Catfolk

Nadia Faelus's page

28 posts. Alias of Bandw2.


Full Name

Nadia Faelus

Race

Sheet

Classes/Levels

HP 33/33 | SP 14/14 | AC 15 T 15 FF 10 | CMB +0 | CMD 13 | F +4 R +4 W +4 | Init +4 | Perc +1 (Scent)

Gender

Female

Strength 6
Dexterity 16
Constitution 16
Intelligence 14
Wisdom 12
Charisma 20

About Nadia Faelus

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Nadia
Catfolk Hedgewitch/incanter (Staff tradition), Level 3, Init 4, HP 36/36, Speed 30ft.
AC 15, Touch 15, Flat-footed 10, CMB +0, CMD 13, Fort 4, Ref 4, Will 4, Base Attack Bonus 2

Abilities Str 6(-2), Dex 16(+3), Con 16(+3), Int 14(+2), Wis 12(+1), Cha 20(+5)

Racial:

Cat's Luck: roll twice for Reflex saves

Clever Cat: Catfolk's generally friendly disposition doesn't preclude craftiness. Some of them see social obstacles as games to be played and won. These catfolk receive a +2 racial bonus on Bluff, Diplomacy, and Sense Motive checks. This racial trait replaces natural hunter.

Sprinter: Catfolk gain a 10-foot racial bonus to their speed when using the charge, run, or withdraw actions.

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.

traits:

Arcane Temper: +1 to concentration and initiative checks.

Irrepressible: You can use your Charisma modifier in place of your Wisdom modifier when attempting Will saving throws against charm and compulsion effects.

Feats:

Level 1: Extra Secret (Hexcrafter: Evil Eye)
Level 3: Unarmored Specalist
Incanter 1: Cantrips
Incanter 2: Arcane Empowerment
Theme 2: Antagonize

Spheres of power:

Class: Incanter/Hedgewitch
Specialization points: 5

Tradition: Staff (Custom) +1 spellpoint per level.
General Drawbacks: Somatic 2, Focus Casting(staff), Magical Signs, Prepared Caster.

Sphere's and Talents:
Life(Casting 1): Greater Healing(hedge 2), Greater Restore(Hedge 3), Ranged Healing (Incanter 1), Restore Mind(Incanter 1)
Mind(Casting 2): Courage (Incanter 2)
Nature(Incanter 3)
Weather(Incanter 3)

Class Abilities:

Black Magic Tradition
Class Skills: Knowledge (Planes), Intimidate, Disguise.
You have delved into magic theories and practices some believe are better left untouched.
Tradition Benefit: Choose an oracle curse. You gain this curse and its associated benefits, using your hedgewitch level as your effective oracle level. If you already possess an oracle’s curse (or gain one later), this instead allows your hedgewitch levels to stack with the levels of the class that grants access to the oracle’s curse. Note that some oracle curses (such as haunted) grants a benefit that is not easily translated to the Spheres of Power system, and would most likely not be an advisable choice.
Tradition Power: As a standard action, you may curse a target within 30 ft. You may bestow a number of curses in a day equal to 3 + 1/2 your hedgewitch level. Targets may make a Will save (DC 10 + 1/2 hedgewitch level + casting ability modifier) to negate the curse. Treat your hedgewitch level as your caster level for the purpose of removing one of your curses. You may always dismiss your own curses as a free action.
At 1st level, you may give a target a -2 penalty to attack rolls, skill checks, and saving throws for a number of rounds equal to your casting ability modifier. This improves to -4 at 9th level. This does not stack with itself.
At 5th level, you may cause the target to roll twice whenever it makes an attack roll, skill check, ability check, or saving throw and take the lower result for a number of rounds equal to your casting ability modifier.
At 9th level, you may give a target 6 points of ability drain to one ability score of your choice. This does not stack with itself.
At 13th level, you can permanently blind or deafen the target.
At 17th level, you may make a target permanently confused.

Charlantism Tradition
Tradition Benefit: You gain versatile performance, as the bard ability. Choose one type of Perform skill. You can use your bonus in that skill in place of your bonus in its associated skills.
When substituting in this way, you may use your total Perform skill bonus, including class skill bonus, in place of its associated skill’s bonus, whether or not you have ranks in that skill or if it is a class skill. The types of Perform and their associated skills are: Act (Bluff, Disguise), Comedy (Bluff, Intimidate), Dance (Acrobatics, Fly), Keyboard Instruments (Diplomacy, Intimidate), Oratory (Diplomacy, Sense Motive), Percussion (Handle Animal, Intimidate), Sing (Bluff, Sense Motive), String (Bluff, Diplomacy), and Wind (Diplomacy, Handle Animal).
Tradition Power: You gain a guile pool, containing a number of guile points equal to 3 + 1/2 your hedgewitch levels. This pool replenishes after roughly 8 hours of rest; these hours do not need to be consecutive. If you gain a guile pool from another source, these levels combine when determining the number of guile points possessed, although you may add either 3 or that class’s listed ability score modifier to the guile pool, not both. You may use guile points from this pool to power the abilities of every class you possess that grants a guile pool. You may spend a guile point as part of any skill check to grant yourself a +2 bonus to that skill check. At 10th level, this bonus increases to +4.
When successfully making an attack against a creature within 30 ft that is flat-footed or denied its Dexterity bonus to AC, you may spend a guile point as a swift action to deal sneak attack damage to that creature, as a rogue of equal level (1d6 at 1st level, 2d6 at 3rd level, etc.) This stacks with any rogue levels you possess, or any sneak attack dice gained from other sources. This sneak attack may be affected by rogue talents, as usual

Secrets: 2
Hexcrafter (flight)
Hexcrafter (Evil Eye)