Catfolk

Nyxalia's page

99 posts. Alias of Faelar Braegen.


Full Name

Nyxalia

Race

Female, Catfolk, Rogue (Swashbuckler) : 3

Classes/Levels

Vitals:
HP: 24/27; AC : 18, Touch : 15, FlatFooted : 13, Init : 5; Fort : 2 (3), Ref : 8 (9), Will : 1 (2); CMB : 3; CMD : 18 (20 vs Trip), Speed : 30ft

Gender

Skills:
Acrobatics : 13, Climb : 7, Disable Device : 13, Escape Artist : 11, Perception : 6, Sleight of Hand : 11, Stealth : 11, Survival : 7

Size

Medium (4'7", 95 lb)

Age

16

Special Abilities

Sneak Attack (2D6), Martial Training, Evasion, Daring

Alignment

Chaotic Good

Languages

Catfolk, Common

Strength 12
Dexterity 20
Constitution 13
Intelligence 10
Wisdom 10
Charisma 9

About Nyxalia

Initiative : +5
Base Speed : 30 ft
Perception : +6
Low Light Vision

Defence:

Hit Points : 27
Armour Class : 18
Flat Footed : 13
Touch : 15
Fortitude : 2 (+1 vs Fear)
Reflex : 8 (+1 vs Fear)
Will : 1 (+1 vs Fear)

Offence:

Base Attack Bonus : 2
CMB : 3
CMD : 18 (20 VS Trip)
Claws : +7 (1D6+1) x 2
Dagger : +7 (1D4+1) x 2

Skills:

Skill : Total (Ability Modifier, Ranks, Class Skill, Trait, Equipment, Class Bonus)

Acrobatics : 13 (5, 3, 3, 1, 0, 1)
Climb : 7 (1, 3, 3)
Disable Device : 13 (5, 3, 3, 0, 2)
Escape Artist : 11 (5, 3, 3)
Perception : 6 (0, 3, 3)
Sleight of Hand : 11 (5, 3, 3)
Stealth : 11 (5, 3, 3)
Survival : 7 (0, 3, 3, 1)

Feats:

Level 1 : Catfolk Exemplar : Sharp Claws (Claws become 1D6).
Finesse Rogue : Weapon Finesse.
Level 3 : Precise Strike : When Flanking, deal an additional 1d6 Precision damage (stacks with Sneak Attack).

Traits:

Cats Claws (Alternate Racial) : Gain 2 Claws that deal 1D4 damage each.
Nimble Faller (Alternate Racial) : Gain a +1 Trait bonus on CMD vs Trips. Also always land on feet, even when taking lethal damage.
Poverty Stricken (Social) : Gain a +1 Trait Bonus to Survival and it becomes a Class Skill.
Log Roller (Regional) : Gain a +1 Trait bonus on Acrobatics and +1 Bonus on CMD vs Trip.
Dirty Fighter (Combat) : Gain +1 Trait Bonus to Damage when flanking. This IS multiplied on a Critical Hit.
Cat's Luck : Roll Reflex Save twice and take the better result (both must be rolled at the same time). 1 / day.

Equipment Carried:

PP : 0 , GP : 42 , SP : 0 , CP : 0
+ Darkleaf Cloth Studded Leather Armour : 12.5 lb
Daggers x 5 : 5 lb
Poison Sand Tube : 1 lb
+ Thieves Tools : 2 lb
+ Backpack : 4 lb
Silk Rope (50 ft) : 5 lb
Wrist Sheath x 2 (Loaded with a dagger) : 2 lb
+ Survival Kit : 5 lb
+ Snorkel : 0 lb
Explorers Outfit : 8 lb
Total Carried : 42 lb
Light Load : 50, Medium Load : 100, Heavy Load : 150

Magic Equipment:

Head :
Face :
Throat :
Shoulders :
Body :
Torso :
Arms :
Hands :
Ring 1 :
Ring 2 :
Waist :
Feet :

Potions :

Rogue Abilities:

Sneak Attack : If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue 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 rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.

The rogue 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 rogue cannot sneak attack while striking a creature with concealment.

Martial Training : At 1st level, the swashbuckler may select one martial weapon to add to her list of weapon proficiencies. In addition, she may take the combat trick rogue talent up to two times. This ability replaces trapfinding.

Evasion : At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Daring : At 3rd level, a swashbuckler gains a +1 morale bonus on Acrobatics checks and saving throws against fear. This bonus increases by +1 for every 3 levels beyond 3rd. This ability replaces trap sense.

Rogue Talents:

Finesse Rogue : Gain Weapon Finesse as a Bonus Feat.

Appearance: