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About Greebins HiggoTheme: The Dance of Fire and Steel Alignment: Neutral Good. Greebins will do the right thing, but isn't necessarily out to right any wrongs that don't immediately effect him or his companions (He is aware that this conflicts with the teachings of Sarenrae, but he is a lazy cat). He does not believe in unnecessary cruelty or violence, though this sometimes is a struggle due to his feline nature. Personality:
Character Creation (Stats and Race):
Stat Rolls, +10 (1:1) Str 10 (+2 GM) --> 12 dex 16 (+4 Race) (+2 GM) --> 22 con 15 (+1 GM) --> 18 int 14 (+3 GM) --> 17 wis 14 (-2 Race) --> 12 cha 16 (+4 Race) (+2 GM) --> 22 Additional racial traits (21 rp points):
Male NG Catfolk Oracle (Flame Mystery) / Warlord / Bard (Juggler) 3 (Gestalt)
Abilities and Stats:
STR: 12 (+1)/ DEX: 22 (+6)/ CON: 16 (+3) INT: 18 (+4)/ WIS: 12 (+1)/ CHA: 22 (+6) HP: 42 (Class +30, Con +9, Toughness +3) Initiative: +12 (+6 Dec, +4 Improved, +2 trait) Move Rate: 40 ft (+10 when charging or running); Climb 20 ft Size: Medium; Reach: 5 ft AC: 19, Touch: 17, Flat Footed: 12 (Armor +2, Dex +6, Dodge +1) BAB: +3 CMB: +4 (Str +1, BAB +3) CMD: 21 (Str +1, Dex +6, BAB +3, Dodge +1) Conditional Modifiers: 22 vs bull rush, grapple, overrun, repositioning; 23 vs trip Saves: Fort: +6 (+3 Base, +3 Con) Reflex: +9 (+3 Base, +6 Dex) Will: +10 (+3 Base, +1 Wis, +6 Cha) Conditional Modifiers: +2 vs Mind-affecting effects, Poison Senses: Dark Vision 60 ft, Low-Light Vision Primary Class: Oracle; Favored Class Bonuses: +3 Skill Rank Hero Points: 2 Combat:
Melee Agni (+1 Kukri) +11 (BAB +3, Dex +6, WF +1, enhancement +1) 1d4+8, 18-20 x2 (Mstwk +1, Dex +6) Dhuaan (Masterwork Kukri) +10 (BAB +3, Dex +6, WF +1)
TWF +9/8 2 Claws +9/+9 or +4(BAB +3, Dex +6)
Defensive Abilities: Evasion, Deflect Arrows Special: +1 to nonlethal damage with slashing weapon, no neg to attack roll (see traits)
Skills:
18-Class, 12-Int, 3-Favored, 3 Bonus Acrobatics +12 (+3 Rank, +3 Class, +6 Dex) Bluff +10 (+1 Rank, +3 Class, +6 Cha) Climb +13 (+1 Rank, +3 Class, +1 Str, +8 Racial) Diplomacy +12 (+3 Rank, +3 Class, +6 Cha) Escape Artist +12 (+3 Rank, +3 Class, +6 Dex) Intimidate +10 (+1 Rank, +3 Class, +6 Cha) Knowledge (Arcana)+8 (+2 Rank, +3 Class, +3 Int) Knowledge (Local) +7 (+1 Rank, +3 Class, +3 Int) Knowledge (Nature) +7 (+1 Rank, +3 Class, +3 Int) Knowledge (Religion) +7[/b] (+1 Rank, +3 Class, +3 Int) Perform (Dance) +11 (+2 Rank, +3 Class, +6 Cha) Perform (Sing) +11 (+2 Rank, +3 Class, +6 Cha) Perception +9 (+3 Rank, +3 Class, +1 Wis, +2 Racial) Sense Motive +5 (+1 Rank, +3 Class, +1 Wis) Stealth +14 (+3 Rank, +3 Class, +6 Dex, +2 Racial) Sleight of Hand +12 (+3 Rank, +3 Class, +6 Dex) Spellcraft +10 (+3 Rank, +3 Class, +4 Int) Survival +9 (+3 Rank, +3 Class, +1 Wis, +2 Racial) Swim +1 (+1 Str) Languages: Common, Modern, Catfolk, Gnoll, Goblin, Sylvan, Ignan Modifiers: +2 racial to Perception, Stealth, Survival, +8 racial to Acrobatics checks made to jump, +8 racial to Climb
Racial Traits:
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. Resistant: +2 racial bonus on saving throws against mind-affecting effects and poison Natural Hunter: +2 racial bonus on Perception, Stealth, and Survival checks. Cat's Claws: 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. Sprinter: 10-foot racial bonus to their speed when using the charge, run, or withdraw actions. Climber: Climb speed of 20 feet (along with the +8 racial bonus on Climb checks a climb speed affords). Nimble Faller: Catfolk with this trait land on their feet even when they take lethal damage from a fall, and gain a +1 bonus to their CMD against trip maneuvers. Jumper: Always considered to have a running start when jumping. Low-Light Vision: Catfolk see twice as far in dim light as humans. Pyromaniac:Members of this race are treated as +1 level higher when casting spells with the fire descriptor or using the revelations of the oracle's flame mystery. This trait does not give members of this race early access to level-based powers; it only affects powers that they could already use without this trait. If a member of this race has a Charisma score of 11 or higher, it also gains the following spell-like abilities (the caster level is equal to the user's character level): 1/day—dancing lights, flare, prestidigitation, produce flame. Character Traits:
Blade of Mercy (Religion): When striking to inflict nonlethal damage with any slashing weapon, you do not take the normal –4 penalty on your attack roll, and gain a +1 trait bonus to any nonlethal damage you inflict with a slashing weapon. Reactionary (Combat): +2 Initiative Called (Faith): Once per day upon rolling a natural 1 on an attack roll, you may reroll the die and take the second result instead. Proficiencies:
All simple and martial weapons, all armor, all shields except tower shields. Can cast bard spells in light armor with no arcane spell failure chance. Oracle Abilities:
Orisons: Oracles learn a number of orisons, or 0-level spells. These spells are cast like any other spell, but they do not consume any slots and may be used again. Spells: An oracle casts divine spells drawn from the cleric spell lists. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, an oracle must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an oracle’s spell is 10 + the spell’s level + the oracle’s Charisma modifier.
Oracle Curse (Tongues): Whenever you are in combat, you can only speak and understand Ignan. This does not interfere with spellcasting, but it does apply to spells that are language dependent. You gain the selected language as a bonus language. At 5th level, pick an additional language to speak in combat and add it to your list of known languages. At 10th level, you can understand any spoken language, as if under the effects of tongues, even during combat. At 15th level, you can speak and understand any language, but your speech is still restricted during combat. Revelations:
Molten Skin (Ex): You gain resist fire 5. This resistance increases to 10 at 5th level and 20 at 11th level. At 17th level, you gain immunity to fire.
Bard (Juggler) Abilities:
Cantrips: Bard's learn a number of cantrips, or 0-level spells. These spells are cast like any other spell, but they do not consume any slots and may be used again. Spells: A bard casts arcane spells drawn from the bard spell list. He can cast any spell he knows without preparing it ahead of time. Every bard spell has a verbal component (singing, reciting, or music). To learn or cast a spell, a bard must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class (DC) for a saving throw against a bard’s spell is 10 + the spell level + the bard’s Charisma modifier.
Bardic Performance (14 rounds/day; standard):A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.
Countersong (Su): At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components.) Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components. Distraction (Su): At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the Distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the Distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the Distraction, but it must use the bard’s Perform check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components. Fascinate (Su): At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The Distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability.
Inspire Courage (Su, +1): A 1st level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance. Inspire Competence (Su, +2): A bard of 3rd level or higher can use his performance to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard’s performance. This bonus increases by +1 for every four levels the bard has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th). Fast Reactions (Ex): At 1st level, a juggler gains Deflect Arrows as a bonus feat. At 5th level, he gains Snatch Arrows as a bonus feat. The juggler doesn't need to meet the prerequisites for these feats. The juggler can use the ability granted by these feats an additional time each round at 11th level (with a –5 penalty on his second attack roll) and at 17th level (with a –10 penalty on his third attack roll). Combat Juggling (Ex): At 2nd level, a juggler can hold and wield (in other words, “juggle”) up to three items or weapons in his hands. The juggler must be able to hold and wield an object in one hand in order to juggle it.
Evasion (Ex):At 2nd level, a juggler gains evasion, as the rogue class feature of the same name. At 12th level, he gains improved evasion, as the rogue advanced talent.
Warlord Abilities:
Maneuvers: A warlord begins his career with knowledge of six martial maneuvers. The disciplines available to him are Golden Lion, Primal Fury, Scarlet Throne, Solar Wind, and Thrashing Dragon. Once he knows a maneuver, he must ready it before he can use it (see Maneuvers Readied, below). A maneuver usable by warlords is considered an extraordinary ability unless otherwise noted in its description. His maneuvers are not affected by spell resistance, and he do not provoke attacks of opportunity when he initiates one. The warlord must meet a maneuver's prerequisite to learn it. See the Systems and Use chapter for more information. Upon reaching 4th level, and at every even numbered warlord level after that, he can choose to learn a new maneuver in place of one he already knows. In effect, the warlord loses the old maneuver in exchange for the new one. He can choose a new maneuver of any level he likes, as long as he observes his restriction on the highest-level maneuvers he knows. The warlord need not replace the old maneuver with a maneuver of the same level. The warlord can swap only a single maneuver at any given level. A warlord's initiation modifier is Charisma. Maneuvers Readied (5): A warlord can ready four of his six starting maneuvers, but as he advances in level and learns more maneuvers, he must choose which maneuvers to ready. He readies his maneuvers by going through weapon drills for 10 minutes. The maneuvers he chooses remain readied until he decides to repeat this again and change them. Warlords do not need to sleep or rest for any long period of time to ready their maneuvers; any time he spends 10 minutes in practice, he can change his readied maneuvers. He may not ready any individual maneuver more than once. He begins an encounter with all readied maneuvers unexpended, regardless of how many times he may have already used them since he chose them. When the warlord initiates a maneuver, he expends it for the current encounter, so each of his readied maneuver can be used once per encounter (until they are recovered, see below).
Stances Known (2): Warlords begin play with knowledge of one stance from any discipline open to warlords. At the indicated levels (see class table), the warlord selects an additional new stance. Unlike maneuvers, stances are not expended and he does not have to ready them. All the stances he knows are available to him at all times, and he can change the stance he is currently using as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description. Unlike with maneuvers, the warlord cannot learn a new stance at higher levels in place of one he already knows. Warlord's Gambit: At his core, the warlord is a warrior who relies on both skill and daring; without this he is but any other combatant. By setting himself to danger, does his true skill shine, or so the motto of the warlord goes. At 1st level, a warlord selects two gambits as methods by which the warlord can recover expended maneuvers. Each gambit possesses three aspects: a risk, a rake, and a reward.
Gambits:
Unbreakable Gambit
Tactical Presence (Ex): At 2nd level, the warlord's innate charisma allows his very presence to aid and assist not only himself but his allies as well, just by his being around. Adopting a presence is a move- equivalent action, and only one presence may be maintained at any given time. At 7th level, the warlord is capable of adopting a presence as a free action.
Warleader:
Force of Personality (Ex):
Stances Known:
Inner Sphere Stance (Thrashing Dragon): When wielding two weapons while in this stance, the disciple gains a +2 dodge bonus to AC and a +2 morale bonus to Will saves. These bonuses increase by +1 when the character's initiator level reaches 6th, and increases again by +1 at 12th and 18th initiator level. Outer Spere Stance (Thrashing Dragon):
Maneuvers Known:
Level 1 Hunting Party (Golden Lion, Strike):
Offensive Roll (Thrashing Dragon, Strike):
Panther On The Hunt (Primal Fury, Strike):
Steady Hand (Solar Wind, Boost):
Swift Claws (Thrashing Dragon, Strike):
Tactical Strike (Golden Lion, Strike):
Wyrmling's Fang (Thrashing Dragon, Strike):
Level 2: Sun Dips Low (Thrashing Dragon, Counter):
Spells:
Spell-Like Abilities (CL 2) 1/day: Dancing Lights, Flare, Prestidigitation, Produce Flame Oracle Spells:
Bard Spells:
Feats:
Character Feats: Level 1
Campaign Bonus Feat: Toughness: +3 hp, gain 1 hp for each hit die over three. Juggler Bonus Feats: Deflect Arrows: You must have at least one hand free (holding nothing) to use this feat. Once per round when you would normally be hit with an attack from a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed. Attempting to deflect a ranged attack doesn't count as an action. Unusually massive ranged weapons (such as boulders or ballista bolts) and ranged attacks generated by natural attacks or spell effects can't be deflected. Warlord Bonus Feats: Deadly Agility: You may add your Dexterity modifier in place of your Strength modifier when wielding a light weapon or a weapon that gains the benefits of the Weapon Finesse feat (such as the rapier) when determining additional damage inflicted upon a successful attack. This modifier to damage is not increased for two-handed weapons, but is not reduced for off-hand weapons. Escape Route (Teamwork):
Gear:
Masterwork Kukri x2 Leather armor Backpack Bedroll Waterskin Encumbrance Light: 43 lbs. or less; Medium: 44–86 lbs.; Heavy: 87–130 lbs. Money:
Poor as dirt Goodwin's Special Item:
Item name: Agni & Dhuaan (Pair of masterwork kukris) Description: Category: Weapon Feats Granted: Quick Draw (Level 2): You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action. A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow). Weapon Focus (Kukri) (Level 3): +1 to attack rolls with selected weapon Magic Creation Pool (spent/total): 2000/3000 +1 enhancement on Agni Flexible Power Pool (spent/total): 0/1 none spent Background:
Greebins tribe was all but destroyed in a conflict with a rival orc tribe over hunting territory. The few survivors scattered, and Greebins was left to fend for himself. Not being a particularly skilled hunter on his own, he fell to stealing livestock from a shepherd he came across. The shepherd, suitably annoyed, gathered the people from his settlement and they set off to kill the elusive predator stalking their livestock. Greebins, nearly feral at this point, was cornered in a cave by the villagers when Goodwin appeared. Goodwin took Greebins to his demiplane, where he was introduced to, among many things, the faith of the Dawnflower. He became a faithful devotee, and could often be seen dancing around Goodwins' plane with a blade in one hand and a flame in the other.
Theoretical Progression:
Primary=Oracle 20 Secondary=Warlord 10 → Dragon Fury 10 Tertiary=Bard 20 Cheese Dip 1=Ninja
Dual Mind=Aegis (Trailblazer), Mesmerist (Vexing Daredevil), Magus (Eldrtich Scion). Featwise, probably going two-weapon fighting and dimensional agility feat chains, maybe eldritch heritage to grab the elemental movement. And maybe the dazzling display-deadly stroke chain.
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