Catfolk

Fitz Kats's page

6 posts. Organized Play character for william Nightmoon.


Race

catfolk

Classes/Levels

sorcerer

Gender

male

Size

medium( 6'4")

Age

19

Alignment

Lawful Good

Languages

common, catfolk

Strength 12
Dexterity 12
Constitution 12
Intelligence 11
Wisdom 8
Charisma 18

About Fitz Kats

racial traits:

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

Scent: Some catfolk favor a keen sense of smell over sensitive sight. Catfolk with this racial trait gain the scent ability. This racial trait replaces the low-light vision racial trait.

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.

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.

class traits:

Weapon and Armor Proficiency: Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a sorcerer's gestures, which can cause her spells with somatic components to fail (see Arcane Spells and Armor).

Spells: A sorcerer casts arcane spells drawn primarily from the sorcerer/wizard spell list presented in Spell Lists. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a sorcerer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerer's spell is 10 + the spell level + the sorcerer's Charisma modifier.

Like other spellcasters, a sorcerer can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Sorcerer. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).

A sorcerer's selection of spells is extremely limited. A sorcerer begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new sorcerer level, she gains one or more new spells, as indicated on Table: Sorcerer Spells Known. (Unlike spells per day, the number of spells a sorcerer knows is not affected by her Charisma score; the numbers on Table: Sorcerer Spells Known are fixed.) These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the sorcerer has gained some understanding of through study.

Upon reaching 4th level, and at every even-numbered sorcerer level after that (6th, 8th, and so on), a sorcerer can choose to learn a new spell in place of one she already knows. In effect, the sorcerer loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged. A sorcerer may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.

Unlike a wizard or a cleric, a sorcerer need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level.

Bloodline: Each sorcerer has a source of magic somewhere in her heritage that grants her spells, bonus feats, an additional class skill, and other special abilities. This source can represent a blood relation or an extreme event involving a creature somewhere in the family's past. For example, a sorcerer might have a dragon as a distant relative or her grandfather might have signed a terrible contract with a devil. Regardless of the source, this influence manifests in a number of ways as the sorcerer gains levels. A sorcerer must pick one bloodline upon taking her first level of sorcerer. Once made, this choice cannot be changed.

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given on Table: Sorcerer Spells Known. These spells cannot be exchanged for different spells at higher levels.

At 7th level, and every six levels thereafter, a sorcerer receives one bonus feat, chosen from a list specific to each bloodline. The sorcerer must meet the prerequisites for these bonus feats.

Cantrips: Sorcerers learn a number of cantrips, or 0-level spells, as noted on Table: Sorcerer Spells Known under "Spells Known." These spells are cast like any other spell, but they do not consume any slots and may be used again.

Eschew Materials: A sorcerer gains Eschew Materials as a bonus feat at 1st level.

bloodline:

Boreal
Descended from inhabitants of the lands of ice and snow, you count among your ancestors giant-kin, troll-born, and frost-rimed spirits. Their savage and raw energies flow down through generations to infuse you to the marrow with the chill of the polar wind, crackling auroras, and the long winter's night.

Class Skill: Survival.

Bonus Spells: enlarge person (3rd), rage (5th), elemental aura* (cold only) (7th), wall of ice (9th), cone of cold (11th), transformation (13th), giant form I (15th), polar ray (17th), meteor swarm (dealing cold damage) (19th).

Bonus Feats: Arcane Strike, Diehard, Empower Spell, Endurance, Exotic Weapon Proficiency, Power Attack, Skill Focus (Intimidate), Toughness.

Bloodline Arcana: Whenever you cast a spell with the cold descriptor, increase the spell's save DC by 1.

Bloodline Powers: Your connection to primeval winters grants you a mastery of cold magic that few can match, and a savagery that fewer still can withstand.

Cold Steel (Sp): At 1st level, you can touch a weapon or up to 50 pieces of ammunition as a standard action, giving it the frost property for a number of rounds equal to 1/2 your sorcerer level (minimum 1). At 9th level, you can confer the icy burst property instead, but the duration of the power is halved. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Icewalker (Ex): At 3rd level, you gain resist cold 5 and can move across snow and icy surfaces without penalty and without leaving tracks. At 9th level, you gain resist cold 10 and can climb icy surfaces as if using spider climb.

Snow Shroud (Su): At 9th level, you ignore concealment and Perception penalties in natural or magical snow, ice, fog, and similar weather conditions. In addition, you can surround yourself with a cloak of swirling snow for a number of rounds per day equal to your sorcerer level. This power acts and deals damage as a fire shield (chill shield) that sheds no light. It provides a 20% miss chance on attacks made against you and grants a bonus on Stealth checks equal to 1/2 your sorcerer level in snowy or icy areas. You can use this ability once per day at 9th level, twice per day at 17th, and three times per day at 20th.

Blizzard (Sp): At 15th level, you can create a savage winter storm centered on you. This power acts as control winds, but in addition the entire area (not including the “eye” at the center of the storm) is affected as a sleet storm and all in the area are exposed to extreme cold. You may use this ability once per day.

Child of Ancient Winters (Su): At 20th level, you gain the cold subtype and you become immune to fatigue and exhaustion. In addition, you gain immunity to sneak attacks and critical hits. This power causes you to gain vulnerability to fire.

Spells:

0-read magic, detect magic, ray of frost, dancing lights

1-(4/day):chill touch, true strike, mage armor

Skills and Feats:
skills(rank/ability/other=total)
Appraise (Int),
Bluff (Cha),
Craft (Int),
Fly (Dex),
Intimidate (Cha),
Knowledge (arcana) (Int),2
Profession (fisherman)(Wis),2
Spellcraft (Int),4
Use Magic Device (Cha),2

Feats
combat casting

inventory:
sorcerer's kit( a backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), and a waterskin), 2 foaming powders, 2 trailscent kits(catfolk item), softpaw boots

Background:
Fitz has always enjoyed the cold winds of the north. How it blew thorough his fur on those days that the sun shined on the tundra. His parents always called him Fitz Snowfur, because when he was young he would roll around in the snow untill it caked him. and his newfound ability to create and alter the magic around him gave him even more joy for the blessings of his blood.

when he was young, everyone thought it odd that a catfolk was so far north. they would pick on him and tease him. one day, he was attacked by one of the children. unfortunately for the bully, Fitz had claws. Fitz hurt the child badly, and he was marked as an outsider and troublemaker for the rest of his life.

when Fitz was older, he realized he was much taller than everyone else in the town. he asked his mother about this, and she told him that they had giant blood in them, although a very small and distant amount. fitz just happend to get the right amount to be tall.

then, when he was 18, fitz was ice-fishing when the javelin he threw froze in the surface of the water as he thew it. fitz didn't know what was happening. so his mother sent him to Zimar to see a wizard, who discerned the ability as that of a sorcerer's. he took Fitz in as an apprentice for that year, and when fitz could use his powers with a bit more ease, he left to forge his own destiny.

he headed south and soon found himself in Heldren.

10-min. Background:

5 core concepts: 1) Fitz it tough. he doesn't take nonsence and he can't tolerate jerks. 2) Fitz enjoys the cold, although like any normal person he understands the importance of warmth and the role it plays in life. 3) Fitz used to be a fisherman, or was at least training to be one. he uses his skill to feed himself most of the time. 4) Fitz is easy to talk to, and he's quite attractive for a catfolk, even if he doesn't normally talk to people a lot. 5) Fitz is average physically, although most wizards will disagree with that. he's taller than normal catfolk, and even most humans. this is because he has giant blood in him. what type of giant isn't clear though.
Goals
1) fitz isn't sure what he wants so his first goal is to find his passion. 2) I'm planning on useing Fitz climbing ability to become a asset by easily scaling cliffs and pulling others up. i also plan to have him focus his attacks in his claws, delivering touch attacks in the form of his natural weapons. also i would like to get some razor claws(catfolk item) it make his claws worthwhile.
Secrets
1) Fitz is't hiding anything, or at least not trying to. he has no reason to hide anything. 2) Fitz's ansestor was a frost troll. this paticular troll was a tyrant who ravaged the land. He did the standard evil stuff, and had lots of non-troll children.
[/b]NPC ties[/b].
1) the wizard who trained him in Zimar. it was a short amount of time(and rather a lot of trial and error) but Fitz admires the man who tought him how to use his powers. 2)fitz has a childhood crush. another catfolk that lived in his tiny fishing village had a deep crush with Fitz. Fitz never realized it, in fact he doesn't even know the girl very well. 3) the boy Fitz had harmed as a child hates Fitz's guts he joined the town gaurd where he learned how to fight and has sworn to get Fitz back for leaving his face scratched badly (he has three long scars down his face, puckered up and marring his otherwise good looks. if i where to put it into stats, he'd have 14 Cha where it not for those scars.
Quirks
1)Fitz is quiet and calm. he rarely, if ever, gets into trouble. when he does get into trouble it's usually because somebody attacks him and loses. 2) fitz is dedicated to helping others, although he tends to be slow to get going. 3) Fitz constantly takes care for his claws, keeping them sharp and clean at all times.