Droogami

Leo Silvertail's page

110 posts. Alias of thunderbeard.


Full Name

Brother Leonardo Silvertail

Race

Were-Snow Leopard Human

Classes/Levels

Gladiator 1 | Pious Sentinel 5 | Child of Bast 3

Stats (hybrid):
HP 112/112 | AC 31, T 18, FF 23 | Fort +11, Ref +8, Will +11 | Init. +7 | Percp. +17, Stealth +21

Gender

Male

Size

M

Age

19

Alignment

CN

Deity

Bastet

Languages

Common, Catfolk

Occupation

Templar of Bastet

Strength 16
Dexterity 12
Constitution 16
Intelligence 12
Wisdom 21
Charisma 10

About Leo Silvertail

Also has a +2 warhammer

Teenage Mutant Ninja Snow Leopard

*Note: As a lycanthrope, Leo Silvertail has an alternate form with base stats Str 18, Dex 21, Con 18. He thinks of this hybrid form as his "base" form and is most comfortable in it, changing to a full human only when interactions with others or secrecy require it.

*Note 2: This is a 3pp-material-based character.

Story:

Once, Leo lived a charmed life, atop a snowy mountain with no name and no countries' borders. There, he was king, preying on Ibex and Dwarf alike when the fancy struck him.

But the world is a dark and dangerous place. One night, the snow leopard sunk his teeth into a two-legged creature that bit him right back. In the scuffle that followed, he lost his footing, falling from the mountain into a narrow ravine whose bottom ran with a slick river of alchemical waste, sewage or pollution from failed experiments, potion industries, and magical wars gone bad.

Perhaps it was the strange man's bite, or perhaps it was something in that river of sludge, but when the leopard awoke, he had changed. His claws were gone, replaced with hairless fingers; his fur was falling out in clumps, and when he opened his mouth to growl, only a strangled whine came out. He was no longer a snow leopard, but something far sadder, uglier, and self-aware—and as the moon set below the horizon, he found himself becoming completely human.

It was on the banks of that poisonous river that the Master found him, helpless and afraid. The Master was, at times, nothing but a giant, mangy rat—food, and poor quality food at that—but he was also a wise mentor, a patient language instructor, and a powerful warrior, who taught his student how to combine the strengths of his warring human and feline natures.

Leonardo, as the Master named him, found himself a willing and eager learner, adapting quickly to the new sights, sounds, and thoughts of humanity, and soon found himself wearing clothing and carrying weapons even when his fur grew long.

But while the Master was a skilled and ancient ninja-monk, his refusal to kill had led to many enemies accruing over his long life. And one dark night, they stormed the mountain cave, in a battle that left the Master dying in Leo's arms.

The young were-leopard swore vengeance and, in full control of his shape—but not his anger—he set out to avenge his Master, hunting down the assassins one by one. It was on this hunt that he met Brother Raphael, another strange hybrid of animal and human. But Brother Raphael was not bitter or one-minded; he hunted assassins solely to bring them to justice, and from him Leonardo learned a better way forward.

Raphael was a Paladin of Bastet, a fearless hunter with a golden mane and a glorious roar, but he was also a creature who had found happiness and balance through prayer. Brother Raphael taught his new ally what he understood of religion and virtue, and the young Leonardo listened with his unusually keen mind.

Soon, Leonardo had fully dedicated himself to the Cat Goddess, becoming one of her holy warrior-pilgrims. He has spent a decade traveling the world, protecting cats weak and strong where he finds them, as well as the occasional defenseless human. In his wanderings, he has gained might and knowledge, surpassing both of his old teachers, and found himself increasingly traveling with other highly-skilled warriors of unusual background.

Brother Leonardo's search for justice is not completely forgotten. He has never managed to track down the last three of the Master's assassins, but he recognizes now that there are far worse abominations in the world, and to this end he has learned to let the righteous indignation of the past inspire him forward instead of holding him back.

Personality:

Leonardo is a cat-man who tries to do the right thing, by his morals and his Goddess, but still finds himself occasionally held back by his murderous carnivore instincts. Most of the time, he desires nothing more to be a hero, except when the old anger takes him, and he recognizes he still has much to learn on the path to righteousness and inner peace.

As a rather inexperienced human, he is also not the best at mimicking the stranger cadences of humanity, and finds that his feline personality and habits occasionally lead him to act and talk in ways that others find strange or frightening.

Role:

• Excellent spontaneous healer
• Good party buffer
• Mobile fighter, with good damage output and tanking
• Amusing feline mannerisms
• Decently skilled, stealthy like a ninja

Hybrid Form Abilities:

Afflicted Lycanthrope Template
Str +2, Dex 19, Con +2
Nat. Armor + 3, DR 5/silver

Speed 40 ft.
+8 to Balance checks, +4 to Stealth

Special Qualities: Low-Light Vision (all forms), Scent (all forms), Snow Move

Pounce (Ex): Make a full attack on a charge, plus two rake attacks.

Snow Move (Ex): Because of its large, fur-covered paws, the snow leopard suffers no penalties for moving through snow-covered terrain.

Defense:

Hybrid:
AC 33 (+8 Armor +1 Partial, +5 Dex, +5 Deflection (Wis), +4 Natural)
Touch 20, Flat-Footed 25
HP 112 (1d12+8d8+36)
Fort +11, Ref +8, Will +11
DR 5/silver, Resist Fire 5

Human:
AC 28 (+8 Armor +1 Partial, +2 Shield, +1 Dex, +5 Deflection (Wis), +1 Natural)
Touch 16, Flat-Footed 24
HP 103 (1d12+8d8+27)
Fort +10, Ref +5, Will +11
Resist Fire 5

Armor:
+2 Mithral Chain Shirt (+7 AC, 0 ACP, Max Dex +6)
Darkleaf Armored Kilt, Masterwork (+1 AC, 0 ACP, Max Dex +8)

Shield:
+1 Quickdraw Shield, Darkwood (+2 AC, 0 ACP)
or
Tower Shield, Darkwood (+4 AC, -8 ACP, Max Dex +4)

Defensive Abilities:
Shell of Faith (Su): A pious sentinel gains a deflection bonus to Armor Class equal to her Wisdom modifier, up to 1 point from her Wisdom modifier per pious sentinel level. She does not gain this deflection bonus if she is wearing medium or heavy armor.
Exotic Armor Proficiency (Partial): +1 to Armor Bonus when wearing armor that does not cover the whole body.
Uncanny Dodge (Ex): Can't be caught flat-footed
Liberation (At-will Freedom of Movement)
Freedom's Call: Free allies from confused, grappled, frightened, panicked, paralyzed, pinned, or shaken conditions.
Copycat: Mirror Image as Move Action
Master's Illusion: Veil for 8 rounds

Offense (Hybrid):

Speed: 30 ft.
Initiative: +7

Melee:
(all attacks threaten crit on a charge)
BAB: +7/+2

Charge Modifiers:
+1 to damage
+2 to confirm critical
Acrobatics check to auto-threaten with all attacks

Mainhand, Melee:
+1 Silversheen Katar, Tri-Bladed, +10/+5 (1d4+5/x5)
or
+2 Warhammer, +11/+6 (1d8+6/x4)
or
Primal Iron Warhammer, Masterwork, +10/+5 (1d8+4/x4) (1d12+6 vs DR/Cold Iron)
or
Claw, +11 (1d4+4/x3)

Offhand, Melee:
+1 Silversheen Katar, Tri-Bladed, +10/+5 (1d4+5/x5)
or
Darkwood Shield, Masterwork Quickdraw +10/+5 (1d4+4/x3)
or
Claw, +11 (1d4+4/x3)

Two-Handed Melee:
Glaive, Masterwork, +12/+7 (1d10+8/x4)

Extra Melee Attacks:
Bite, +6 (1d6+2/x3)
Rake, x2 (on pounce), +6 (1d4+2/x3)

Ranged:
Longbow, +3 Composite, Masterwork, +13/+8 (1d8+3/x4)

Offensive Abilities:
Leaping Strike (Acrobatics check 16, all charge attacks threaten crit, +8 DC per size category)
Two Weapon Fighting (-2 to attack with both weapons)
Pounce (Ex): Make a full attack on a charge, plus two rake attacks.
Double Slice (offhand weapon does full Strength bonus damage)
Savage Blow (Increase crit range by 1 with all weapons)
Sacred Avenger: When a creature damages you with a weapon, on your next turn you gain a +1 trait bonus on weapon damage against that creature. If this creature is a noted racial or favored enemy this bonus increases to +2.
Tiger's Claw (+1 to damage on charge)
Strategic Hegemony: Add Teamwork Feats, Etc (Switch Places or Stealth)

Offense (Human):

Speed: 30 ft.
Initiative: +3

Melee:
(all attacks threaten crit on a charge)
BAB: +7/+2
+2 Warhammer, +10/+5 (1d8+5/x4)
and
Darkwood Shield, Masterwork Quickdraw +9 (1d4+3/x3)

or
Glaive, Masterwork, +11/+6 (1d10+6/x4)

Ranged:
Longbow, +3 Composite, Masterwork, +9/+4 (1d8+3/x4)

Offensive Abilities:
Leaping Strike (Acrobatics check 16, all charge attacks threaten crit, +8 DC per size category)
Savage Critical (Increase crit range by 1 with all weapons)
Strategic Hegemony: Add Teamwork Feats, Etc (Switch Places or Stealth)

Spells:

Spell slots as a level 8 cleric
Caster Level 9

Orisons: 4
- Detect Magic
- Lightning Sand
- Light
- Create Water
(shortlist: Eyes of the Augur)

Level 1: 4+2
- Astute Fighting
- Comprehend Languages
- Obscuring Mist
- Hide from Undead
- Valiant Resolve
- [Blank slot]
+ 1 Domain (Remove fear)
+ Spontaneous (Cure light wounds)

Level 2: 3+1
- Shield Other
- Grace
- Lesser Restoration
- Silence
+ 1 Domain (Invisibility)
+ Spontaneous (Cure moderate wounds)
(shortlist: Masterwork Transformation)

Level 3: 3+1
- Resist Energy, Communal
- Magic Circle Against Evil
- Stone Shape
- Dispel Magic
+ 1 Domain (Nondetection)
+ Spontaneous (Cure serious wounds)

Level 4: 2+1
- Blessing of Fervor
- Blessing of Fervor
- Imbue with Spell Ability
+ 1 Domain (Confusion)
+ Spontaneous (Cure critical wounds)

Feats and Traits:

Feats:
Two Weapon Fighting (Gladiator Style Feat: ignores prerequisites)
Exotic Weapon Proficiency (Katar, Tri-Bladed, Human Bonus)
Exotic Armor Proficiency (Partial, Gladiator Bonus)
Power Attack
Savage Critical (increased multiplier)
Double Slice
Exotic Weapon Proficiency (Katar, Claw Bracer, Child of Bast Bonus)
Leaping Strike
Acrobatic (Child of Bast Bonus)
Improved Two-Weapon Fighting

Drawback:
Curiosity (Drawback, hard to take 10/20 in cities, underground)

Traits:
Orc Impaler (Local, +2 to confirm crits)
Magical Knack (Magic, +2 caster level)
Reactionary (Combat, +2 initiative)
Tiger's Claw (Race, +1 to damage on charge)

Skills:

*Indicates class skill
Hybrid/Human bonus (ranks)

Total points: 55 (Human 9, Int 9, Favored Class 5, PS 10, Glad 4, CoB 18)

*Acrobatics +19/+15 (9 points) (+23 to jump)
*Appraise +4 (1 point)
Autohypnosis +6 (1 point)
*Bluff
*Climb +8/+7 (1 point)
*Craft
*Diplomacy +4 (1 point)
*Disguise +14 to appear human/+4 (1 point)
*Escape Artist +9/+5 (1 point)
Fly +7/+3 (0 points)
*Handle Animal
*Heal +10 (2 points)
*Intimidate
*Knowledge Arcana +5 (1 point)
Knowledge Dungeoneering
Knowledge Engineering
Knowledge Geography +2 (1 point)
*Knowledge Nature +5 (1 point)
*Knowledge Nobility +5 (1 point)
*Knowledge Planes +5 (1 point)
*Knowledge Religion +9 (5 points)
*Linguistics
*Profession
*Perception +17 (9 points)
*Perform (Act) +4 (1 point)
*Ride
*Sense Motive +9 (1 point)
*Spellcraft +8 (4 point)
*Stealth +21/+13 (9 points)
*Survival +9 (1 point)
*Swim +8/+7 (1 point)

Pets:

1. Mule, "Boots"

Class Abilities:

Uncanny Dodge (Ex): Can't be caught flat-footed

Gladiator Training

Channel Positive Energy, 3d6

Shell of Faith (Su): A pious sentinel gains a deflection bonus to Armor Class equal to her Wisdom modifier, up to 1 point from her Wisdom modifier per pious sentinel level. She does not gain this deflection bonus if she is wearing medium or heavy armor.

Cat Empathy (Ex): Communicate with domestic and wild cats (including feline magical beasts) and gain a +4 divine bonus on Charisma-based checks concerning felines.

Domain (Ambush)

Chameleon Aspect (Ex): As a swift action, you can subtly alter the color of your scales, blending them with the surrounding environment. While under the effect of this power, you gain concealment from creatures more than 10 feet away (attacks have a 20% miss chance), and total concealment from creatures more than 40 feet away (attacks have a 50% miss chance). You can use this ability a number of rounds per day equal to 3 + your Wisdom modifier.

Animal Companion (Ex): At 4th level, you gain the service of an animal companion. Your effective druid level for this animal companion is equal to your cleric level – 3.

Bonus Domain (Liberation)

Liberation (Su): You have the ability to ignore impediments to your mobility. For a number of rounds per day equal to your cleric level, you can move normally regardless of magical effects that impede movement, as if you were affected by freedom of movement.

Freedom's Call (Su): At 8th level, you can emit a 30-foot aura of freedom for a number of rounds per day equal to your cleric level. Allies within this aura are not affected by the confused, grappled, frightened, panicked, paralyzed, pinned, or shaken conditions.

Stratagems (Su):
Once per day, when meditating or praying for her spells, the pious sentinel may select a teamwork feat she meets the prerequisites of as a bonus feat.

Strategic Hegemony (Su):
Once per day per cleric level, the pious sentinel may activate an aura of strategic hegemony as a move action. Maintaining a strategic hegemony requires a move action each round, but her actions are otherwise unimpeded. The effect of strategic hegemony lingers for one round after the pious sentinel ceases to maintain it. All allies within 80 feet (30 + 10 x Wis) of the pious sentinel are affected by the strategic hegemony.

A creature under the effect of strategic hegemony gains a number of benefits. Affected allies gain the teamwork feats the pious sentinel prayed for with her stratagems ability. In addition, affected allies gain a +1 bonus to saving throws against fear effects and to their AC.

Magic and Expensive Items:

+1 Silversheen Katar, Tri-Bladed (2) in Spring-Loaded Wrist Sheaths
Primal Iron Warhammer, Masterwork
+2 Warhammer
Lead-Lined Glaive, Masterwork

+2 Mithral Chain Shirt
+1 Darkwood Shield, Masterwork Quickdraw
Darkleaf Armored Kilt, Masterwork
Darkwood Tower Shield

Amulet of Natural Armor +1
Belt of Incredible Dexterity +2
Hat of Human Guise (+10 to appear human)
Muleback Cords

Backpack, Masterwork
Explorer's Outfit
Tabard and Cloak, Asbestos Cloth
Holy Symbol, Silver

Currency: 1000 gp
Light Load: 346 lb / 266 lb (human)

Character Future/Wishlist:

Classes:
• 1-2 levels of Gladiator, for proficiencies and tons of feats
• A few levels of Scholar, for interesting abilities and Evasion
• Maybe a bunch of levels of time thief?
• Level 1 Lore Warden (Bonus feat + Knowledge skills)
• 2 Levels in Soulknife for +Wis to hit, damage?

Spells:
• Blessing of Fervor
• Twinning
• Body to Body

Feats:
• Lunge
• Quick Draw

• Followup Blow (crit with main hand gives free off-hand attack at full BAB)
• Parrying Strike (crits give AC bonus)
• Critical Focus (+4 to confirm) > Accurate Critical > Blinding Critical
• Staggering Critical > Stunning Critical > Critical Mastery

Equipment:
• Body Wrap of Mighty Strikes/Amulet of Mighty Fists
• Quickrunner's Shirt
• Something that grants short teleports, for re-charging enemies
• Crippling Weapons
• Metamagic Rods (Extend, Quicken)
• Ring of Sustenance
• Wand of Exploding Critical