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About Milah LongtailMILAH LONGTAIL Milah was born amongst the sands, her parents and uncles and grandparents (on her father's side), being part of a caravan that traveled the area. Her mother was a wizard and while she seemed to have little true, raw magical talent, she was clever and quick and eager to learn. She was especially curious about her mother and magic and she would often sneak into her area of the tent when the rest of the family was asleep. She was especially enthralled with the wands and tried to mimic her mother's movement and words. Night after night, her movements and words produced nothing until one night, she managed to trigger a wand of magic missile, and she nearly burned down the tent. Although she did not and there was never any punishment for it, she ran away not long after, heading towards the town they had passed a few days before, slipping out soon after everyone fell asleep. She spent the next few years exploring ruins, honing her thief skills, which she found were considerable, and also her ability to use magical device as though she were a true magic user. And now, she hopes to find a group to adventure and find treasures unimaginable. Female Catfolk rogue 3
DEFENSE AC 16, touch 14, flat-footed 12
OFFENSE Speed 30 ft. (6 squares)
STATISTICS Str 8, Dex 18, Con 10, Int 14, Wis 12, Cha 14
SPECIAL ABILITIES 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. Dangerously Curious You have always been intrigued by magic, possibly because you were the child of a magician or priest. You often snuck into your parent's laboratory or shrine to tinker with spell components and magic devices, and often caused quite a bit of damage and headaches for your parent as a result. You gain a +1 trait bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you. Danger Sense (Ex) You gain a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks by traps. In addition, you gain a +1 bonus on Perception checks to avoid being surprised by a foe. This ability counts as trap sense for any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (if you have trap sense from another class). Evasion (Ex) You can avoid damage from many area-effect attacks. If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can only be used if you are wearing light armor or no armor. If you are helpless, you do not gain the benefit of evasion. Finesse Training (Ex) At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level. Magical Expertise (Ex) A counterfeit mage adds +1 his level to Disable Device checks to disarm magical traps, Perception checks to find magical traps, and Use Magic Device checks to activate scrolls and wands. A counterfeit mage can use Disable Device to disarm magic traps. Natural Hunter (Ex) Catfolk receive a +2 racial bonus on Perception, Stealth, and Survival checks. Scent Some catfolk favor a keen sense of smell over sensitive sight. Catfolk with this racial trait gain the scent ability. This racial trait replaces the low-light vision racial trait. Sneak Attack (Ex) If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. Your attack deals 2d6 points of extra damage anytime your target would be denied a Dexterity bonus to AC, or when you flank your target. Should you score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage, you can make a sneak attack that deals nonlethal damage instead of lethal damage. You cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot sneak attack while striking a creature with concealment. Sprinter Catfolk gain a 10-foot racial bonus to their speed when using the charge, run, or withdraw actions. Trap Finder Forgotten dungeons and ancient tombs have always held an appeal for you, and you've never been able to resist the urge to delve into these lost sites in search of knowledge, treasure, or both. You may not have received any formal training in the roguish arts, but you've nonetheless become skilled at spotting and disabling hidden traps. The tombs of Wati's necropolis, just opened for exploration, seem like the perfect place to put your skills to the test. You gain a +1 trait bonus on Disable Device checks, and that skill is always a class skill for you. In addition, you can use Disable Device to disarm magic traps, like a rogue. Weapon Choice (Sword (Short)) (Ex) Dexterity to Damage with Sword (Short) |