food, constantly preening himself, curling up randomly in any warm spot for a short nap, and searching the realm for a mug of truly excellent cream. Despite his mercurial tendencies, he will from time to time withdraw completely into himself and his music, finding himself a tall, sturdy tree and serenading the rising moon with plaintive songs on his rosewood recorder.