About Kul'TherakaKul'Theraka Catfolk Male
Background:
Kul was born to a nomadic tribe of catfolk in the Katapesh desert. He grew up in and around the monuments of the ancient kingdom. Curiosity drove him and he explored many of these locations, learning quickly that they were dangerous. Bravery was a paramount virtue in the tribe so the idea of fearing the traps was foreign to him. Instead, the danger added to his exhilaration of exploring some place new. The nomads traveled primarily by foot and had several strong warriors who guarded the tribe. Kul’s natural dexterity made him a prime candidate for learning the art of the whirling dervish. His heart made him a candidate for the warriors of the Dawnflower. He grew into his capabilities quickly. Being raised on stories of great tribal warriors combined with his natural curiosity it was a given he would snap at the opportunity to explore the abandoned and lost areas of Katapesh. Defense:
Initiative +6 (Dex +4, 2 trait) AC 34, touch 20, Flat Footed 22 (+5 Dex, +8 armor, +4 buckler, +2 natural, +2 deflection, +3 dodge)
Offense:
Speed 40ft* (40ft in armor) Melee
Ranged
Statistics:
Str 13 Dex 21* (19+2) Con 14 Int 10 Wis 8*(10-2) Cha 18* (16+2) BAB +12, CMB +13, CMD 28 *Modified by magic Stat Building
Feats:
1S. Weapon Finesse 1. WF scimitar 3. Slashing grace 4S. Wpn Spec: scimitar 5. Combat reflexes 7. Power attack 8S. Dodge 9. Mobility 11. Step up Skills:
Skill Points = 46 (46 class + 0 Int) Acrobatics* 16 (8rank, 3 class, 5 Dex) +5 jump
Background (special)
Languages:
Common Class Abilities:
> Swashbuckler finesse: gain the benefit of the Weapon finesse feat with light or one-handed piercing melee weapons and may use Charasma score in place of Intelligence as a prereq for combat feats. Counts as having Weapon Finesse feat. >Dervish Dance: a whirling dervish may use his Dexterity modifier on melee damage rolls when using his swashbuckler finesse. He counts as having the Dervish Dance feat. > Panache 3; recover by critical hit, or reducing an outsider or undead below 0 HP, or reducing any other enemy below 0 HP with a non-lethal blow, or get a creature of at least ½ his level to surrender. > Deeds: > Derring do > Dodging panache > Opportune parry and riposte: spend a panache point and use an AOO to attempt to parry an enemy’s attack. He must declare the use of this ability before the attack roll. The swashbuckler makes an attack roll as if making an AOO, he takes a -2 to his roll for every size category the attacker is larger than he is. > Kip-up (Ex): 3rd level, while the swashbuckler is holding at least 1 panache point, he can kip-up from prone as a move action without provoking an attack of opportunity. He can kip-up as a swift action by spending 1 panache point. > Menacing Swordplay (Ex): 3rd level, while holding at least 1 panache point, when a swashbuckler hits an opponent with a light or one-handed piercing melee weapon, he can choose to use Intimidate to demoralize that opponent as a swift action. > Precise Strike (Ex): 3rd level, while a swashbuckler is holding at least 1 panache point, he gains the ability to strike precisely with a light or one-handed piercing melee weapon, adding his swashbuckler level to the damage dealt. Cannot be holding a weapon in the other hand or using a shield other than a buckler. He can use this ability with thrown light or one-handed piercing melee weapons within 30’. This additional damage is not multiplied on a critical hit. By spending 1 panache point a swashbuckler can double his precise damage on the next attack. > Swashbuckler Initiative (Ex): 3rd level, while holding at least 1 panache point, a swashbuckler gains a +2 bonus on initiative checks. > Swashbuckler Grace (Ex): 7th level, while holding at least 1 panache point the swashbuckler takes no penalty for moving at full speed when he uses Acrobatics to attempt to move through a threatened area or an enemy’s space. > Whirlwind Dance (Ex): 7th level, as a full round action, a whirling dervish can spend 1 panache point to move up to his speed. He can make attacks against creatures within his reach during this movement, up to the number of attacks he’s entitled to with a full attack. Each attack is made at his highest attack bonus, and must target a different creature. This movement provokes attacks of opportunity. > Charmed Life 4/day add Charisma modifier to saving throw. Choose before making the save. > Nimble +2 dodge bonus > Bonus feat: 4th level and every 4th level afterward. Must be combat feats. For these feats, swashbuckler levels count as fighter levels. > Swashbuckler weapon training +2 with light or one-handed piercing melee weapons. While wielding such a weapon he gains the benefit of the Improved Critical feat. Ranger Demon Slayer
Paladin
Catfolk Racial Traits:
Ability Score Bonus: +2 Dex -2 Wis +2 Cha Cat’s Luck: Once per day, roll twice for a Reflex save and take the best Natural Hunter: +2 racial bonus to Perception, Stealth, and Survival Lowlight vision: see twice as far as humans in dim light Climber: Possess a climb speed of 20’ (along with the +8 racial bonus on climb checks a climb speed provides). This replaces Sprinter. Traits:
> Indomitable faith +1 Will > Reactionary +2 Init Gear:
Pathfinder kit* 12gp Belt Pouch* (whetstone, chalk x5, flint and steel, earplugs, ) .5#
+3 Adamantine Scimitar 4# 21Kgp
Bag of Holding Type II (500#s, 70cubic feet) 5000gp [Shovel (8# 2gp), sledge (10# 1gp), hammer (2#, 5sp), pitons x10 (5# 1gp), folding pole (10#, 2sp), grappling hook (4#, 1gp), ] 25# Scroll of raise dead 1125
Light Load 150, Medium Load 300, Heavy Load 450
Gear cost: 107144.2gp
|
