Catfolk

Ferus Swiftpaw's page

9 posts. Alias of Digger.


Full Name

Ferus Swiftpaw

Race

Catfolk

Classes/Levels

Ranger 1

Gender

M

Size

Medium

Strength 12
Dexterity 16
Constitution 14
Intelligence 14
Wisdom 10
Charisma 14

About Ferus Swiftpaw

Ferus Swiftpaw
Male Catfolk Ranger 1
NG Medium humanoid (Humanoid, catfolk)
Init +3; Senses: Low Light Vision , Perception +0

DEFENSE
AC 14 Touch 13 FF 10 (+ Armor, +3 Dex, +1 Feat)
hp 12 (1d10+2)
Fort +2 Ref +4 Will +0

OFFENSE
Melee:
Ranged:
Special Attacks: +2 to attack and damage rolls vs Dragons

STATISTICS
Str 12, Dex 16, Con 14, Int 14, Wis 10, Cha 14
Base Atk +1; CMB +; CMD 10
Skills: Climb (Str)+5, Handle Animal (Cha)+6, Knowledge (dungeoneering) (Int)+6, Knowledge (geography) (Int) +6, Knowledge (nature) (Int) +6, Perception (Wis) +6, Stealth (Dex) +8, Survival (Wis) +6.

Feats:
Dodge: +1 dodge bonus to AC
Simple Weapon Proficiency
Martial Weapon Proficiency
Armor: Light, Medium and Shields (except tower) Proficiency

Traits:
Dragonfoe: Ferus' clan was wiped out when he was a youngling by a red dragon seeking to establish territory. Ferus is unsure if the dragon is alive or dead currently, but his burning hatred of wyrmkind is not limited just to the chromatic, but to the metallic as well. He sees the metallic dragons as being far to passive in letting the scourge of the chromatics spread unchecked.

Deft Dodger: You gain a +1 trait bonus on Reflex saves.

Class Abilities: Favored Enemy (Dragon): Ferus gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against dragons. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them.

Track: Ferus adds half his level (minimum 1) to Survival skill checks made to follow tracks.

Wild empathy: Ferus can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). Ferus would roll a 1d20 and add 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, Ferus 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.

Ferus 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.

Catfolk Racial Traits

+2 Dexterity, +2 Charisma, –2 Wisdom: Catfolk are sociable and agile, but often lack common sense.

Catfolk: Catfolk are humanoids with the catfolk subtype.

Medium: Catfolk are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Catfolk have a base speed of 30 feet.

Low-Light Vision: In dim light, catfolk can see twice as far as humans.

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.

Natural Hunter: Catfolk receive a +2 racial bonus on Perception, Stealth, and Survival checks.

Sprinter: Catfolk gain a 10-foot racial bonus to their speed when using the charge, run, or withdraw actions.

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.

Background

"You want to hear why I am joining the others in preparing for the Hopeknife Festival? While your eyes do not deceive you, as there is not another of my kind for hundreds of miles, Trunau is my home and has been since the thrice damned red wyrm killed those I loved."

"What's that? You think I am telling you this because it makes me special? Not at all, look around you and you will see a town full of people who have had something they love stolen from them by this land. It is a cost that I have come to accept, as have all those who call Trunau their home. Outsiders come and go, sometimes they even go without paying the Reaper's coppers, but some find that the land calls to them, the way it does to us and they accept the cost the land demands."

"You are correct, I wear the badge of a Scout and were it not for the desire to see some of my nephews and nieces be presented with their Hopeknife, I would not be in town right now. The Scouts and the Wardens are a close community and their children are as dear to me as any I could have sired, but as we have established, there are none of my kind here to offer the pleasures, and dangers, of a hearth and home."

"After the ceremony I will depart and resume my patrol. The orcs are always testing to see if our guard is down and one day they will figure out the importance of this ceremony, as they are not as stupid as they would have us believe. This land does not allow fools to survive long, but dark thoughts have no business on festive days."

"Do I carry a Hopeknife? Why yes, I do but let me assure you that no orc would seek to keep me alive if they captured me. They would seek to wear my skull and fur like a trophy and a live Scout does not a trophy make."

"Enjoy the festival traveler and who knows, maybe this land will call to you as well. If she does, remember there will be a price to be paid. There is always a price."

Traits

Other trait: TBD