Catfolk

Idari "Lucky Strikes" Lucien's page

119 posts. Alias of Dorian 'Grey'.


Full Name

Idari "Lucky Strikes" Lucien

Race

Catfolk

Classes/Levels

Wizard (Chronomancer) 2 HP 14/14 | AC 13, FF 10, Touch 13, CMD 13 | Fort +1 Ref +3 Will +2, +2 vs Fear| Init +7 | Per -1, SM -1 | Speed 30ft | Conditions: MA, EE, WP

Gender

M

Size

M

Age

?

Alignment

NG

Deity

Nethys

Location

Wati

Languages

Osiriani, Catfolk, Draconic, Goblin, Sylvan, Gnoll, Ancient Osiriani

Strength 8
Dexterity 16
Constitution 13
Intelligence 17
Wisdom 8
Charisma 12

About Idari "Lucky Strikes" Lucien

A Bit of a Back Story:

A chorus of cacophony cascaded across the cocoon of chaos that was Wati. The decades long opening of the Half-Dead city continued to cause the bustling and the boisterous amongst the influx of foreigners to be most lucrative. The unrelenting followers of Pharasma and the desperate descendants of the old ways constantly curved (and carved) the ever-fidgetily traditionalists stubborn fingers off their city over the decades until finally, Wati has practically now become the newest hotbed in Osirion.

These new opportunities have allow acceptance for those not regularly seen amongst the inner city.

Being that he was born and raised in the city of Wati, knowing its streets and secrets well, Idari "Lucky Strikes" Lucien exercised extreme prejudice when lucrative opportunities presented themselves.

Although it’s frowned upon by the city’s authorities, the Wizard has sneaked into the necropolis on multiple occasions to wander its dusty, abandoned streets. Out of respect for the deceased, he has never actually entered one of the necropolis’s silent tombs, but the Catfolk has no fear of what might lie inside.

The Ruby Prince Khemet III has ordered the government of Wati and the church of Pharasma to open Wati’s necropolis to exploration. The lottery is random and impartial, and the eager Prophet awaits excitedly for his prospective group to form....
This does indeed feel like my lucky day!

Crunch:

Idari-lucien
Male Catfolk Wizard (Chronomancer) 2
NG Medium
Init +7; Senses Perception -1, Low-light Vision
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Defense
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AC 13, touch 13, flat-footed 10 (+0 armor, +0 shield, +0 size, +0 deflection, +3 Dex, +0 natural, +0 dodge)
hp 14(2d6+4)
Fort +1, Ref +3, Will +2

+2 Fear
Cat's Luck: reroll Reflex 1/1

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Offense
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Speed 30 ft. / Climb 20'
Melee:
Ranged

Special Attacks/Qualities:
Temporal Pool (Su): 4/4
Forewarned: see below
Rewind: see below
Arcane School: Divination (Prophecy)
Opposition Schools: Necromancy, Enchantment
Inspiring Prediction (Su): 6/6
A number of times per day equal to 3 + your Intelligence modifier, you can predict an ally’s success, bolstering others’ resolve. As a swift action, you can shout an inspiring prediction, granting each ally within 50 feet who can hear you a +4 luck bonus on her next attack roll, saving throw, or skill check.

Cat’s Luck: 1/1
Curiosity (see below)
Climber

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Statistics
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Str 8, Dex 16, Con 13, Int 17, Wis 8, Cha 12
Base Atk +1; CMB +0; CMD 13
Feats ScribeScroll(b), Improved Initiative
Class Skills
The Wizard's class skills are Appraise (Int)+7(1bg), Craft (Int), Fly (Dex), Knowledge (arcana) (Int)+7(1), Knowledge (dungeon) (Int)+7(1), knowledge (Engineering)+7(1bg), knowledge (Geography)+7(1bg), knowledge (history)+9(1), Knowledge(local) (Int)+10(1), Knowledge (nature) (Int)+7(1), knowledge (Nobility), Knowledge (planes) (Int)+7(1), knowledge (Religion)+7(1), Linguistics (Int)+7(1bg), Profession (Wis), and Spellcraft (Int)+7(1). Diplomacy (Int)+6(2)(+6 to Gather Information)

Skill Points at each Level: 2 + Int modifier.

Traits: Affable, Wati Native
Languages Osiriani, Catfolk, Draconic, Sylvan, Gnoll, Goblin, Ancient Osiriani
Favored Class: +1 hit point/x2
SQ
Other Gear
Explorer's clothes
Spellbook
Satchel
Pathfinder's kit (12gp)

Tracked Resources
Wand of Magic Missile (1st) 25/21
Wand of Burning Hands (1st) 25/25
Scrolls
Endure Elements 8/5
Mage Armor 8/5
Waterproof 8/5
Unseen Servant 8/5
Light 8/5
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Wealth 1459gp / spent 1320gp

Spells for the Day:

Cantrips
1. Detect Magic
2. Open/Close
3. Message
4. Prestidigitation

1st level
1. Grease
2. Comprehend Languages
3. Featherfall
School spell: True skill

Spellbook:

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: Once per day when a catfolk attempts 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.
Curiosity
Source Advanced Race Guide pg. 91
Catfolk are naturally inquisitive about the world around them, though some are more curious than others. Such catfolk gain a +4 bonus on Diplomacy checks to gather information, and Knowledge (history) and Knowledge (local) are always class skills for them. If they choose a class that has either of these Knowledge skills as class skills, they gain a +2 racial bonus on those skills instead. This racial trait replaces natural hunter.
Climber
Source Advanced Race Guide pg. 91
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.

Traits:

Wati Native [Campaign]
Source Mummy's Mask Player's Guide pg. 10, People of the Sands pg. 31
You were born and raised in the city of Wati, and you know its streets and secrets well. Although it’s frowned upon by the city’s authorities, you have sneaked into the necropolis on multiple occasions to wander its dusty, abandoned streets. Out of respect for the deceased, you’ve never actually entered one of the necropolis’s silent tombs, but you have no fear of what might lie inside. You gain a +2 trait bonus on saves against fear effects. In addition, your knowledge of the city grants you a +1 trait bonus on Knowledge (local) checks, and that skill is always a class skill for you.

Affable [Social]
Source Champions of Purity pg. 13
You have a genial personality and make it a point to befriend and help people wherever you go. In your travels, you stop to aid others, tell interesting stories, and often buy rounds of drinks for patrons at the local taverns. You bring good cheer to those you encounter, and for this reason, you often find yourself attending important events or fruitful gatherings, and have even become an honorary member of many families. People find you trustworthy, and they are willing to share information with you. You gain a +2 trait bonus on Diplomacy checks to gather information, and can do so in half the normal time. In addition, Diplomacy and Knowledge (local) are always class skills for you.

Chronomancer:
Temporal Pool (Su): A chronomancer gains a reservoir of temporal energy to manipulate the time stream in a variety of ways listed below. This temporal pool has a number of points equal to half his class level + his Intelligence modifier (minimum 1). This pool refreshes once per day when the chronomancer prepares his spells.

Forewarned: The chronomancer can expend 1 point from his temporal pool when he rolls initiative to allow himself or an ally within 30 feet to roll 1d4 and add it to that character’s initiative result. At 5th level, the chronomancer can expend 2 points from his temporal pool as an immediate action to apply this benefit to a saving throw he has just rolled (but before the result is revealed). At 10th level, the die size increases to 1d6.

Rewind: As an immediate action after losing a spell due to a failed concentration check or after casting a spell that had no effect (such as due to successful saving throws, a failed caster level check to overcome spell resistance, or other immunities), the chronomancer can expend a number of points from his temporal pool equal to half the spell’s level (minimum 1) to immediately prepare the spell again, as if it had not been cast. Any material components expended in the original casting remain expended, as are actions used to cast the original spell.