Catfolk

Jillia Neespri's page

No posts. Alias of extinct_fizz.


Full Name

Jyllean Espiri

Race

Catfolk

Classes/Levels

Oracle (Seer) 1

Gender

Female

Size

M

Special Abilities

Cat's Luck, Oracle's Curse

Alignment

CN

Deity

Pharasma

Languages

Common, Catfolk

Occupation

Fortune-Teller

Strength 10
Dexterity 16
Constitution 10
Intelligence 12
Wisdom 11
Charisma 18

About Jillia Neespri

Main Stat Block:

Jyllean Espiri
Female Catfolk Oracle (Seer) 1
CN medium humanoid (catfolk)
Init +7; Scent; Perception +0

DEFENSE
AC 15 touch 12, flat-footed 13
(+2 armor, +3 Dex)
HP 8 (1d8+0)
Fort +0, Ref +3, Will +2 || 1/day reroll Ref, take better result

OFFENSE
Speed 20 ft., Climb 20 ft. (no penalties to speed due to encumberance)
Ranged Dagger +3 (1d4+0/19-20/x2), 10 ft.
Melee Dagger +0 (1d4+0/19-20/x2)
Space 5 ft. Reach 5 ft.

STATISTICS
Str 10, Dex 16, Con 10, Int 12, Wis 11, Cha 18
BAB +0, CMB +0, CMD 13

Traits
Spirit Guide: You gain a +2 trait bonus on Knowledge (religion) checks, and Knowledge (religion) becomes class skill for you.
Ease of Faith: You gain a +1 bonus on Diplomacy checks, and Diplomacy is always a class skill for you.

Feats
1st: Improved Initiative

Skills Bluff +10, Climb +8, Diplomacy +11, Knowledge (Arcana) +5, Knowledge (Planes) +5, Sense Motive +5, Stealth +4

Languages Common, Catfolk

Combat Gear Dagger x2, Dagger (cold iron), Leather Armor
Other Gear Oracle's Kit, Blanket, Entertainer's Kit, Fortune Teller's Deck (quality), Reinforced Scarf, Entertainer's Outfit, Softpaw Boots, Spell Component Pouch

Appearance:

Backstory:

TBA

Personality and Philosophy:

TBA

Racial Stuff:

Catfolk
Ability Score Racial Traits: Catfolk are sociable and agile, but often lack common sense. They gain +2 Dexterity, +2 Charisma, –2 Wisdom.
Type: Catfolk are humanoids with the catfolk subtype.
Size: Catfolk are Medium creatures and have no bonuses or penalties due to their size.
Base Speed: Catfolk have a base speed of 30 feet.
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.
Defense 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.
Feat and Skill Racial Traits
Clever Cat: Catfolk's generally friendly disposition doesn't preclude craftiness. Some of them see social obstacles as games to be played and won. These catfolk receive a +2 racial bonus on Bluff, Diplomacy, and Sense Motive checks. This racial trait replaces natural hunter.
Movement Racial Traits
Climber: 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.
Senses Racial Traits
Scent: Some catfolk favor a keen sense of smell over sensitive sight. catfolk with this racial trait gain the scent ability. This racial trait replaces the low-light vision racial trait.

Class Stuff:

Jyllean is an Oracle with the Seer archetype.

Occult Mystery
Class Skills: An oracle with the occult mystery adds Bluff, Disguise, Knowledge (arcana), and Use Magic Device to her list of class skills.
Occult and Seer Bonus Spells: unseen servant (2nd), detect thoughts (4th), clairaudience/clairvoyance (6th), scrying (8th), true seeing (10th), legend lore (12th), greater scrying (14th), vision (16th), foresight (18th).
Oracle's Curse: Lame
One of your legs is permanently wounded, reducing your base land speed by 10 feet if your base speed is 30 feet or more. If your base speed is less than 30 feet, your speed is reduced by 5 feet. Your speed is never reduced due to encumbrance.

At 5th level, you are immune to the fatigued condition (but not exhaustion).

At 10th level, your speed is never reduced by armor.

At 15th level, you are immune to the exhausted condition.
Revelation
A seer must take the following revelations at the listed levels.

Natural Divination (Ex): As the nature mystery revelation. You must take this revelation at 1st level.

Gift of Prophecy (Su): Once per day, you can enter a trance to gain a glimpse of the future. This trance lasts for 1 minute, which must be uninterrupted and during which you can take no other actions. At 3rd level, you gain the benefits of an augury spell with 90% effectiveness. At 5th level, you gain the benefits of a divination spell with 90% effectiveness. At 9th level, the knowledge you gain is equivalent to a commune spell. None of these spell effects require material components. You must take this revelation at 3rd level.


Spells:

TBA

Eryn Fijit: