Catfolk

Jaym'row's page

164 posts. Alias of Clebsch73.


Full Name

Jaym'row

Classes/Levels

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Gender

Female (she/her) Catfolk Rogue (Captivator) 2 | AC 19 + nimble dodge hp 24/24 XP 200 Hero Pts 1|

About Jaym'row

Female (she/her) Catfolk Rogue (Captivator) 2 (PF 2E)
Traits: CG, Medium, Catfolk, Humanoid
Perception +6; low-light vision, imprecise scent (range 30 feet)
+1 circumstance bonus to Perception checks to find traps. Even if not Searching for traps, get a check to find traps that normally require her to be Searching.
Dicebot [dice=Perception]1d20 + 6[/dice]
Languages Common, Amurran (Catfolk), Cornyrian, Jotun
Trained Skills Acrobatics +8, Arcana +5, Athletics +5, Diplomacy +7, Intimidation +7, Lore (Folktales) +5, Lore (Catfolk) +5, Medicine +4, Nature +4, Occultism +5, Performance +7 (+1 with string instrument, +1 when using Musical Accompaniment Cantrip), Society +5, Stealth +8, Survival +4
Expert Skills Deception +9, Thievery +10
Untrained Skills Crafting +1, Religion +0
Str +1, Dex +4, Con +0, Int +1, Wis +0, Cha +3
Items Studded Leather Armor, Rapier, Starknife, Shortsword, Shortbow, 22 arrows, violin, backpack, thieves' tools, 6 replacement lock picks, 10 Candles, 5 Oil, 10 Torches, Bedroll, Soap, Flint and Steel, waterskin, Signal Whistle, Earplugs, Sap, Whip, Winter Clothing, Rope, Pup Tent, 10 Matchstick, Special Rosin*, 3 minor elixirs of life**, Alchemist's Fire Flask, antiplaugue (minor), Animal Bane Oil***.
*Contains 10 applications, grants +1 item bonus to any Perform (strings) check with a given bow within the next hour.
** Upon drinking this elixir, you regain 1d6 Hit Points and gain an +1 item bonus to saving throws against diseases and poisons for 10 minutes.
*** Grants +1d6 damage against animals for 1 minute when applied to a weapon.
Cash: 2.07

Skill Dicebots:

[dice=Acrobatics]1d20 + 8[/dice]
[dice=Arcana]1d20 + 5[/dice]
[dice=Athletics]1d20 + 5[/dice]
[dice=Deception]1d20 + 9[/dice]
When used with the feint action, success makes target off guard against all Jaym'row melee attacks until end of her next turn; Crit: target is off guard against all melee attacks from all allies until end of her next turn.
[dice=Diplomacy]1d20 + 7[/dice]
[dice=Intimidation]1d20 + 7[/dice]
[dice=Lore (Folktales]1d20 + 5[/dice]
[dice=Lore (Catfolk)]1d20 + 5[/dice]
[dice=Medicine]1d20 + 4[/dice]
[dice=Nature]1d20 + 4[/dice]
[dice=Occultism]1d20 + 5[/dice]
[dice=Performance]1d20 + 7[/dice]
Bonuses: String instrument +1, Special Rosin +1, using Musical Accompaniment Cantrip +1
[dice=Religion]1d20 + 0[/dice]
[dice=Society]1d20 + 5[/dice]
[dice=Stealth]1d20 + 8[/dice]
[dice=Survival]1d20 + 4[/dice]
+2 to track a creature that has been smelled before.
[dice=Thievery]1d20 + 10[/dice]


_________________________________________________________
AC 19 (21 with Nimble Dodge reaction) Fort +4 Ref +10 Will +6
+1 AC against attacks made by traps. +1 to saves against traps.
HP 24
Nimble Dodge [reaction] Requirement Jaym'row can’t use this reaction while encumbered. Trigger Jaym'row is hit or critically hit by an attack made by a creature Jaym'row can see. Effect Jaym'row gains a +2 circumstance bonus to their Armor Class against the triggering attack.
Land on Your Feet When you fall, you take only half the normal damage and don't land prone.
Save Dicebots:

[dice=Fortitude]1d20 + 4[/dice]
[dice=Reflex]1d20 + 10[/dice]
[dice=Will]1d20 + 6[/dice]

__________________________________________________________
Speed 25 feet
Melee •> Rapier +8 [+2/-3] (deadly d8, disarm, finesse) Damage 1d6 + 1 piercing
Melee •> Starknife +8 [+2/-3] (Agile, Deadly d6, Finesse, Thrown 20 ft., Versatile S) Damage 1d4 + 1 piercing or slashing
Melee •> Shortsword +8 [+2/-3] (Agile, Finesse, Versatile S) Damage 1d6 + 1 piercing or slashing
Ranged •> Shortbow +8 [+2/-3] (Deadly d10 Range 60 ft) Damage 1d6 piercing
Sneak Attack Jaym'row deals 1d6 extra precision damage to flat-footed creatures.
Occult Spells Known DC 15; Cantrips (1st) Figment, Musical Accompaniment
Combat Dicebots:

[dice=Deception, feint]1d20 + 9[/dice]
When you successfully Feint, the target is flat-footed against melee attacks you attempt against it until the end of your next turn. On a critical success, the target is flat-footed against all melee attacks until the end of your next turn, not just yours.
[dice=Sneak Attack damage, precision]1d6[/dice] if target is off-guard.
[dice=Rapier]1d20 + 8[/dice]
[dice=Damage, rapier]1d6 + 1[/dice]
[dice=Rapier, 2nd attack]1d20 + 8 - 5[/dice]
[dice=Damage, rapier, critical]1d6 + 1 + 1d8[/dice]
[dice=Starknife melee]1d20 + 8[/dice]
[dice=Damage, Starknife]1d4 + 1[/dice]
[dice=Starknife melee, 2nd attack]1d20 + 8 - 4[/dice]
[dice=Damage, Starknife, critical]1d4 + 1 + 1d6[/dice]
[dice=Shortsword]1d20 + 8[/dice]
[dice=Damage, shortsword]1d6 + 1[/dice]
[dice=Shortsword, 2nd attack]1d20 + 8 - 4[/dice]
[dice=Damage, shortsword, critical]1d6 + 1[/dice]
[dice=Shortbow]1d20 + 8[/dice] (Range 60 ft)
[dice=Damage, shortbow]1d6[/dice]
[dice=Shortbow, 2nd attack]1d20 + 8 - 5[/dice] (Range 60 ft)
[dice=Damage, shortbow, deadly on critical]1d10[/dice]
[dice=Starknife, thrown]1d20 + 8[/dice] (range 20 ft)
[dice=Damage, starknife thrown]1d4 + 1[/dice]
[dice=Damage, starknife thrown, critical]1d4 + 1 + 1d6[/dice]
[dice=DC 5 Flat Check for concealment]1d20[/dice]

Heritage: Hunting Catfolk:
Source Advanced Player's Guide pg. 9 2.0
You come from a long line of skilled hunters and trackers and have a particularly keen sense of smell. You gain imprecise scent with a range of 30 feet. This means you can use your sense of smell to determine a creature's location. The GM will usually double the range if you're downwind from the creature or halve the range if you're upwind.
In addition, you gain a +2 circumstance bonus to Track a creature or object if you've smelled it before.

Background: Saloon Entertainer:
Source Guns & Gears pg. 123
All you want to do is entertain the people, but sure enough, bad news seems to follow you. Gunfights, brawls, robberies, and more befall establishments you play at, and word is quick to spread. Keep one town ahead of the gossip, and you just might be able to play a gig, command a stage, or run a table again.
Choose two ability boosts. One must be to Dexterity or Charisma, and one is a free ability boost.
You're trained in the Performance skill, and a Lore skill of your choice. You gain the Virtuosic Performer skill feat.

Virtuosic Performer Feat:
Level 1
Traits: General Skill
Source Core Rulebook pg. 268 4.0
Prerequisites trained in Performance
You have exceptional talent with one type of performance. You gain a +1 circumstance bonus when making a certain type of performance. If you are a master in Performance, this bonus increases to +2. Select one of the following specialties and apply the bonus when attempting Performance checks of that type. If it’s unclear whether the specialty applies, the GM decides.
Specialty: Strings (Fiddle, harp, lute, viol)

Ancestry Feat: Catfolk Lore Feat:
Level 1
Source Advanced Player's Guide pg. 10 2.0
Growing up among catfolk has taught you the traditional values of freedom to travel, stewardship of the land, and quick reactions when your curiosity lands you in trouble. You gain the trained proficiency rank in Acrobatics and Survival. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Catfolk Lore.

Rogue Abilities and Proficiencies:

Key Ability DEXTERITY
Hit Points 8 plus your Constitution modifier
Expert in Perception
Saving Throws
Fortitude Trained
Reflex Expert
Will Expert
Skills
Trained in Stealth
Trained in one or more skills determined by your rogue's racket [Scoundrel: Deception, Diplomacy]
Trained in a number of additional skills equal to 7 plus your Intelligence modifier [1]
Attacks
Trained in simple weapons
Trained in the rapier, sap, shortbow, and shortsword
Trained in unarmed attacks
Defenses
Trained in light armor
Trained in unarmored defense
Class DC
Trained in rogue class DC

Level 2: Skill increase: Thievery from trained to master.


Rogue's Racket:
As you started on the path of the rogue, you began to develop your own style to pursue your illicit activities. Your racket shapes your rogue techniques and the way you approach a job, while building your reputation in the criminal underworld for a certain type of work. A client with deep pockets might even hire a team of rogues for a particular heist, each specializing in a different racket, in order to cover all the bases.
Scoundrel
Source Core Rulebook pg. 180 4.0
You use fast-talking, flattery, and a silver tongue to avoid danger and escape tricky situations. You might be a grifter or con artist, traveling from place to place with a new story or scheme. Your racket is also ideal for certain reputable professions, like barrister, diplomat, or politician.
When you successfully Feint, the target is flat-footed against melee attacks you attempt against it until the end of your next turn. On a critical success, the target is flat-footed against all melee attacks until the end of your next turn, not just yours.
You’re trained in Deception and Diplomacy. You can choose Charisma as your key ability score.

Feint •> Trait Mental
Requirements You are within melee reach of the opponent you attempt to Feint.
With a misleading flourish, you leave an opponent unprepared for your real attack. Attempt a Deception check against that opponent’s Perception DC.
Critical Success You throw your enemy’s defenses against you entirely off. The target is flat-footed against melee attacks that you attempt against it until the end of your next turn. The target is flat-footed against all melee attacks until the end of your next turn, not just yours.
Success Your foe is fooled, but only momentarily. The target is flat-footed against the next melee attack that you attempt against it before the end of your current turn. The target is flat-footed against melee attacks you attempt against it until the end of your next turn.
Critical Failure Your feint backfires. You are flat-footed against melee attacks the target attempts against you until the end of your next turn.


Sneak Attack:
When your enemy can't properly defend itself, you take advantage to deal extra damage. If you Strike a creature that has the flat-footed condition with an agile or finesse melee weapon, an agile or finesse unarmed attack, a ranged weapon attack, or a ranged unarmed attack, you deal an extra 1d6 precision damage. For a ranged attack with a thrown melee weapon, that weapon must also be agile or finesse.
As your rogue level increases, so does the number of damage dice for your sneak attack. Increase the number of dice by one at 5th, 11th, and 17th levels.

Surprise Attack:

You spring into combat faster than foes can react. On the first round of combat, if you roll Deception or Stealth for initiative, creatures that haven’t acted are flat-footed to you.

Rogue Feats
Nimble Dodge (reaction) Feat:
Level 1
Traits: Rogue, Swashbuckler
Source Advanced Player's Guide pg. 88 2.0, Core Rulebook pg. 183 4.0
Trigger A creature targets you with an attack and you can see the attacker.
Requirements You are not encumbered.
You deftly dodge out of the way, gaining a +2 circumstance bonus to AC against the triggering attack.

Captivator Dedication Feat (Archetype):
Your ability to captivate others borders on the preternatural. You are seldom at a loss in social situations, and you can create minor enchantments or illusions. Deception skill increases to Master. Gain two cantrips from the Occult list, enchantments or illusion schools.
Figment
Musical Accompaniment
You're trained in occult spell attack rolls and spell DCs. If you have a hand free, you can usually replace material components with somatic components, so you don't need to use a spell component pouch. Your key spellcasting ability for these spells is Charisma.

Trap Finder:
You have an intuitive sense that alerts you to the presence of traps. You gain a
+1 circumstance bonus to Perception checks to find traps, to AC against attacks made by traps, and to saves against traps. Even if you aren’t Searching, you get a check to find traps that normally require you to be Searching. You still need to meet any other requirements to find the trap.
You can disable traps that require a proficiency rank of master in Thievery. If you have master proficiency in Thievery, you can disable traps that require a proficiency rank of legendary instead, and your circumstance bonuses against traps increase to +2.

Skill Feats
Multilingual Feat:
Level 1
Traits: General, Skill
Source Core Rulebook pg. 264 4.0
Prerequisites trained in Society
You easily pick up new languages. You learn two new languages, chosen from common languages, uncommon languages, and any others you have access to. You learn an additional language if you are or become a master in Society and again if you are or become legendary.
Languages chosen: Cornyrian, Jotun.
Special You can select this feat multiple times. Each time, you learn additional languages.

Wary Disarmament:
If you trigger a device or set off a trap while disarming it, you gain a +2 circumstance bonus to your AC or saving throw against the device or trap. This applies only to attacks or effects triggered by your failed attempt, not to any later ones, such as additional attacks from a complex trap.

Appearance and Background:
Ethnicity Amurri.
Birthplace TBD.
Age 22
Height 5'6"
Weight 120 lb
Appearance Cream colored fur with ginger accents on face, ears, hands, feet, and tail. Golden eyes.
Attitude extroverted, willing to try new things, gregarious, flirtatious, low tolerance for bullies and authoritarian types.
Likes music, dance, food (fish and cream!), naps, adventure, finely crafted jewelry and gear
Dislikes Bullies, prejudice, playing it safe, unprovoked violence
Religion While not strongly religious, she personally reveres Zanda, Trickster goddess of practical jokes, thievery, invention. This was the religion of her parents and community. She does no overtly religious rituals and does not attend worship services, but if she needs a little divine mojo, it is Zanda to whom she appeals.
The story so far Jaym'row traveled with her family in nomadic treks that regularly visited major settlements for trade. She grew bored with the nomadic life and left the caravans for a life of a saloon enterainer, playing fiddle, dancing, and telling jokes. She tends to find herself getting into trouble for making jokes about the wrong types of people or having flings with locals whose parents/friends object to her type.