Catfolk

Milah Shadow-Blade's page

16 posts. Alias of mcridill.


Full Name

Milah Shadow-Blade

Race

Catfolk

Classes/Levels

Slayer 5, Magus(spellblade 5)

Gender

female

Size

Medium

Age

23

Alignment

N

Deity

non religous

Languages

Common, catfolk elven, sylvaan, , Halfling,

Strength 10
Dexterity 16
Constitution 11
Intelligence 12
Wisdom 12
Charisma 18

About Milah Shadow-Blade

Crunch:

N Medium Humanoid (Catfolk)
Slayer 5, Magus (spellblade) 5
Init +5, Perception +12(low light, Scent)

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DEFENSE
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AC 23, Touch 14, Flat-footed 18
HP 60 (5d10+10)
Fort +5 Ref +8 Will +5

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OFFENSE
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Speed 30 ft.
Scimitar+2 +11(+9)(1d6+6/18-20x2)
Force Athame+2,+11(+9)(1d4+6/19-20 x 2) Force Damage
Force Athame +1 +10(+8)(1d4+5/19-20 x 2) Force Damage
Master work Light Hammer +10(+8)(1d6+4/20 x2)
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STATISTICS
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STR 19,DEX 18, CON 12,INT 16, WIS 12,CHR 10
Base Attack +5 CMB +9 CMD 23(24vs trip)

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Special Abilities
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Weapon and Armor Proficiency: A slayer is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).
A magus is proficient with all simple and martial weapons. A magus is also proficient with light armor. He can cast magus spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a magus wearing medium armor, heavy armor, or a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass magus still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Favored Target (Ex): At 1st level, a slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against that opponent, a +1 bonus on weapon attack and damage rolls against it, and a +1 bonus to DCs of slayer class abilities against that opponent. These bonuses remain in effect until either the opponent is dead or the slayer studies a new target. At 5th, 10th, 15th, and 20th levels, the slayer’s bonuses against a studied target increase by +1. In addition, at each such interval, the slayer is able to maintain these bonuses against an additional studied target at the same time. The slayer may lose this connection to a studied target as a free action (allowing him to study another target in its place). At 7th level, the slayer can study an opponent as a move or swift action. Track (Ex): A slayer adds half his level (minimum 1) to Survival skill checks made to follow

Arcane Pool (Su)

At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.

At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.

At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal.

Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus.

A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.

Spell Combat: At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.

Cat's Luck (Ex) 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.

Natural Hunter: Catfolk receive a +2 racial bonus on Perception, Stealth, and Survival checks.

Nimble Faller Some catfolk have an amazing sense of balance and keen knowledge of their own center of gravity. catfolk with this trait land on their feet even when they take lethal damage from a fall. Furthermore, catfolk with this trait gain a +1 bonus to their CMD against trip maneuvers. This racial trait replaces sprinter.

Senses Racial Traits

Low-Light Vision: catfolk have low-light vision allowing them to see twice as far as humans in dim light.

Slayer Talent: Trapfinding
The hunter gains Disable Device as a class
skill, and adds half his level to Perception skill checks
made to locate traps and to Disable Device skill checks
(minimum 1). Just like a rogue, the hunter can use Disable
Device to disarm magic traps. The slayer gains trap sense
as a rogue of the same level.

Magus Arcana: Spell-Scars
The magus can use special scar-based tattoos called spell-scars on his skin to cast or prepare spells, much like scrolls. He can cast a spell from a spell-scar exactly like casting from a scroll; the ink and scars vanish when the spell is cast. The magus can also prepare spells from his spell-scars without expending them, similar to a wizard using the Spell Mastery feat. The magus does not need to be able to see his spell-scar to use it. A magus has room on his skin for 18 total spell levels of spell-scars, which he can create using the rules for scribing scrolls (although they do not require the Scribe Scroll feat).

Sneak Attack: At 3rd level, if an slayer catches an
opponent unable to defend itself effectively from his
attack, he can strike a vital spot for extra damage. The
slayer’s attack deals extra damage equal anytime his
target would be denied a Dexterity bonus to AC (whether
the target actually has a Dexterity bonus or not), or when
the slayer f lanks his target. This extra damage is 1d6 at
3rd level, and increases by 1d6 every three levels thereafter.
Should the slayer 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 (like a
sap, whip, or an unarmed strike), a slayer can make a
sneak attack that deals nonlethal damage instead of
lethal damage. He cannot use a weapon that deals lethal
damage to deal nonlethal damage in a sneak attack, not
even with the usual –4 penalty.
The slayer must be able to see the target well enough to
pick out a vital spot and must be able to reach such a spot.
A slayer cannot use sneak attack while striking a creature
with concealment.

Spell Recall (Su): At 4th level, the magus learns to use his arcane pool to recall spells he has already cast. With a swift action he can recall any single magus spell that he has already prepared and cast that day by expending a number of points from his arcane pool equal to the spell's level (minimum 1). The spell is prepared again, just as if it had not been cast.

Force Athame (Sp): At 2nd level, a spellblade magus can sacrifice a prepared magus spell of 1st level or higher as a swift action to create a dagger of force in his off hand. The athame lasts for 1 minute or until dismissed, has an enhancement bonus on attack and damage rolls equal to the level of the spell sacrificed (maximum +5), and is considered a weapon the spellblade is holding for purposes of his arcane pool feature (using the pool to add abilities to a held weapon applies to the magus's physical weapon and to the athame for no additional cost). The athame acts as a dagger, but the hand holding it is still considered free for the purpose of casting spells and delivering touch attacks. The magus can use the athame as if he were fighting with two weapons, or can use that hand to cast spells as part of the spell combat class ability (but not both in the same round). Attacks with the athame are force attacks and deal force damage. This ability replaces the spellstrike class feature.

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Traits
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Seeker: You are always on the lookout for reward and danger. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.

Arcane Temper: +1 to Concentration and iniatitive

Lucky tattoo: Reroll any d20 once any session.

Meticulous: -2 to untrained skills
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Feats
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(1)Two Weapon Fighting, (3)Catfolk exemplar (scent). (5)Combat Casting (5C)Craft Magic arms and Armor.

Slayer Talents:
Double Slice

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Skills
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Acrobatics +12
Stealth +14
Spellcraft +11
Survival + 11
Perception +12(+17vs traps)
Disable Device +14(+19vs traps)
Knowledge arcana +11
Knowledge planes +8,
Knowledge Dungeoneering +8
Knowledge Geography +8
Craft weapon +8
Craft armor +8
Climb +11
Swim +11
ACP -1

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Gear
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Scimitar+2 4106.67gp crafted
masterwork light hamme 100.33gp
Mythril Breastplate +2 3400gp crafted
Amulet of Natural Armor +1 2000gp
Backpack 2gp
Bedroll 1sp
Spell Component pouch 5gp
silk rope 10gp
Masterwork Thieves tools 100gp
Anvil 5gp
Craft Armor artisan tools 5gp
craft Weapon artisan tools 5gp
Vanish Scar Tatto CL 5, x5 750gp
10gp 9 sp


Backstory:

Milah lived a relatively happy childhood. Her tribe had taught her to be self-sufficient. Milah was happy to spend her days out hunting and spend her nights having her parents teaching her how to fight. One day her tribe was attacked by unruly brigands. Milah hid under the bodies of her slain kinsfolk, watching in horror as her friends and family were slaughtered and the brigands looted what little they had.

Milah lived the next few years alone in the wilderness, swearing one day she would be strong enough avenge her fallen kinsfolk. Milah feeling she would need better equipment and gear if she was going to exact her revenge. Milah eventually made her way to Port Shaw. Her knowledge of the wilds proved a boon and was able to use this to advance among the ranks of the Cartographers and Explorer guild.

One day Milah stumbled upon a mysterious man who boasted his tattoos were lucky. Milah decided to to take the man up on his offer. The day after getting her tattoo, Milah learned the whereabouts of those that had slain her kin. Soon afterwards, Milah began preparing on how to exact her revenge.

Using illusion magic, Milah was able to lure them into a trap. From there, Milah would sneak up on her prey,taking down each target one by one. Vanishing almost immediatly after each kill, her enemies were barely able to catch a glimpse of her before falling themselves. Milah could smell their fear grow as their numbers thinned.

The unssseen blade is the deadliesst