Catfolk

Kul'Theraka's page

250 posts. Alias of Ironperenti.


Full Name

Kul'Theraka (Catfolk Male)

Race

Dervish 9 / Ranger 1 / Paladin 2 | HP 123/123 | AC33/ T20 FF21 | F+16 R+21 W+13 | CMD28 | INIT+6 PER+12 | Current effects: none

Classes/Levels

skills:
Acrobat 16 Climb 13 Diplomacy 10 EscArtist 16 Heal 7 HdlAnim 18 Intmdt 13 K: Dngr 4 K:Local 4 K:Nature 4 K:Planes 5 K:Nobility 15 K:Gegrphy 15 Perception 12 Pr:Cook 14 SnsMtv 3 SOH 20 Swim 5

Size

M

Age

20

Alignment

LG

Strength 13
Dexterity 21
Constitution 14
Intelligence 10
Wisdom 8
Charisma 16

About Kul'Theraka

Kul'Theraka Catfolk Male
LG Swashbuckler Whirling Dervish 9 / Ranger Demon Slayer 1 / Paladin 2

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)
HP 123 (10+10+9+9+8+8+6+6+6+6+6+6+24 con + 9 fcb)
Fort +16 (3sw + 2r + 3p + 2con + 3cha + 3resist)
Ref +21 (6sw + 2r + 3p + 4dex + 3cha + 3resist)
Will +13 (3sw + 0r + 3p + 0wis + 3cha +1tr + 3resist)

Offense:

Speed 40ft* (40ft in armor)

Melee
Scimitar +23/+18/+13 (1d6+12/15 x2)
Scimitar precise strike power attack +19/+14/+8 (1d6+29/15 x2)
Precise strike: +9 dmg
Smite: +3 to hit, +2 dmg
Power attack: -4 to hit, +8 dmg
Favored Enemy Evil outsider: +2 to hit, +2 dmg

Ranged
Dagger +20/+15/+10 (1d4+1/17 x2, 10' range)
Precise strike: +9 dmg
Smite: +3 to hit, +2 dmg
Favored Enemy Evil outsider: +2 to hit, +2 dmg

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
Init Str 13 Dex 15 Con 14 Int 10 Wis 12 Cha 13
Cost 3 7 5 2 3
Race Dex +2 Wis -2 Cha +2
Level Dex +2 Cha +1
Total Str 13 Dex 19 Con 14 Int 10 Wis 10 Cha 16

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
Bluff*
Climb* 13 (1 rank, 3 class, 1 Str, 8 race)
Diplomacy* 10 (3 rank, 3 class, 4 cha)
Escape Artist* 16 (8 rank, 3 class, 5 Dex)
Heal* 7 (5 rank, 3 class, -1 wis)
Intimidate* 13 (6 rank, 3 class, 4 Cha)
Know (Dungeoneering)* 4 (1 rank, 3 class, 0 Int)
Know (Local)* 4 (1 rank, 3 class, 0 Int)
Know (nature)* 4 (1 rank, 3 class, 0 Int)
Know (planes)* 5 (2 rank, 3 class, 0 Int)
Perception* 12 (8 rank, 3 class, -1 Wis, 2 race)
Ride* 5 (0 rank, 0 class, 5 Dex)
Sense Motive* 3 (1 rank, 3 class, 0-1 Wis)
Spellcraft*
Survival* 5 (1 rank, 3 class, -1 Wis, 2 race)
Stealth* 12 (2 rank, 3 class, 5 Dex, 2 race)
Swim* 5 (1 rank, 3 class, 1 Str)

Background (special)
Handle animal* 18 (1 rank, 3 class, 3 Cha, 11 level bonus)
Know (Geography)* 15 (1 rank, 3 class, 0 Int, 11 level bonus)
Know (Nobility)* 15 (1 rank, 3 class, 0 Int, 11 level bonus)
Perform* 3 (0 rank, 3 class, 3 Cha)
Profession* (cook) 14 (1 rank, 3 class, -1 Wis, 11 level bonus)
Sleight of Hand* 20 (1 rank, 3 class, 5 Dex, 11 level bonus)

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
> Skills: Gain Know (Planes)
> Favored Enemy Evil Outsider, standard favored enemy plus gain ½ bonus on saving throws against spells, spell like abilities, and supernatural abilities of evil outsiders
> Track add ½ level (minimum 1) to survival check made to follow tracks

Paladin
>Aura of good
>Detect Evil: at will, standard action, 60’ range
>Smite Evil: 1/day, +2 dmg to most targets; +4 dmg to evil outsider, evil dragon, or undead on first hit; +Cha bonus to hit, +Cha bonus to AC vs target of smite
>Lay on Hands: Cha+½ level per day, 1d6, currently 4/day
>Divine Grace: Cha to saves

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#
Handy Haversack 2000gp (silk rope 200' (40gp, 20#), flint and steel, candles x5, rations x7, pitons x3, fish hooks x2, string 50', sewing kit (thread and needle), water skin x3, candle x5, bedroll, clay mug, chalk x5, daggers x4(8gp)) 5#

+3 Adamantine Scimitar 4# 21Kgp
Dagger x4 4# 8gp
+4 Mithral Chain shirt 12.5# 17100gp
+3 Darkwood Buckler 2.5# 9203gp
Ring of the Beast Tiger +2 Dex, -2 Wis, +2 natural AC 8000gp
Heavy Load belt 2000gp
Cloak of resistance +3 9000gp
Ring of protection +2 8000gp
Boots of springing and striding 5500gp (+10’ move, +5 jump)
Headband of Alluring Charisma +2 4000gp

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
Scroll of restoration x2 1400
Potion Cure Light wounds x50 2500
Potion Lesser Restoration x3 900
Wand of cure light wounds 750
Acid flasks x20 200gp
Alchemist fire x20 400gp
Holy water x20 500gp
Pellet Grenade x10 500gp

Light Load 150, Medium Load 300, Heavy Load 450
Total Gear Weight: 53 pounds, Light Load

Gear cost: 107144.2gp
PP 84 GP 15 SP 8 CP 0