Crystal Cat

Minna's page

27 posts. Alias of lynora.


Full Name

Minna

Race

Noble Cat

Classes/Levels

Druid 3

Gender

female

Size

tiny

Age

undetermined

Special Abilities

Low Light Vision, Scent

Alignment

NG

Deity

Bast

Languages

Feline, High Fauna, Woodland, Druidic

Strength 3
Dexterity 18
Constitution 12
Intelligence 12
Wisdom 18
Charisma 8

About Minna

BAB = +2
Speed - 30 ft
Fort +4
Ref +5
Will +7
CMB 4
CMD 13
AC 16, Touch 16, FF 12

Natural Weapons - 2 claws +6(1d2) and 1 Bite +1(1d3)

Nature Sense: +2 on Knowledge(nature) and Survival
Wild Empathy
Woodland Stride
Trackless Step
Nature Bond: Fire Domain

Spells Per Day:
0th - 4, 1st - 3, 2nd - 2

Skills: Survival +11, Perception +11, Climb +11, Knowledge(nature) +8, Stealth +7

Feats: Weapon Finesse(bonus), Eschew Materials, Spell Focus(conjuration)

Deeds:Substance of Shadow 1:gain 20% concealment whenever you are in shadows or darkness

Blood Components:

Spoiler:

Another important difference between humanoid and animal spell casters is material components. Animals simply do not place the same associations onto inanimate objects, nor do they generally carry a lot of trinkets with them.
For the noble animal version of any given spell, replace material components with blood components. In order to cast a spell with blood components, a spell caster must voluntarily take damage, using his blood to power the spell.
For any spell whose material component is worth up to one gold piece, the blood component is one hit point. For any spell whose material component has a listed gold piece value, the blood component is ten
percent of that value, rounded down, up to a maximum of 20 hit points.
Hit points spent to power spells cannot be healed through natural or magical means, short of a wish spell, for 24 hours (one entire cycle of the sun).

Magical Transparency:

Spoiler:

The magic practiced by noble animals is simply different from that used by humanoids. In fact, without prior knowledge or a specific feat, a humanoid present at a magical duel between two animals may not even be aware that anything supernatural occurred. If a squirrel sorcerer and an owl wizard faced off at each other with spells, to the humanoid eye they would appear to be chattering and hooting at each other furiously, until one of them died, apparently of a heart attack.
Detect magic, dispel magic, counterspells, and similar spells and abilities are simply ineffective against magic from the “other side.”
Gross physical effects of magic, such as a fireball or a deer turning into a toad, are still visible and can affect humanoids, but as a rule they would not be able to identify the difference between a noble animal caster’s somatic or verbal components and other natural animal
behaviors. By the same token, noble animals cannot see humanoid
magic either, and the evidence of it is often just chalked up to more inexplicable humanoid behavior.

Attitudes:

Spoiler:
Noble animal druids can use the Aggressive or Cautious
Attitudes.

Aggressive (Ex)

While in an aggressive attitude, the noble animal is
constantly seeking for an advantage against opponents
and potential opponents. He may tend to snap at other
creatures, friend and foe, for no apparent reason, and
will often be quick to anger.

Effects: While using this attitude, the character gains
a +1 dodge bonus to AC. The constant alertness and
aggressive behavior can sometimes interfere with the
mindset of a spell-caster, so this attitude carries a 5%
arcane spell failure. The bonus provided by this attitude
is counted when figuring a character’s Touch AC,
but not their Flat-Footed AC.

Cautious (Ex)

A noble animal in a cautious attitude knows that danger
is nearby, and is taking steps to ensure his safety.
He may seem a bit more thoughtful than usual, and
will often appear to have gained some sudden wisdom.

Effects: While using this attitude, the character’s
speed (on land, sea, or air) is reduced as shown on the
chart below and he gains a +2 dodge bonus to AC. This
supreme alertness can sometimes interfere with the
mindset of a spell-caster, so this attitude carries a 15%
arcane spell failure. The bonus provided by this attitude
is counted when figuring a character’s Touch AC,
but not their Flat-Footed AC.

(the chart shows that Cautious is like wearing medium armor so a 30' move drops to a 20' move for you when you use it)