Catfolk

Lavi Samnang's page

75 posts. Alias of D_Var_Stars.


Race

Magus 5+1 | HP: 32/32 | SP: 10/10 SDC: 17 | AC: 17 FF: 14 T: 13 | Fort: 6 Ref: 5 Will: 6 | Immune to Charm, Compulsion | Int: +3

Strength 12
Dexterity 16
Constitution 12
Intelligence 16
Wisdom 12
Charisma 20

About Lavi Samnang

Lavi Stats:

Magus Catfolk Irresistible Creature
Chaotic Neutral Humanoid (catfolk)

----------------
Defense
----------------

AC: 17 FF: 14 T: 13
HP: 32
Fort: 6 Ref: 5 Will: 6
Resistance: Immune to charm, compulsion

----------------
Offence
----------------

Speed: 30ft, 40ft for run, charge, or withdraw
Melee:
Standard Action
Bowstrike - +7 to hit - 2d6+1 damage - x2 crit
Spellstrike - +7 to hit - 2d6+1 damage - x2 crit - Plus one Sphere Effect such as Destructive Blast. On a succesful hit both weapon and spell effect the target.
Ranged:
Move Action
Focusing Reload - Spend a move action to reload and regain Focus.
Standard Action
Hornbow - +7 to Hit - 2d6+1 damage - x3 crit
Spellstrike - +7 to hit - 2d6+1 damage - x2 crit - Plus one Sphere Effect such as Destructive Blast. On a succesful hit both weapon and spell effect the target.
Deadly Shot - +7 to Hit - 2d6+1 damage - x3 crit - Entangle Target until they spend a tangled action breaking free. Spend Focus to add 1d10 damage per 4 BAB.
Deadly Shot Spellstrike - +7 to Hit - 2d6+1 damage - x3 crit - Entangle Target until they spend a tangled action breaking free. Spend Focus to add 1d10 damage per 4 BAB. Then add a Spell to it.

-----------------
Spheres of Power
-----------------

Caster Level 3
Spell Points 10
Spell DC 17
Magic Skill Bonus 6
Magic Skill Defence 17

Destruction - The power to destroy.
Destructive Blast - Inflict 1d6 points of damage for every 2 caster levels, or spend a spell point to inflict 1d6 per caster level. Each Blast can only be affected by one Blast Shape or Blast Type each.
- Energy Sphere (Blast Shape) - Spend a Spell Point. The Destructive Blast forms a Sphere that continues to deal damage to anything in its square (reflex negates), and can move 20ft per turn as a move action. Lasts a number of rounds equal to Caster Level.
- Bramble Blast (Blast Type) - Changes damage to 1d4 piercing per dice. On a failed reflex save the target is entangled.

Life Sphere - The power to heal.
Invigorate - Add a number of temporary hit points equal to caster level to a target. These do not stack with other temporary hit points and cannot increase it over there starting HP.
Cure - For one spell point, heal 1d8 plus your level.
Restore - Removes a variety of ill effects
- Ranged Healing - Use Life Sphere talents at close range.
- Mass Healing - Spend a spell point to heal an additional person, plus 1 per two caster levels.

-----------------
Spheres of Might
-----------------

Martial Tradition: Lover and a Fighter
Equipment: Archery Bash, Custom (Hornbow, Longbow, Shortbow)
Spheres: Sniper Sphere (Focus Reload)
Focus: 1

Sniper Sphere: Fire a single, lethal shot. Counts as having Precise Shot.
Deadly Shot: Attatch a Sniping Talent to a shot. Additionally, you can spend Focus to add 1d10 damage per 4 BAB.
- Focusing Reload: By choosing to reload as a move action you regain focus.
- Tangling Shot: If hit, the targets become entangled until they spend a standard action to break free.

-----------------
Statistics
-----------------

STR: 12 DEX: 16 CON: 12 INT: 16 WIS 12 CHA 20
BAB +3 CMB: +4 CMD +17
Initiative+3

Feats:
Catfolk Exemplar: Enhanced Senses - gain scent
Sphere Focus (Destruction): Increase DC for Destruction Sphere talents by 1.
Focused Blast Type Group (Plant): Makes all Plant-based blasts the same Caster level as your character level (increasing damage and DC).
Perpetual Sphere: Every time energy Sphere does damage, it lasts one round longer.

Traits
Unorthodox Casting (Magic): Choose one Mental attribute. All casting is based on that.
Born Healer (Faith): Increase Cure by 1d8.
Compassion (Social): Use Charisma with the Heal skill, and it becomes a Class Skill.
Inquisitive Banter: Gain +1 to Diplomacy and gathering information takes 1d2 hours.

Racial Traits
Defence traits: Cat's Luck -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.
Curiosity: Catfolk are naturally inquisitive about the world around them, though some are more curious than others.
Sprinter: Catfolk gain a 10-foot racial bonus to their speed when using the charge, run, or withdraw actions.
Low-Light Vision: Catfolk have low-light vision allowing them to see twice as far as humans in dim light.

Drawbacks
Distactible Bane: If a skill check requires more than a standard action, you incur a -2 penalty, and an additional -2 penalty for every round beyond 1, for that check. You can never take 20 on a skill check.

Skills: 5 per level + 2 per level for Background skills
Adventuring Skills:
Acrobatics: 3, Bluff: 10, Climb*: 5, Diplomacy*: 18, Disable Device: 8 (+2 with tools), Disguise: 10, Escape Arist: 3, Fly*: 7, Heal*: 5, Intimidate*: 10, Knowledge (arcana)*: 7, Knowledge (dungeoneering)*: 7, Knowledge (local): 9, Knowledge (planes)*: 7, Knowledge (religion): 4, Perception*: 4, Ride*: 7, Sense Motive*: 5, Spellcraft*: 7, Stealth*: 4, Survival*: 5, Swim*: 2, Use Magic Device: 11

Background Skills:
Appraise: 5, Artistry*: 3, Craft* (Food): 7, Handle Animal: 9, Knowledge (engineering): 4, Knowledge (geography): 4, Knowledge (history): 7, Knowledge (nobility): 4, Linguistics: 4, Perform: 10,
Profession*: 5, Sleight of Hand*: 7

Languages: Common, Catfolk, Elven, Orc, Gnoll, (Goblin)

Attire: Chain shirt, Neckguard, Scarf, reinforced, Courtesan's outfit (silk shirt and tailored blazer), Cloak (reversible), Bandolier, Kilt, Softpaw boots, Signal Whistle, a belt pouch, fine hip quiver.

Gear Worn & Carried: Great Hornbow, Ammunition [Arrows (20), Barbed Arrows (20), Blunt Arrows (20), Dye arrows (5)], Masterwork Backpack,Dungeoneering Kit Deluxe [Two candles, chalk, a hammer and four pitons, 50 feet of silk rope, two sacks, three sunrods, four tindertwigs, and an everburning torch] Magus Kit [a bedroll, a flint and steel, iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin. Mess kit includes: plate, bowl, cup, fork, knife, and spoon, made of wood, horn, or tin. Each item has a handle or small hole, and can be tied together using the included leather cord] Trailscent kit, Thieves' tools concealable, Cup (false bottomed), charcoal (2 sticks), parchment (10 sheets), scroll case, 2 nice card decks, roar cord, wand of cure light wounds.

In her room: 7 fine outfits, ink and ink pen, Cooking Kit [an iron pot, an iron skillet, a ladle, a skewer, a wooden cutting board, a cutting knife, an iron tripod for the pot, a packet of tinder, and a small selection of local or otherwise easy to find seasonings], charcoal (3 sticks), parchment (10 sheets).

Money: 6490 (4820 if purchasing lodgings, sitting room, and an escape route that won't ruin her good suit).

-----------------
Special Abilities
-----------------

Irresistible Creature

Defenses/Qualities: Immune charm, compulsion

Charming Insight (Su): Once per day, an irresistible creature can provide such an insight into the nature of a creature’s existence that it charms a single creature that hears it. The irresistible creature need not be able to see the target of its insight or have line of effect to it, but if the target cannot hear the insight, this use of the ability is wasted. The insight must be one that would cause the target to view the irresistible creature as a trusted friend or that would make it likely to follow the irresistible creature’s orders, but it can be as outlandish as the irresistible creature wishes. If the target hears the insight, both creatures must attempt opposed Bluff/Sense Motive checks. A creature that fails this check by less than 5 is affected as though by the charm monster spell (CL equals the irresistible creature’s HD). Failure by 5 or more means the irresistible creature has dominated the target as though using the dominate monster spell (CL equals the irresistible creature’s HD). Charming insight is a sonic, mind-affecting, and charm effect.

Recruit Cohort (Ex): 1/day, whenever a irresistible creature defeats (but does not kill) a creature, help’s a creature defeat its enemy, performs a ritual exchange of food, saves the life of a creature, or spends one minute making an impassioned plea for a creatures helped, along with a successful diplomacy check that changes the creatures attitude to friendly. That creature will become a devoted follower and cohort of the irresistible creature, a Will Save negates (DC 10 +1/2 the irresistible creature’s HD + its Charisma modifier). This ability is natural occurrence and cannot be suppressed, nor does the subject know that they have been forced to make a saving throw and the irresistible creature does not know if the save was failed. This is a mind-affecting, charm effect.

Rallying Cry (Su): 1/day, as an immediate action, an irresistible creature gives a battle cry that rallies and inspires its allies. All allies with line of sight, who can hear it, gains a morale bonus on attack rolls, saves, and skill checks equal to half the irresistible creature’s HD, immunity to fear effects, and temporary hit points equal to the irresistible creature’s HD for one minute per HD the irresistible creature possess. Further, all allies within the area, under the effects of an unwanted enchantment, can make another saving throw against the effect (at the original DC with the new morale bonus) to throw it off. Effects without saving throws cannot be thrown off in this way.

Presence of Safety (Su): Activating this ability is a free action that is part of an attempt at parley. Opponents within range who witness the action attempting to perform any form of attack, even with an area effect spell, must attempt a Will save (DC 10 + ½ the irresistible creature’s HD +1/2 its Charisma modifier). If the save succeeds, the opponent can attack normally though it suffers a -2 morale penalty to attack and damage rolls and if there is an opponent, other than the irresistible creature, available to attack that creature must attack that foe first. An opponent that succeeds on the saving throw is immune to that same creature's presence of safety for 24 hours. If the save fails, the opponent can't follow through with any attack, that part of its action is lost. These effects last for 1 round per HD the irresistible creature possesses.

Those not attempting to perform any attack remain unaffected. The irresistible creature cannot attack without breaking the effect, but may use any other form of action, spell of effect that is not considered an attack (see invisibility).

Abilities: Cha +10 (+5 to Bluff, Diplomacy, Disguise, Handle Animal, Intimidate, Perform, and Use Magic Device; attempts to influence others, and Channel Energy DCs, +5 to any of the base creature’s Charisma-based DCs).

Skills: Irresistible creatures gain Diplomacy and Sense Motive as class skills, with bonus ranks equal to the irresistible creature’s HD.

~~~~~~~~~~~~~~~~~~~~~~

Mystic Abilities

Arcane Pool: Gain a pool equal to Intelligence plus half the Magus' level. A point can be spent to add +1 Weapon Enhancement per point spent. At 5th level a point can be sent to add enhancements like Flaming.

Advanced Spellstrike: When casting a Sphere spell, attach it to a weapon strike. If the weapon hits it does its damage and delivers the spell.

Blade Magic Talents: At every level gained choose a Spell Talent or Combat Talent.

Internal Casting: Once per Magus level cast a spell that only affects the Magus as a Move action.

Mystic's Potency: Spend a point from the Arcane Pool to gain 1 temporary Magic Point. At 11th level gain two per point spent.

Future Planning:
Catfolk Exemplar: Sharp Claws - gain cat's claws racial traits
Languages: Goblin, Sylvan, Halfling.

Lavi's appearance:

Lavi keeps a polished appearence as best she can, typically in androgynous tailored style. She is most often found wearing fine fashionable blazer, high quality shirts, and thick kilts over her protective gear though the quality neckguard is easy for others to spot when Lavi is not wearing a scarf.

Her well-combed fur is a light greyish brown with a leopard-like darker rosettes pattern. Her twinkling eyes are a dark amber and Lavi is known for her polished, charming, disarming smile.

Lavi's Background:

Lavi doesn't talk about her family much. There isn't much to tell - they live quite far away so are easily ignored, they prioritize money and reputation above all else and are known for their good luck. Neither Lavi nor her family have had reason to speak to each other in several years. Lavi is aware there are things that her family keeps secret in order to keep their social status and considers herself now to be among them so she treats them in kind.

Lavi has survived since adolescence traveling around, doing odd jobs, connecting with and helping people...and learning to deal with those who can't be helped in various ways. This leads to a range of interesting stories - both amusing and heartbreaking, her own and mix of others - an odd mix of knowledge and aquaintances, and a way with people whether to be charming or where to shoot them. She prides herself on picking up something from everyone and mixing them up her own way - like learning archery skills from an elven mercenary group she worked with for a while, but perfecting it for herself with the help a half-orc girlfriend and one of their many shared loves: oversized bows.

Lavi has been in Lethe for years, how many depends on the telling but enough that she's lived and networked in all the various areas. The Arch welcomed her in far harder times and still holds a fond place in her heart, the Steps the best for meeting interesting new people and places to charm them, the Docklands are a bit chilly for her but good for tales from farther afield, the Markets a long favourite place when she has time and money to spend unlike the Flatlands which Lavi avoids almost like a plague as being quite dull and pretencious and little of interest. Central is only slightly better to Lavi so it was as much a surprise to her as anyone else who knew her that she ended up with a sizeable property there. She doesn't talk much about how she got it other than how it was a good investment from a few people who owed her...a lot.

She's still working out how to best use of the place. Lavi seems just as interested as acting the landlady and the business that entails as she does with the office side of things and fully intends to keep balancing the two and more.

Lavi's Personality:

Lavi likes to play it cool but tends to have a ton of plate spinnings both in her head and in her life.

She has a strong interest in fashion and does her best to keep a well-groomed appearence though she purposefully does not wear any jewelery nor buys or has any of her clothes tailored in the Central or Flatlands. Some might call it reversed snobbery, Lavi says she likes giving money to old friends with underappreciated hard earned quality skill who will value her coin and attention more.

Lavi cares a lot about people, and loves to hear the stories and see the work of others. She prides herself on having a good eye for quality though her overuse of that line in getting a deal or wooing others in a well known joke among her friends.

Lavi is very transient. While she does tend to long term view and attempting to do what will have maximum benefit, she has little positive thought to the concepts of legacy. She has seen many such plans washed away in the rain. She works - often many things - that are for dealing with the now. Currently, that seems to involve her being a landlady in the wealthiest district of Lethe, working as an investigator, while still not uncommonly being seen and doing other business in many of the city's others places.