Stone Giant

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AlecStorm wrote:

I have an animal companion (3 int) and I'd like to take with his feats improved grapple (nice for a ranged character). This feat requires improved unarmed attack, but this is a wasted feat for an animal, that got natural attacks.

It seems legit to think that he don't need this req, or that he can take the grab ability with a feat.
What do you think about this?

I'd let you sub in Imp. Wep Profic,but that feat is required for a good reason. Just giving an animal companion IUS is kind of op.


Check out the bard spells. . . I'm sure there are some great support things in there.

Dot.


Drakli wrote:
Just recently in a game I'm running, the party ranger took a critical hit from a chupacabra. The result from the Critical Hit Deck was "Bone Masher: Normal Damage and 1d3 Str damage (arm.)" Essentially, it broke his arm or sprained it or something like. The part I'm uncertain of is that it says "Limb useless until healed." Is that until the ability damage is healed or until the hit point damage is healed?

I rule all damage done to the arm.

Ie: if he has 30 damage total, and then takes fifteen to the arm, his arm is useless as squishy bits in a fight till15 is healed.(I apply the first fifteen hitpoints to his arm)

Furthering of the question: Do temporary hitpoints fill this catagory?


Kind of a a furthering of the question:

Could a level x monk stop being a monk, begin being a druid, and still get FoB?


This appeals to my intrests as both a gamer, and a new DM.
I believe it will be a multiple use per sitting type of item for me :)

Thank you very much for this fantastic product.


I don't know of an official one, but I do my own on the fly.
I just add a few quantitiy of gold if I feel the need to, or say, "he doesn't have the spell, and now you've made him feel both bad and unacomplished."

The main problem with doing a rarity system for me is that each world, and each town and city in each world, are all so different. There would need to be multiple tiers for each of those settings.

Of course that's just for me specifically, that's why I do mine on the fly.


I've been wanting to make either a grapple, trip, or critical, truely number of attacks, based barbarian.


Mergy wrote:

I'm giving this one obligatory bump before I let it die.

I've been thinking of cutting the barbarian right out and just going alchemist 12, swapping internal alchemist for beastmorph to take advantage of natural attacks and pounce. Can a straight alchemist make an effective meleer?

Yes, I've got a level five Vice. going pretty HAM at my table now. The enlarge person for minutes at a time really gives him a good way to do damage.


I just throw xp at my players for doing good things.
If they rp-d well, destroyed a dungon(litteraly), or were just generally awesome, they will probably get more experience.

Other than that, I go by the book for Cr ratings of monsters, taking the Cr of the encounter, and subtracting the Cr of the group gives you a closer to true rating of how challenging something is for everyone.

It's had me heading in the right directing as far as xp goes for my boys in my first game so far.


So let's say they kill the alchamist before he gelatinous cubes. . . They find an oddly heavy cloudy potion and one of them decides to go ahead and drink it.

What happens when he quaffs the gelationous cube?
I'm thinking it would pour out over him, leading to a suprise round for the cube, and then he would come in on the alc. Turn because of the summoned creature charateristic.


Nimon wrote:


This is why I clearly defined terms, in reality there is too many conflicts, and way to many threads on alignment opinions. Lieing and Killing are at the very least dishonorable, which is in oposition to what is defined for Lawful Neutral in the Core. A disregard for life is allowed in Lawful Evil, which is why I offered that as a possible change that would allow the Monk to retain his class.

You could offer up the lawful Unaligned alignment. I've known a lot of players that love that one. It more or less fits in with my own feelings.

However, the three major generallities between intellectual socities are, "don't steal, don't lie, and don't kill." I don't know if his character would have a problem with stealing. You can ask, "do you adheare to any sort of personal code." In character, either she'll say, "yes. It is BLAH!" or no. At which point you change her alignment.

I usually tell my (more expierenced) players not to write anything in the alignment spot, just to be the character.

It sounds like your player likes to take money out of the bank during monopoly. When I catch that happening I tell them to either replace it with an extra 20 percent of their entire pile, or quit playing. It really ruins the game for everyone.
If someone said, "jacob, you need this shield." I'd be like, "Give it to the rogue, I want that wand, it's pretty."


Hey guise,

I would really love to be able to have the amazing, weightless PDFs for all these great, I classify the core book as 'large sized', books.

My only problem is that I LOVE funneling money into my local store. It makes me feel good, and helps my local economy!

So my question is, through buying the book could I get some magicial code that not just anyone could read(ie a bar code) to use to scan to get a link to a pdf?

Secondly, as I am all for paying for products, Is there any way Paizo could sell download codes or something towards the PDFs? I'm thinking along the lines of putting all the PDFs into one lump purchase for the stores, and then seperating them out accordingly.

By seperating them out I mean make a core set, a monster set, an ultimate set, and a game mastery set. If great books like The Inner Sea World Guide keep coming out we will need one for 'area sets' also.

I feel as though this covers the bases of the game, and would give most players the PDFs they would need in the most convienent way possible.

Besides, paperless IS the new paper!

Thank you for reading my idea.
Jacob.


Isengrim wrote:

Do you get an attack of opportunity with a natural or improvised weapon? I thought you did not.

And if you do not have improved unarmed strike, do you provoke an attack of opportunity for doing an attack of opportunity?

You can totally provoke AoO through doing an AoO.

For instance, there are three combatants standing in a L shape. One of the combatants on the end drinks a potion. The one in the middle knows he can only win by knocking him prone, and so he uses his AoO as a trip attack. This (if you don't have the trip tier feats) provokes an AoO from both other combatants. Say the first combatant, Mr Potion drinker, decides to attempt a disarm with his AoO. This will possibly provoke an additional AoO from the combatant who is tripping. IF he has combat reflexes.

In this above situation being familar with grapple, and multiple characters in grapple, would probably be a good thing.


Ultrace wrote:
Ravennus wrote:
If my GM allowed it, I'd love for him to use an actual length of chain instead of a hemp or silk rope. The equipment trick feat says you can use "rope-like items" with a GM's discretion, and a chain is essentially a metal rope right?
Foot-for-foot, a chain is a lot heavier and more difficult to wield/swing than a rope is; while the rest of this sounds feasible, I'd be disinclined to allow a chain in this case. Maybe if it was a mithril chain. Or possibly if it was houseruled to become a two-hand weapon without the usual two-hand benefits, but still.

The dm in me is saying to give a minus 2 per five feet of heavy chain, and per ten of light chain to hit.

And then plus one for awesome roleplay with that.
I would make it be a semi twohanded weapon* due to the concentration needed to use it.

A rope, to me, slices through anything like a hot knife through a large block of steel. You could totally tie a knot in the end of it and grab the bludgenoning damage type.
Maybe some niffty mwk/plus one bonus could get you into the slashing type, but inserting a sword into the end of a rope would probably not be a good safety feature.

Just getting a spike in-fused rope is good enough to gain piercing to me.

*semi-twohanded weapon: twf feat gets rid of the penalty for wielding one handed*


I would like to see a book of the lore of Golarion.
That would be way cool. I love lore.


I say if it really affects anything, just have the coup-ed character not get hit.
Or apply some homebrew trait on him/her to make them never helpless.


I ususally just throw a motif into my scheduled game.
"All the children are going from door to door...." type stuff.


What's your favorite way to get that first, "you're in a town," game out of the way?


In our group, players expect to die. We know things happen to characters, and diving isn't safe. We mainly expect to die because we always seem to be really stong, and a little too smart, characters, and if the combat is "hard" by most standards it's a cake walk for us.

DM_aka_Dudemeister wrote:
That said I REALLY want to try the "Players roll all dice option" and play another game using playing cards instead of d20.

There is a really good system based off of cards and d20 fusion set in the old west I know of. Skills are done by d20, while commbat is card based. It's called Deadlands, it is absolutly fantastic. My group and I didn't really ever use any physical combat area.

I don't understand the, "players roll the dice," thing. Functionally I see how it could work. I would get mad though, as rolling is about 10 percent of the fun for me lol.


I'll roll randomm effects(weather, how many people are in town, are there animals around you, etc...) right in front of the player, but won't tell them what I'm doing.

Some things, such as a player making a disguise check, which is needed to be rolled in secret by the GM so the player doesn't know how good his or her disguise is, need to be rolled away from the table. I keep an empty chair next to me for that though :)


Rathendar wrote:


I would use CHA myself.

I think STR would be more applicable. All zombies do is walk, moan, eat brains, and moan.


I would love to see a few good swarm minis.


I believe you can drop said wepon as a swift action. (I'm away from my books, so don't quote me on that.)

Which is important for whatever that one monk ki-pool bonus this is actually called.


gossamar4 wrote:

anyone got some general or specific guidlines for handling "inventors"?

This is something I would encourage, but to what extent? I have a player with a gnome alchemist. He asked about making "inventions", I told him, sounds like a "craft: engineering" skill. He came up with an idea to adhere an extract and a mutagen together with a "button" to open both lids and drink them together, effectivly reducing his "buff" time to 1 round instead of 2 (i.e. strength mutagen and enlarge person).

Seems to me this would be viable. He has no problem with allocating skill ranks, using "time" units to create the item, accepting whatever DC I come up with, even drafting a "schematic" which would use materials available found in the pathfinder world. As I understand it, an 8th lvl alchemist can take the "combine extracts" discovery and get the effects of 2 extracts at once. Should I tell him to wait till 8th lvl and "allow" 2 extracts to equal 1 extract AND a mutagen, or reward the "inventiveness"?

Does anyone see this as "broken"? Would you "allow" this? Any similar scenarios?

Inventing is awesome, I've seen a whole lot of great inventions around my tables. Sometimes the player inventing goes on a bit of a rant, I had a 40 minute long explanation on a friggin hammock one day, so watch out for that.

Some of them can take months in the game world. I'd say this sounds like about a week of working to make a reliable one due to the fine parts required, three days for an unreliable one.
Also it sounds like you could just glue two flasks together and get the same result. A very important, "no one will buy this because they can't be one hundred percent sure it's safe," kind of clause is probablly a good one to come up with.


Asphesteros wrote:

My view is one is not able to pause an action in process to take another action. Just like how normally one cannot attack in the middle of a move. Any action needs to be resolved before another action can be taken. So, while trip provokes, the charger can't stop his charge, attack, then resume charging. In other words, yea he's given an opportunity to attack, but can't take it because he's already occupied in the middle of doing something else.

Well, you're wrong.

RAW: An attack of Opportunity "interrupts" the normal flow of actions in a round. If an attack of opportunity is provoked, immediately resolve the attack of opportunity, then continue with the next character's turn (or complete the current turn, if the attack of opportunity was provoked in the midst of a character's turn). Core Rule Book pg 180

That being said it is totally up to the GM for their own game, and I totally understand your viewpoint. Somethings really do just happen too fast. In this case though a character slashing at what he knows is an off balance enemy as he runs past. In my GM opinion it's an AoO green light.

On Readying Actions RAW: "...The action occurs just before the action that triggers it. If the triggered action is part of another character's activities, you interrupt the other character. Assuming he is capable of doing so, he continues his actions once you complete your redied action...." Core Rule Book pg 203

The answer Findel is yes, on both accounts. Timmy triggers his readied action, and Charlie gets an attack of opportunity from this. To resolve this, once Timmy triggers his action (before he performs the attack though), Charlie gets his AoO. Charlie, because he is not making an attack is NOT at a negative 2 for his AC.

Obviously, if Charlie is tripped his charge is over. Good news for him though, he can now taste the sweet sweet stone before his face.


So say my players (~level 14) are in a dungon, and one of them started doing this agianst a rat.

I would have the roof cave in, if they were going up, or the floor fall through, if they were going down. I'd psudeo roll some percentiles for them, give them an easy reflex save (so they wouldn't die), and block the door with the rubble. I'd steadilly add monsters to the combat as they(the monsters) came wandering through the halls as needed to get the combat above "let's jumb around this rat," quality.

The easy way to do this would be, "you stepped on a pressure plate, you all hear a rumbling, and then a part of the celing falls on(or the floor falls out from under) the monster you were fighting!" . . Give them a second.... NOW! "OH! The rest of the floor/celing follows promptly, along with some pretty green slime."


Some call me Tim wrote:

So, you can never 'flank' with a crossbow.

You can, but you have to be willing to hit someone with your crossbow. ;)


So my personal opinion after reading 11 pages?(yeah, I skipped a few, wanna fight about it?)
I want to make a monk using every vow at once. At the same time I want to be a summoner, sadly I'm only available to play activly in one game at the moment.

I feel as though the flavor of the additions in UM weren't that good over all. I feel the kind of direct the player down an interstate with multiple exits. Rather than ask the player, "where should we build this road to?"

With that in mind, however, I look into them (the flavor points of UM) as wonderful steps in the right direction. When I say that I mean we shouldn't, as players, say, "well I'm the lizard druid so I don't like birds...." and instead we should say, "I'm the evil tifling monk who likes to make babies cry because they are unapriciative of the things they have."


I believe a literal bull could do a wonderful job of this, and thus a human with good bull studying habits.
Over all, I agree with big norse and starglim. Whilst adding something about grappling them at a negative to pick them up to apply the knock back.


Midnight_Angel wrote:


Now, as for the Quarterstaff Master... the rules make it clear that 'you cannot use the Quarterstaff as a double weapon if using it one-handed'- So, no using both ends when using another weapon at the same time. Of course, you can 'change ends' between rounds.

Does Quaterstaff Master say what type of action(move, swift, &c) changing ends is?

I know a monk can drop a ki to get an extra swift action.


Does going prone provoke AoO?


Phasics wrote:
TriOmegaZero wrote:
I see them as equally wrong, just in different ways.

you know you could run a very interesting campaign where there was a rule that killing ANYONE who is sentient is considering evil no matter the circumstances.

not only that killing someone immediately taints you with the aura of an evil alignment.

I know there is a monk build/alternate class that works off of this. I believe UM actually says, "this monk will probably take a lot of grapple feats and use ropes or chains to tie up their enemies." The role play for it seems a little bland though.

Personally, i'd just be evil if my GM ran a campagin like this.


I think pobbles has a great idea for that plot line, seems like a total eureka moment.

Secondly, the way elementals think. Say you have a fire elemental, from the domain/realm/homeland of 'fire,' or whatever hot name you want it to have. He would come to Golarion and go, "gosh it's cold." And light it all on fire to try and warm it up. Humans would be scared out of their minds, but he'd be super happy.
At least, that's the way my brain wants it to be. I like when things are super happy.


My groups, when we can't find rules, usually just go by the 3.5 ones. We are playing 3.75, so it works fairly well.


What snacks are the best for a good days worth of gaming.

The major criteria are price, goodness (the level of good-atude), and longevity.

Last week I brought the golden flake southern sweet bbq, pickle, and the rippley ones.
Together they wound up being 5 bucks for the chips, and I got the frito halapeno cheddar dip(which wasn't hot at all) which was like a buck fitty.

They all loved the bbq and original chips, not so much the pickle.

All in all I give the gold flake combo a 3.5 out of 5.0


This is one of those situations where bringing the tabletop/paper to three D actually helps. Think about looking at something about 15-20 feet tall, and 15 feet across. If you have a flask of acid, you're going to aim for the center of the creatre's mass you are currently seeing.

This would roughly be the stomach, or the chest. Thus, the "splash" would splash away from there.
This is opposed to trying to throw "at the tile it is standing on." This probably wouldn't seriously hurt the monster at all, and would probably only marginally scuff the tile.


Chris Mortika wrote:


If I know what square an unseen enemy is in, do I have line of sight? Do I have line of sight to an invisible foe I'm grappling?

No.

Assuming your combat area is a chessboard: Think of it in extreme circumstances. If a tifling monk is using cloud step and is ten feet in the air in square a4, then uses darkness to make the room pitchblack he could slowfall into a tiny hole in the floor, and disappear forever for all you know.

You don't have line of sight, but you are touching them. Your party would have LoS on you, and be able to target you though.

Added*
The hole probably wouldn't be tiny, seeing as he is medium sized, but this monk has invested hevilly in lard-esq products so he'll make it happen.


All I have to say is bonus feats


I vote for the ones I can use. If I had to pick just four would say one barbarian figure, one tall, or medium sized, spell caster, one short, or small sized, spell caster, and one monk.
Monks rock.


One of the homebrews I allow is that someone can "learn" a feat if they don't meet the prereqs, but not use it yet because they don't have the skills or knowledge to use it proficently.

I do it on a case by case basis, and strictly practiced based things, such as great cleve, just will not work that way.

Of course it's a dumb thing to do because the plaer doesn't get to do it yet.

Full Name

Pnin

Race

Combat:
Shortbow +13 / 1d6+6; Morningstar +6 / 1d8+1; Sneak Attack +4d6

Classes/Levels

Saves:
Fort +4 Ref +12 Will +5

Gender

AC 23; HP 51; INIT +6; PERCEPT +27

Size

Medium

Age

25

Alignment

Chaotic Neutral

Languages

Common, Catfolk, Elvish, Draconic

Strength 12
Dexterity 21
Constitution 10
Intelligence 14
Wisdom 12
Charisma 12

About Pnin

Male Catfolk Unchained Rogue 7
CN Medium
Deity Bastet
Initiative +6 senses: lowlight vision
perception +27 = 1(WIS) + 7(Ranks) + 3(Trained) + 2(Cat) + 4(Canny Observer) + 3(Trapfinding) + 5(Eyes of Eagle) + 2(Danger Sense)

5'10''/160lbs ; Black fur, orange eyes

==DEFENSE==
AC 23 = 10 + 5(Armor) + 5(Dex) + 2(Ring) + 1(Amulet); Touch 17; Flat Footed 17
HP 51 = (8+4+8+4+8+4+8) + 0(Con) + 7(Fav)
Fort +5=(0+2+2) Ref +12=(5+5+2) Will +5=(1+2+2)

==OFFENSE==
Spd 30ft
Melee +1 Str
Ranged +5 Dex

==STATISTICS==
Str 12 Dex 19+2 Con 12 Int 14 Wis 12 Cha 12
BAB +5 CMB +6 CMD 21

==FEATS & TRAITS==

Canny Observer:
When a rogue with this talent makes a Perception check to hear the details of a conversation or to find concealed or secret objects (including doors and traps), she gains a +4 bonus.

From Rogue Talent Level 2

Rapid Shot:
Additional attack -2 penalty per attack.

When making a full-attack action with a ranged weapon, you can fire one additional time this round at your highest bonus. All of your attack rolls take a –2 penalty when using Rapid Shot.

Point Blank Shot:

Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Precise Shot:

Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.

Weapon Focus (Shortbow):

Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon.

Deadly Aim:

You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Reactionary:

Benefit: You gain a +2 trait bonus on initiative checks.

Inspired:

Benefit: Once per day as a free action, roll twice and take the better result on a skill check or ability check.

==ROGUE ABILITIES==

Weapon and Armor Proficiency:
Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow. They are proficient with light armor, but not with shields.

Sneak Attack:
+4d6 damage if enemy caught flat footed

If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.

With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty.

The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment.

Trapfinding:
+3 to Perception for traps, Disable Device can Disable magical traps

A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

Finesse Training:
Weapon Finesse for Composite Shortbow Dex for attack and damage

At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.

Evasion:
At 2nd level, a rogue can avoid even magical and unusual attacks with great agility. If she succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Danger Sense:
+1 Perception to avoid being surprised by enemy, +1 to Reflex & AC against traps

At 3rd level, a rogue gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. In addition, she gains a +1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 rogue levels thereafter (to a maximum of +6 at 18th level). This ability counts as trap sense for the purpose of any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (from another class).

Rogue Talents:

Level 2 = Canny Observer

Level 4 = Combat Trick: Rapid Shot

As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2 levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once.

Talents marked with an asterisk add effects to a rogue’s sneak attack. Only one of these talents can be applied to an individual attack, and the decision must be made before the attack roll is made.

Debilitating Injury:

At 4th level, whenever a rogue deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special ability). The rogue can choose to apply any one of the following penalties when the damage is dealt.

Bewildered: The target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –2 penalty to AC against all attacks made by the rogue. At 10th level and 16th level, the penalty to AC against attacks made by the rogue increases by –2 (to a total maximum of –8).

Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8).

Hampered: All of the target’s speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.

These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty.

Uncanny Dodge:

At 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.

If a rogue already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.

Rogue's Edge:

Level 5 = Disable Device

5 Ranks: Reduce the time required to disarm a trap or open a lock by taking a –5 penalty on your Disable Device check for each step by which you reduce the time required: 2d4 rounds, 1d4 rounds, 1 round, a standard action, a move action, a swift action.

At 5th level, a rogue has mastered a single skill beyond that skill’s normal boundaries, gaining results that others can only dream about. She gains the skill unlock powers for that skill as appropriate for her number of ranks in that skill. At 10th, 15th, and 20th levels, she chooses an additional skill and gains skill unlock powers for that skill as well.

==SKILLS & LANGUAGES==

Skills:

Ranks: 60 (8 Class +2 INT)
• Acrobatics* +15 = 5 + 7 + 3
• Appraise*
• Bluff* +7 = 1 + 3 + 3
• Climb* +9 = 1 + 5 + 3
• Craft*
• Diplomacy* +11 = 1 + 7 + 3
• Disable Device* +19 = 5 + 7 + 3 + 2 (+2 Thieve's Tools)
• Disguise*
• Escape Artist* +12 = 5 + 4 + 3
• Fly
• Handle Animal
• Heal
• Intimidate* +5 = 1 + 1 + 3
• Knowledge (arcana)
• Knowledge (dungeoneering)* +12 = 2 + 7 + 3
• Knowledge (engineering)
• Knowledge (geography)
• Knowledge (history)
• Knowledge (local)* +12 = 2 + 7 + 3
• Knowledge (nature)
• Knowledge (nobility)
• Knowledge (planes)
• Knowledge (religion)
• Linguistics* +6 = 2 + 1 + 3 (Draconic)
• Perception* +27 = 1(WIS) + 7(Ranks) + 3(Trained) + 2(Cat) + 4(Canny Observer) + 3(Trapfinding) + 5(Eyes of Eagle) + 2(Danger Sense)
• Perform*
• Profession*
• Ride
• Sense Motive* +9 = 1 + 5 + 3
• Sleight of Hand* +10 = 5 + 2 + 3
• Spellcraft
• Stealth* +17 = 5 + 7 + 3 + 2
• Survival +3 = 1 + 0 + 2
• Swim
• Use Magic Device*
*Class Skill

Languages:
Common, Catfolk, Draconic

==RACIAL ABILITIES==

Cat's Luck:
Once per day, reroll Reflex saving throw take the better result. Must decide to use this ability before the saving throw is attempted.

Natural Hunter:
+2 to Perception, Survival, Stealth

Sprinter:
+10 feet when charging, running, or withdrawing

==EQUIPMENT==

Eyes of the Eagle:
+5 to perception

Cloak of Resistance:
+2 to all saves

Masterwork Thieve's Tools:
+2 to Disable Device

Special Composite Short Bow:
+1 magical enchantment. Combined with Weapon Finesse uses Dex for Damage and attack!

Ring of Protection:
+2 to AC

Masterwork Mithral Chain Shirt:
+5 AC No Dex Penalty

Belt of Incredible Dexterity:
+2 Dex