Catfolk

Lwazi's page

388 posts. Alias of Almonihah.


Full Name

Lwazi

Race

Daily Abilities:
1st-level spells 1/2 2nd 2/2 | Cat's Luck 1/1 | Destined Strike 3/3 | Spirit Influence 1 | Bloodrage 13/18

Classes/Levels

Current Effects:
Spirit: Lion, Shield, Shaken, Bloodrage

Gender

Male Catfolk Unchained Rogue 1/Bloodrager (Prowler at World's End) 7 | HP 42/66+16 | AC: 22 T: 12 Fl: 19 | CMB: +10 CMD: 24 | F +8 R +10 W +3 | Init +3 | Perc: +12 Scent

Size

M

Age

31

Alignment

Lawful Neutral

Strength 17
Dexterity 16
Constitution 15
Intelligence 14
Wisdom 10
Charisma 14

About Lwazi

Lwazi
Catfolk bloodrager (prowler at world's end) 7/unchained rogue 1 (Pathfinder Player Companion: Blood of the Beast 4, Pathfinder RPG Advanced Class Guide 15, Pathfinder RPG Bestiary 3 47, Pathfinder Unchained 20)
LN Medium humanoid (catfolk)
Init +3; Senses low-light vision, scent; Perception +12
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Defense
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AC 20, touch 14, flat-footed 17 (+6 armor, +1 deflection, +3 Dex)
hp 66 (7 HD; 1d8+6d10+12)
Fort +8, Ref +10, Will +3; +2 bonus vs. spells cast by self or an ally
Defensive Abilities blood sanctuary, improved uncanny dodge
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Offense
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Speed 45 ft., climb 20 ft.
Melee +1 falchion +11/+6 (2d4+7/18-20) or
. . earth breaker +10/+5 (2d6+6/×3) or
. . 2 claws +10 (1d4+5)
. . gore +10 (1d6+4)
Ranged +1 composite longbow +11/+6 (1d8+6/×3)
Special Attacks blood casting, bloodrage (18 rounds/day), sneak attack (unchained) +2d6
Bloodrager (Prowler at World's End) Spells Known (CL 7th; concentration +8)
. . 1st (2/day)—enlarge person (DC 13), phantom blood[ACG], protection from evil, shield, Unerring Weapon
. . 2nd (2/day)-mirror image, scorching ray
. . Bloodline Destined
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Statistics
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Str 17, Dex 16, Con 15, Int 14, Wis 10, Cha 14
Base Atk +7; CMB +10; CMD 24
Feats Accomplished Sneak Attacker, Catfolk Exemplar (scent)[ARG], Catfolk Exemplar (sharp Claws)[ARG], Eschew Materials, Weapon Finesse, Create Magical Arms and Armor, Master Craftsman (armorer), Power Attack
Traits Claw Tools, devotee of the green
Skills Acrobatics +13 (+17 to jump), Climb +15, Craft (armor) +17, Disable Device +14, Escape Artist +7, Handle Animal +13, Knowledge (history) +9, Knowledge (nature) +13, Perception +12, Perform (oratory) +15, Stealth +15, Survival +12, Swim +7; Racial Modifiers +2 Perception, +2 Stealth, +2 Survival
Languages Catfolk, Common, Elven, Sylvan
SQ cat's luck, champion's prowess (), channeled spirit (tiger), destined strike +3, fast movement, spirit bonus (+2 on attack rolls, non-spell damage rolls, Strength checks, Strength-based skill checks, and Fortitude saves), spirit surge 1d6, taboo (defend nature, slay evil), trapfinding +1
Combat Gear adamantine arrows (5), cold iron arrows (50), feather token (swan boat), feather token (tree), silver arrows (50), acid (3), alchemist's fire (4), antitoxin, liquid ice[APG] (2); Other Gear +2 darkleaf cloth hydra-reinforced lamellar (leather) armor[UC], +1 composite longbow (+3 Str), +1 falchion, arrows (197), earth breaker[UE], belt of mighty constitution +2, cloak of resistance +1, ring of protection +1, traveler's any-tool[UE], backpack, bedroll, belt pouch, everburning torch, flint and steel, hemp rope (50 ft.), mess kit[UE], pot, torch (10), trail rations (5), small tent, waterskin, tyrant's friend, armor/weapon crafting tools, 177 gp, 5 sp
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Special Abilities
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Blood Casting (Su) Cast bloodrager spells while in bloodrage.
Blood Sanctuary +2 (Su) +2 bonus to save vs. spells cast by self or an ally.
Bloodrage (16 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Cat's Luck (1/day) (Ex) Can roll 2d20 for a Reflex save and take better result.
Catfolk Exemplar (Sharp Claws) Your feline traits are more defined and prominent than those of other members of your race.
Champion's Prowess (Seven-branched sword) (Su) Gain proficiencies in martial weapons and one exotic weapon.
Climb (20 feet) You have a Climb speed.
Custom Taboo (Defend nature, slay evil) Custom taboo option.
Destined Strike +2 (3/day) (Su) As a free action, gain insight bonus to one melee attack.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Improved Uncanny Dodge (Lv >= 10) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 10+.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Sneak Attack (Unchained) +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Spirit Bonus +2 (Su) Gain a bonus based on the type of spirit you host.
Spirit Surge 1d6 (1/round) (Su) Add a die to a failed check modified by spirit bonus, which can change it to success.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.

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Corruption:

Corruption Level: 1

Chimera's head-

Gift-
Lawazi's head gains a draconic snout and ram horns, giving lawazi a gore attack and the ability to breathe fire, albeit, only a little- lawazi gains a breath weapon usable every 1d4+1 rounds- this breath weapon acts as per burning hands, with a save equal to 10+1/2 HD+con mod.

Stain-
Lawazi's mind fragments and becomes more like a counsel, three minds deciding for one body. Lawazi starts every combat staggered for 1 round and lawazi takes a -2 whenever he takes 10.

Whenever Lwazi sees a dead creature (not an ally) with likely passable raw meat, he must make a DC 10+manifestation level+the number of times in a row this save was passed will save. If he fails, he feeds on the corpse and must make a DC 15+manifestation level fortitude save or progress to the next corruption level.

Appearance

Lwazi's fur seems vaguely tiger-like, though his stripes are lighter and fatter than a true tiger's would be. His head is feline in shape, somewhere between that of a housecat and a tiger. He has trio of long scars along his face, the leftmost crossing his nose almost in the center. His gear is worn but well-cared for. He's about 6' 1" tall, and fairly broad-shouldered.

Background

Lwazi wasn't technically born in the circus, but he might as well have been. His parents performed in a traveling show as the "Tiger-Men of Talamarane", putting on a lively segment including beast-taming and feats of acrobatics. The young catfolk grew up among beasts and men, the whole circus as much his family as his parents were.

He was an inquisitive child, always seeking the whats, the hows, and the whys of things. His curiosity respected no bounds, and he and his friends among the other circus children often got themselves into places they should not have been in their explorations. As he grew Lwazi became increasingly skilled at getting into things others wanted to keep him out of... until one day it cost him a friend.

He rarely speaks of that day, but apparently he and a friend broke into the pen of one of his father's tamed animals... only to find it much less tame than they had thought. Lwazi alone escaped with his life, bringing help too late for his friend.

In a close-knit community like a traveling circus, a death is devastating... and the cause of death reviled. But Lwazi's conscience was his worst critic, and it drove him to leave before anyone else could more than suggest it.

With nowhere else to go, Lwazi followed his father's stories south, through many lands to a great jungle. He suffered much on his journey, but he resolved to change, and avoided stealing to live, blaming his friend's death on his own disregard for law and rules. He found bits of work on the way, but was still weak and hungry when at last he passed into the shadows of the trees.

Weakness does not do well in the jungle, and it was not long before Lwazi was fighting for his life against a feline monster. Just as it was about to kill him, a spear pierced through its skull, felling it just inches from him. Weary, injured, bleeding from a nasty wound on his face, Lwazi could only just barely make out that his saviors looked rather like him before unconsciousness claimed him.

He awoke to find himself being tended to by an gray-furred old catfolk in some sort of rough hut. The other catfolk explained to Lwazi that he was very lucky to be alive, and then asked why he had come. At Lwazi's halting explanation the older catfolk nodded and said he had thought so, and that if Lwazi wanted to stay with the tribe he was welcome.

And stay with them Lwazi did, finding them so very different from what he had left behind... but similar in some ways, as well. The tribe hunted and gathered every day, with little rituals associated with each task expressing their respect for the earth and the rain, the trees and the beasts. But the sense of a small, tight-knit community, bound by interdependence against the rest of the world, was very familiar to him, and Lwazi dove in whole-heartedly.

It turned out that the older catfolk who had tended to him was the tribe's shaman, and Lwazi quickly came to love speaking with him, drinking in his wisdom, his knowledge of the jungle, and the stories of his people. He grew to be a skilled hunter in the tribe, knowledgeable in the ways of beasts and the jungle... but somehow, he never quite felt he belonged.

One day the shaman pulled Lwazi aside and told him he had had a vision where the totem spirits of their tribe had informed him of a great destiny that awaited Lwazi. His claws and greater sense of smell were but the first marks of his connection with the spirits of the jungle, and if he would learn, he could channel these spirits to drive himself to greater heights as he fought against the dark things that lurked in the jungle's shadow. And so Lwazi began his training in the ways of the spirit warrior.

Through training and discipline, he did learn to channel the totem spirits: Cheetah, swift and cunning; Leopard, cautious and enduring; Lion, proud and commanding; and Tiger, fierce and strong. But the training also awakened something else--a bestial rage in his blood surged as he grew in power, which he learned to channel into battle only with great exercise of will. With the strength of the spirits and the rage in his blood Lwazi hunted not just prey, but predator, fighting the monsters that sought to stalk his tribe.

And yet he was not content. Something told him that there was more to his destiny. At length, Lwazi left his tribe, in spite of the fondness he had formed for them, and went back to the civilized world. It was then that he heard of the White Butterfly Company, and something in their odd position, one foot in the world of nature and the other in the world of men, seemed to fit the catfolk, though he was wary of them also. And so he hired on with them, serving both as guard and guide in the wilds.

It was in this time that Lwazi learned of his other love--books. His curiosity had not left him after childhood, and here was a way to satisfy it without risking the lives of others. And so he became a well-read hunter, learning of the wilds and of beasts both from experience and from the written word.

Lwazi has served well in the White Butterfly Company, and the expedition to the Maelstrom is only the latest of the journeys he has undertaken. Here he hopes to add new knowledge to the world, of strange plants and animals from the planes, while protecting his companions from the dangers that will no doubt come. And within him, the spirits of the wild and the blood of the beast sing together, ready to face whatever dangers may come.

Mutation possiblities:
Corrupted spirits-

Lawazi's spirits are far from immune to the nature of the island, warping and twisting with exposure.

Whenever lawazi sees a dead creature (not an ally) with likely passable raw meat, he must make a DC 10+manifestation level+the number of times in a row this save was passed will save. If he fails, he feeds on the corpse and must make a DC 15+manifestation level fortitude save or progress to the next corruption level.

Corruption Stage 1:
Lawazi's nature becomes more feral and unsteady- even some of the once wary spirits become more aggressive. At the start of combat, if Luca fails a DC 15+manifestation level will save, he must attack the nearest enemy- in melee, if possible. Lawazi gains a manifestation level and a new gift and stain.
Unlike normal corruption stages, lawazi's are irrevocable.

Corruption Stage 2:
Lawazi's mind is always plagued by all of the spirits he houses. His personality never changes based on the spirit channeled, but it instead becomes wild and unpredictable. Lawazi takes half the penalty associated with one spirit of choice aside from the one he's already using at the start of every day. Lawazi gains a manifestation level and a new gift and stain.

Corruption Stage 3:
Lawazi's mind degrades rapidly, the monstrous form finally getting to him. Lawazi takes a -5 on all mental skill checks, and feeds on every creatue he kills. Lawazi gains a manifestation level and a new gift and stain.

Manifestations-

Manticore' tail-

Gift-
Over the course of two days, lawazi's tail mutates into a massive scorpion tail, giving him a sting attack.

Stain-
The loss of a normal cat's tail is unbalancing, causing a -2 to all dex based skill checks and a -1 to reflex saves.

Draggone's legs-

Gift-
Lawazi becomes a quadruped with scaly legs, increasing carrying capacity, increasing size to large, a +2 str, and a +10 to speed.

Stain-
Lawazi gains the undersized weapons quality and a -2 to dex.

Griffon's wings-

Gift-
Lawazi grows massive wings- a wingspan of about 13 feet.
This grants a fly speed of 30 feet with average maneuverability.

Stain-
The massive wings can make narrow spaces very difficult to handle, and make lawazi easier to target. Natural armor bonus to AC goes up by 2, but lawazi takes a -2 penalty to ac. (So touch AC drops by 2)

Chimera's head-

Gift-
Lawazi's head gains a draconic snout and ram horns, giving lawazi a gore attack and the ability to breathe fire, albeit, only a little- lawazi gains a breath weapon usable every 1d4+1 rounds- this breath weapon acts as per burning hands, with a save equal to 10+1/2 HD+con mod.

Stain-
Lawazi's mind fragments and becomes more like a counsel, three minds deciding for one body. Lawazi starts every combat staggered for 1 round and lawazi takes a -2 whenever he takes 10.

Griffon's power-

Perquisite- griffon's wings

Gift-
Lawazi can use his wings to preform wing attacks while on the ground.

Stain-
Lawazi becomes extremely claustrophobic, becoming shaken whenever in a closed space.

Chimera's breath and bite-

Perquisite- chimera's head.

Gift: lawazi's breath weapon's damage increases to 1d6 fire damage per level, and it's size increases from a 15 foot come to a 60 foot cone. Lawazi can instead spit a fireball, doing the same damage in a 60 foot burst within 100 feet, but this increases the cooldown to 1d4+1 minutes.

Your hands become serpent heads, capable of surprisingly fine manipulation with thier tounges- they act like hands for most purposes, but allow for bite attacks.

Stain:
your fragmented mind becomes even more diverse- you gain a +2 on all skill checks based on a mental stat, but when you enter combat you're staggered until you succeed a DC 15+manifestation level will save, made at the end of each of your turns.

You lose the glove and ring slots.

Manticore's poison-

Prequsites- manticore' tail

Gift: develop a poison on the scorpion stinger granted by manticore's tail. The poison has a save DC equal to 11+1/2 HD+con mod, and causes the staggered condition and 1 con damage on a failed save. duration 6 rounds, cure 1 save.

Stain: the creation of poison is an extremely complex bodily process, and it takes it's toll on Lawazi- lawazi's con decreases by 2.

Draggone's body-

Prerequisites- draggone's legs

Gift-
Lawazi's lower body becomes draconic, gaining scales instead of fur. This grants 1/2 lawazi's manifestation level as a natural armor bouns to ac, and allows lawazi to make rake attacks in a grapple.

Stain-
Lawazi becomes largely cold blooded, and gains cold vulnerability. Whenever taking cold damage, Lawazi must make a fort save of DC 10+1/2 damage taken or be staggered for one round.

The conglomerate-

Manifestation level 8

Gift-
Lawazi's organs make so little sense, that he gains the amorphous anatomy trait.

Stain-
I'll come up with this later, you can't take it for a long time anyway.

????? (Hidden)-

Perquisites- ??????

Gift- ??????

Stain- ??????