Catfolk

Nadesico Funkenstein's page

95 posts. Alias of Saotome007.


Full Name

Nadesico Funkenstein

Race

Life Link Bonds:
No One
heals:
LOH(2d6) 1/7 | CHN(2d6) 2/6 | CHN(1d6) 5/6

Classes/Levels

spells:
Oracle: L0: Create Water, Detect Magic, Enhanced Diplomacy, Light, Stabilize | L1 (4/6): Bless, CLW, Detect Undead, Sanctuary (DC: 14), Shield of Faith| Pally: L1 (1/2): Hero's Defiance

Gender

Female Catfolk 8 Oradin (3 Ora, 5 Pal) | HP: 30/77 | AC/T/F: 22/12/21| CMD: 22| F:11 R:6 W:9 | Init: +7 | Perc: +7

Size

5'2"

Age

18

Special Abilities

Unconscious Tanking

Alignment

Lawful Good

Deity

Torag

Languages

Catfolk, Common

Occupation

Professional Doormat

Strength 16
Dexterity 12
Constitution 15
Intelligence 10
Wisdom 8
Charisma 16

About Nadesico Funkenstein

Nadesico
Female catfolk oracle 3/paladin (hospitaler) 5 (Pathfinder RPG Advanced Player's Guide 42, 116, Pathfinder RPG Bestiary 3 47)
LG Medium humanoid (catfolk)
Hero Points 0
Init +7; Senses low-light vision; Perception +7 (+5 when further than 10 feet from a fallen ally)
Aura courage (10 ft.)
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Defense
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AC 22, touch 12, flat-footed 21 (+10 armor, +1 deflection, +1 Dex)
hp 77 (8 HD; 3d8+5d10+29)
Fort +11, Ref +6, Will +9
Immune disease, fear
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee +1 cold iron kukri +11/+6 (1d4+4/18-20) or
. . +1 longsword +11/+6 (1d8+4/19-20) or
. . boar spear +10/+5 (1d8+4) or
. . consecration +11/+6 (2d6+5/×3) or
. . gauntlet (from armor) +10/+5 (1d3+3) or
. . unarmed strike +10/+5 (1d3+3 nonlethal)
Ranged sling +8 (1d4+3)
Special Attacks channel positive energy 6/day (DC 14, 1d6), channel positive energy 6/day (DC 15, 2d6), smite evil 1/day (+3 attack and AC, +5 damage)
Paladin Spell-Like Abilities (CL 5th; concentration +8)
. . At will—detect evil
Oracle Spells Known (CL 3rd; concentration +6)
. . 1st (6/day)—bless, cure light wounds, detect undead, sanctuary (DC 14), shield of faith
. . 0 (at will)—create water, detect magic, enhanced diplomacy, light, stabilize
. . Mystery Life
Paladin (Hospitaler) Spells Prepared (CL 2nd; concentration +5)
. . 1st—hero's defiance[APG] (2)
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Statistics
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Str 16, Dex 12, Con 16, Int 10, Wis 8, Cha 16
Base Atk +7; CMB +10; CMD 22
Feats Battlefield Healer, Extra Channel, Extra Lay on Hands, Improved Initiative, Selective Channeling
Traits called, reactionary, student of faith
Skills Acrobatics -4 (-6 when further than 10 feet from a fallen ally, -8 to jump), Appraise +0 (-2 when further than 10 feet from a fallen ally), Bluff +3 (+1 when further than 10 feet from a fallen ally), Climb -2 (-4 when further than 10 feet from a fallen ally), Diplomacy +11 (+14 while talking to an individual one-on-one, +9 when further than 10 feet from a fallen ally), Disguise +3 (+1 when further than 10 feet from a fallen ally), Escape Artist -4 (-6 when further than 10 feet from a fallen ally), Fly -4 (-6 when further than 10 feet from a fallen ally), Handle Animal +13 (+11 when further than 10 feet from a fallen ally), Heal +4 (+2 when further than 10 feet from a fallen ally), Intimidate +3 (+6 while talking to an individual one-on-one, +1 when further than 10 feet from a fallen ally), Knowledge (history) +12 (+10 when further than 10 feet from a fallen ally), Knowledge (planes) +4 (+2 when further than 10 feet from a fallen ally), Knowledge (religion) +4 (+2 when further than 10 feet from a fallen ally), Perception +7 (+5 when further than 10 feet from a fallen ally), Perform (dance) +5 (+3 when further than 10 feet from a fallen ally), Ride +1 (-1 when further than 10 feet from a fallen ally), Sense Motive +3 (+6 while talking to an individual one-on-one, +1 when further than 10 feet from a fallen ally), Spellcraft +4 (+2 when further than 10 feet from a fallen ally), Stealth -4 (-6 when further than 10 feet from a fallen ally), Survival +3 (+1 when further than 10 feet from a fallen ally), Swim -2 (-4 when further than 10 feet from a fallen ally); Racial Modifiers +2 Knowledge (history)
Languages Catfolk, Common
SQ cat's luck, curiosity[ARG], divine bond (weapon +1, 1/day), hero points, interaction bonus, lay on hands 7/day (2d6), mercy (sickened), oracle's curse (legalistic), overprotective, revelations (life link, channel), sprinter, vow to self
Combat Gear wand of cure light wounds, alchemist's fire (3), tanglefoot bag (2); Other Gear +1 full plate, +1 heavy steel shield, +1 cold iron kukri, +1 longsword, consecration[UE], boar spear[APG], sling, ring of protection +1, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), holy text[UE], mess kit[UE], pot, powder[APG] (5), soap, torch (10), trail rations (5), waterskin, wooden holy symbol of Torag, 4,661 gp, 10 sp, 8 cp
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Tracked Resources
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Action Points - 0/9
Alchemist's fire - 0/3
Called (1/day) - 0/1
Cat's Luck (1/day) (Ex) - 0/1
Detect Evil (At will) (Sp) - 0/0
Divine Bond (Weapon +1, 5 mins, 1/day) (Sp) - 0/1
Lay on Hands (2d6 hit points, 7/day) (Su) - 0/7
Oracle Channel Positive Energy 2d6 (6/day, DC 15) (Su) - 0/6
Paladin Channel Positive Energy 1d6 (6/day, DC 14) (Su) - 0/6
Smite Evil (1/day) (Su) - 0/1
Tanglefoot bag - 0/2
Torch - 0/10
Trail rations - 0/5
Vow to Self (1/day) - 0/1
Wand of cure light wounds - 0/50
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Special Abilities
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Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Battlefield Healer Concentration checks from dam count 50% of the dam for the DC.
Cat's Luck (1/day) (Ex) Can roll 2d20 for a Reflex save and take better result.
Curiosity +4 on Diplomacy checks to gather information.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Divine Bond (Weapon +1, 5 mins, 1/day) (Sp) Weapon shines with light and gains enhancement bonuses or chosen properties.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Interaction Bonus +3 bonus to one-on-one Diplomacy, Intimidate, and Sense Motive checks.
Lay on Hands (2d6 hit points, 7/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Legalistic The shackles of Hell impose savage consequences should you violate a covenant, but also imbue you with remarkable guile. Whenever you break your word (either purposefully or unintentionally), you become sickened for 24 hours or until you meet your ob
Life Link (3 max bonds, 130 feet) (Su) As a standard action, establish bond that drains your HP to heal others who have taken 5 dam.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mercy (Sickened) (Su) When you use your lay on hands ability, it also removes the sickened condition.
Oracle Channel Positive Energy 2d6 (6/day, DC 15) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Overprotective -2 to attacks and skill checks when further than 10 feet from a fallen ally.
Paladin Channel Positive Energy 1d6 (6/day, DC 14) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Selective Channeling Exclude targets from the area of your Channel Energy.
Smite Evil (1/day) (Su) +3 to hit, +5 to damage, +3 deflection bonus to AC when used.
Sprinter (Ex) +10 ft to speed when charge, run, or withdraw.
Vow to Self (1/day) +4 morale bonus to one roll to keep a promise.
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Description:
Nadesico is a short, slender, blue haired neko. Her body is covered neck to toe in fine grey hair which you can barely see over her othewise pale humanlike skin. Her head and tail stand out with a blue tone. Her eyes, though red, are warm and inviting, to match her almost constant perky smile.

Her attitude is that of someone who always sees the positive in any situation, but she is not a pushover, and she does not tolerate evil doers. She will swing her mighty hammer of justice against any who simply oppose the freedom and good will of man.

Background:
Nadesico grew up in a clan of her own kind, and lived the majority of her younger years just like any other Catfolk would. She played, laughed, and ran around with her friends, enjoying the wild world around her.

At a young young age of 17 she lay awake one mid morning, unable to nap like her friends and family were. Her mind drifted to thoughts of the wild world around her, and life outside of the clan. She got up and left, taking a mid morning stroll through the surrounding woods to her favorite meditation camp by the nearby river. No more than 5 minutes into her mindscape she was alerted awake to the screams coming from home. She rushed back to see a swarm of goblins had wandered to her pack's home and engaged in hostile actions to everyone, beating mutilating and killing almost everyone.

Her eyes were wide, and her mouth hung aghast in shock of the situation, as she quickly ran to her father's shelter to check on her family. When she got there she was too late, both her parents were killed, as well as her younger sister. 'She was still just a little kitten' she thought as she fell to her knees and wept.

It was just a moment until her eyes re-opened, and focused on the corner of the room. There lay the weapon. A giant 2 handed hammer, with multiple spikes protruding from the head of the beast. She had questioned her father multiple times of its origin, but he always told her he would make it known to her once she was ready. He never taught her how to use it, it just sat there, an icon of the past for this pack for years and years. She ran over to the great weapon and picked it up with what seemed like the two tiniest paws possible, in comparison to this great beast. The sheer weight of the head was almost enough to topple her over, yet she held on strong. She felt drawn to this weapon, compelled to use it to bring justice to those that committed such a heinous crime.

She burst out of her home, with this massive hammer in hand and with great passion swiftly ended the goblins threat that attacked her small pack. Her mind blacked out, she cannot remember any actual combat at all with the goblins, however after what seemed like the blink of an eye, she awoke and saw no goblin left standing. Just herself wielding this massive, and now bloody hammer.

To this day she believes there is no manner in which she was able to accomplish such a feat on her own, and has taken an oath to the faith instead, attributing her victory to support from Torag. She believes he must have brought her to this path for something even greater than her, or her family. She has taken a strong passion to worship of the great Torag, and uses that passion while out adventuring, believing that she is being driven by Torag's will alone.

Her training and worship has helped aid her in the basic understanding of healing hands, as well as support for those around her. She continues to carry the Earth Breaker everywhere she goes, and seeks out the unjust, the evil, and those who prey on the weak.

Playstyle:
Nadesico follows code and honor strictly, and takes great passion in helping those who need it, while ridding the world of evil. She is never afraid to attempt to persuade her enemies of the great power and honor that is to come to worship Torag, however if they choose to reject, she is also not afraid to persuade them to repent for their sins, by smashing in their skulls with her big ass hammer.

She is a battlefield healer whose role is to support the party by buffs, diplomacy, healing when needed, and physical damage when healing won't suffice.

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