| Full Name |
Garfield Great |
| Race |
Jungle Catfolk |
| Classes/Levels |
Ranger 7: spd:25, AC:24, HP:106/106, Fort:14, Ref:17, Will:10, Perc:12, Lowlight |
| Gender |
M |
| Size |
M |
| Age |
25 |
| Alignment |
LG |
| Deity |
Erastil |
| Location |
Jinin |
| Languages |
Common, Amurrun, Elven |
| Occupation |
Demon Slayer |
| Strength |
16 |
| Dexterity |
19 |
| Constitution |
16 |
| Intelligence |
12 |
| Wisdom |
8 |
| Charisma |
14 |
About Garfield Great
XP:78
Ancestry and Background
1. Jungle Cat: You’re descended from jungle stalkers and can move swiftly through scrub and underbrush. You ignore difficult terrain from undergrowth, and greater difficult terrain from undergrowth is only difficult terrain for you.
2. Demon Slayer Background
3. Trained in Religion and Demon Lore
4. Recognize Spell feat
5. Catfolk Dance-One action, use acrobatics. Critical Success The target creature gains a –2 circumstance penalty to Reflex saves and is flat-footed until the start of your next turn.
Success The target creature gains a –2 circumstance penalty to Reflex saves until the start of your next turn.
6. Lowlight vision
7. Cat's Luck: I fail a reflex save. Once per day, instinctively twist away from danger. You can reroll the triggering saving throw and use the better result.
Class Stuff
1. Expert in Perception, Expert in Fort, Expert in Will, Master In Reflex
2. Trained in all weapons except advanced. Now Expert in all weapons except advanced
3. Trained in all armor up to medium.
4. Trained in Nature, Survival and 4+int skills.
5. Hunt Prey action
6. Hunter's Edge-Precision
7. Hunted Shot-Attack twice with one action. Apply multiple attack penalty normally, but damage reduction is only done once.
8. Level 2 Ranger Feat: Sorcerer Dedication (Imperial Bloodline)
9. Level 2 Skill Feat: Quick Jump
10. Iron Will-Increase will save to expert.
11. Level 3 General Feat: Additional Lore-Aberrations
12. Level 4 Skill Feat: Assurance Acrobatics. Result is 20.
13. 4th level ranger feat: Basic Sorcerer Spellcasting.
14. Ranger Weapon Expertise: You’ve dedicated yourself to learning the intricacies of your weapons. Your proficiency ranks for simple and martial weapons and unarmed attacks increases to expert. You gain access to the critical specialization effects of all simple and martial weapons and unarmed attacks when attacking your hunted prey.
15. Trackless Step: When you move through natural terrains, you are difficult to track. You always gain the benefits of the Cover Tracks action in such terrains, without moving at half your Speed.
16. Ability Score Increase: Str, Dex, Con, Int
17. Experienced Professional: Gained from fielded agent
18. Level 6 Ranger Feat: Gravity Weapon
19. Natural Reflexes
20. Perception Mastery
21. Weapon Specialization
Feats
Background Feat: Recognize Spell
Ancestry Feat Level 1: Catfolk Dance-One action, use acrobatics. Critical Success The target creature gains a –2 circumstance penalty to Reflex saves and is flat-footed until the start of your next turn.
Ancestry Feat Level 5: Cat's Luck: I fail a reflex save. Once per day, instinctively twist away from danger. You can reroll the triggering saving throw and use the better result.
Ranger Feat Level 1: Hunted Shot-Attack twice with one action. Apply multiple attack penalty normally, but damage reduction is only done once.
Ranger Feat Level 2: Sorcerer Dedication Level 2
Ranger Feat Level 4: Basic Sorcerer Spellcasting
Skill Feat Level 2: Quick Jump
Skill Feat Level 4: Assurance Acrobatics, result is 23
General Feat Level 3: Additional Lore-Abberations
Ranger Feat Level 6: Gravity Weapon
Skill Feat Level 6: Assurance (Arcana), Result is 19
General Feat Level 7: Toughness
Spell
Cantrips: Ray of Frost-(attack of 10) and Ghost Sound
1st level: 1 per day: True Strike.
2nd Level: 1 per day: Invisibility.
Skills
Trained in Acrobatics(Master-17), Arcane(10), Athletics(Expert-14), Crafting(10), Nature(8), Religion(8), Stealth(13), Thievery(13) Society(10), Survival(8). Trained in Demon Lore(10) and Mercantile Lore (10), Aberrations Lore-Master(14).
Equipment
1. 824.48 GP left over
(bought 20 more arrows, add to inventory sheet)
2. 27 Arrows and (10 Silver Arrows)
3. 2 Sheaths: .02 GP
4. Basic Crafter's Book, Backpack, Waterskin, Bedroll, 7 Rations, Ordinary Clothing: 0.77 GP
5. Superb Repair Kit: 25 GP
6. +1 Striking composite Shortbow: 100 GP
7. +1 striking war razor: 100 GP
8. Leather Armor: 2 GP
9. Bag of Holding I: 68 GP (discounted from chronicle)
10. Ring of the Ram: 220 GP: This heavy iron ring is shaped to look like the head of a ram, with curling horns.
Activate [one-action] or more (Interact) Frequency once per minute; Effect A ram-shaped blast of force slams into one foe that you can see within 60 feet. The number of actions you spend to Activate this Item (from 1 to 3) determines the intensity of the force. The blow deals 2d6 force damage per action spent and pushes the target 5 feet per action spent. The target must attempt a DC 22 Fortitude save.
Critical Success The target is unaffected.
Success The target takes half damage and is pushed half the distance.
Failure The target takes full damage and is pushed the full distance.
Critical Failure The target takes double damage and is pushed twice the distance.
Attacks and Offense
1. Shortbow attack of 16. attack of 11 2nd attack. attack of 6 3rd attack. 2d6+3 Hunted shot, deadly d10
2. War Razor attack of 16, attack of 12 2nd attack, attack of 8 3rd attack. 2d4+5. Backstabber, Agile, Deadly d8.
3. Ray of Frost: attack of 10. 2d4+2 cold damage
4. Catfolk Dance-One action, use acrobatics. Critical Success The target creature gains a –2 circumstance penalty to Reflex saves and is flat-footed until the start of your next turn.
5. Hunt Prey: Precision, Hunted Shot, get critical specialization on hunted prey.
6. Hunter's Edge Precision: adds 1d8 damage to the first hit on an enemy that I Hunt Prey on.
7. Hunted Shot: Takes 1 action, I fire twice, take the multiple attack penalty as normal and apply damage reduction applies after both shots.
8. True Strike: One action, allows me to roll twice for next attack and take better result.
9. Perception: 13 expert-1 modifier=12.
10. Quick Jump Feat.
Defense
1. AC= 1 leather+4 Dex, +8 trained+10 base=23
2. HP= (10 class+3 Con)X6 level=86
3. Fort= +10 expert+3 modifier=13
4. Ref= +10 expert+4 modifier=14
5. Will= +10 expert-1 modifier=9
6. Recognize Spell Feat: Reaction, Arcana(9 trained), Nature(7 trained), Religion(7 trained).
7. Cat's Luck: Once per day I can reroll failed Reflex saving throw.