Sable Company Elite Marine

Oster Catus's page

621 posts. Alias of Decimus Observet.


Full Name

Oster Catus

Race

| HP: 31/33 | AC: 18 (14 Tch, 14 Fl) | CMB: +4, CMD: 18 | F: +2, R: +9, W: +4 | Init: +5 | Perc: +16, SM: +12, Stl +17

Classes/Levels

| Speed 30ft | Burning Hands: 1/1 | Fire Resistance 5 | Active conditions: None.

Gender

Male TN Ifrit (mostly human) (Taldan) Unchained Rogue 6 (Scout, Thug)

Size

Medium, 5' 9"

Age

19

Alignment

True Neutral

Languages

Common, Elven, Undercommon, Varisian

Occupation

Agent of the Society

Strength 11
Dexterity 19
Constitution 10
Intelligence 14
Wisdom 10
Charisma 18

About Oster Catus

Pride (user the ability to cast major image SLA once/day, +2 insight vs illusion, and +2 insight bonus to all skills. With the ioun[scarlet and blue sphere], you also get +2 enchancement in INT).

Oster Catus
Male Ifrit Unchained Rogue 6 (Scout, Thug)
True Neutral Humanoid (human) & Outsider (native)
Init +5; Senses Darkvision 60ft., Perception +16, SM +12

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Defense
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AC 18, touch 14, flat-footed 14 [10 + 4 Dex +4 Mwk Chain Shirt Armour]
hp 33 (6 HD; 6 = 1d8+0 Con)
Fort +2, Ref +9, Will +4

Fire Resistance 5

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Offense
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Speed 30 ft.

Melee

Sap +7 1d6 x2 B Non-Lethal
Dagger +7 1d4 19-20/x2 P or S
Light Mace +7 1d6 x2 B
+1 Rapier +8 1d6+5 18–20/x2 — 2 lbs. P finesse

Ranged

Sling +7 1d4 x2 50 ft. — B

Special Attacks
Burning hands 1/day as a spell-like ability

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Statistics
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Ifrit: +2 Dexterity, +2 Charisma, and –2 Wisdom.

Str 11, Dex 19, Con 10, Int 12, Wis 10, Cha 18
Base Atk +4; CMB +4; CMD 18

Feats
L1: Additional Traits, Unchained Rogue: Weapon Finesse
L3: Enforcer
L5: Iron Will

Additional Traits
You have more traits than normal.

Benefit: You gain two character traits of your choice. These traits must be chosen from different lists, and cannot be chosen from lists from which you have already selected a character trait. You must meet any additional qualifications for the character traits you choose — this feat cannot enable you to select a dwarf character trait if you are an elf, for example.

Enforcer (Combat)
You are skilled at causing fear in those you brutalize.

Prerequisite: Intimidate 1 rank.

Benefit: Whenever you deal nonlethal damage with a melee weapon, you can make an Intimidate check to demoralize your target as a free action. If you are successful, the target is shaken for a number of rounds equal to the damage dealt. If your attack was a critical hit, your target is frightened for 1 round with a successful Intimidate check, as well as being shaken for a number of rounds equal to the damage dealt.

Traits
Extremely Fashionable - Equipment
You really know how to make a good impression when you’re dressed well. Whenever you are wearing clothing and/or jewelry worth at least 150 gp (and not otherwise covered in gore, sewage, or other things that mar your overall look), you gain a +1 trait bonus on Bluff, Diplomacy, and Intimidate checks. One of these skills (your choice) is a class skill for you.

Fiery Glare - Race
Requirement(s) Ifrit
You are able to use your unearthly nature to frighten others.

Benefit(s): You can always take 10 on Intimidate checks, even in combat.

Memorable - Social
Growing up amid a large number of children, you learned quickly how to get others’ attention and keep it.

Benefit(s): When you modify a character’s attitude with the Diplomacy or Intimidate skill, the attitude change lasts 1-1/2 times longer than it otherwise would. Whenever you create a fear or mind-affecting effect that imposes a penalty or bonus with a duration of at least 2 rounds, it lasts 1 additional round after it would normally end.

For example, if you demoralize a foe with an Intimidate check and beat the DC by 5, the victim is shaken for 3 rounds instead of the usual 2 rounds.

Narrows Survivor - Region
Requirement(s) Taldor
You spent your childhood in the infamous Narrows district of Oppara. Years of living in violent squalor have sharpened your senses and given you an ardent distrust of humanity. You gain a +1 trait bonus to Initiative and Sense Motive checks. Sense Motive is always a class skill for you.

Trap Finder - Campaign
Forgotten dungeons and ancient tombs have always held an appeal for you, and you’ve never been able to resist the urge to delve into these lost sites in search of knowledge, treasure, or both. You may not have received any formal training in the roguish arts, but you’ve nonetheless become skilled at spotting and disabling hidden traps. The tombs of of the necropolis, just opened for exploration, seem like the perfect place to put your skills to the test.

Benefit(s): You gain a +1 trait bonus on Disable Device checks, and that skill is always a class skill for you. In addition, you can use Disable Device to disarm magic traps, like a rogue.

Drawback

Righteous Indignation
You have difficulty controlling your temper after living in inhuman conditions in Cheliax, Geb, Irrisen, Katapesh, or Qadira. Whenever a foe provokes an attack of opportunity from you, you must take it unless you succeed at a Will save against a DC equal to 10 + your level. You take a -1 penalty on Will saving throws against spells with the emotion descriptor that do not also have the fear descriptor.

Languages
Common, Elven, Varisian

Skills
The unchained rogue’s class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).

Skill Ranks per Level: 9 (8 + 1 Int)

+2 background skills

Armour Check Penalty: 0

In concealment or full concealment due to darkness or dim light, gain a +2 racial bonus on Intimidate, Perception, and Stealth checks.

+Acrobatics +14 / +17 |+4 Dex +5 rank +3 class skill (+3 to jump) +2 insight
+Appraise +13 |+2 Int +6 rank +3 class +2 insight (from shard of pride)
+Bluff +15 |+4 Cha +5 rank +3 class skill +2 insight
+Climb +6 |+0 Str +1 +3 class skill +2 insight
+Craft +4 |+2 Int +2 insight
+Diplomacy +15 |+4 Cha +6 rank +3 class skill +2 insight
+Disable Device* +18 |+4 Dex +6 rank +3 class skill +2 mwk tools +1 trait +2 insight
+Disguise +6 |+4 Cha +2 insight
+Escape Artist +6 |+4 Dex +2 insight
Fly +6 |+4 Dex +2 insight
Handle Animal* -- |+4 Cha untrained +2 insight
Heal +2 |+0 Wis +2 insight
+Intimidate +16 / +19 |+4 Cha +5 rank +3 class skill +2 mwk tool (can take 10 at any time) (+3 to demoralise enemies) +2 insight
Knowledge Arcana* -- |+2 Int +2 insight
+Knowledge Dungeoneering* +8 |+2 Int +1 rank +3 class skill +2 insight
Knowledge Engineering* +8 |+2 Int +1 rank +3 class skill +2 insight
Knowledge Geography* +5 |+2 Int +1 rank +2 insight
Knowledge History* +6 |+2 Int +2 rank +2 insight
+Knowledge Local* +8 |+2 Int +1 rank +3 class skill +2 insight
Knowledge Nobility* +6 |+2 Int +2 rank +2 insight
Knowledge Nature* -- |+2 Int untrained +2 insight
Knowledge Planes* -- |+2 Int untrained +2 insight
Knowledge Religion* -- |+2 Int untrained +2 insight
+Linguistics* +9 |+2 Int +2 rank +3 class skill +2 insight
+Perception +16 |+0 Wis +6 rank +3 class skill +5 lens +2 insight
+Perform +6 |+4 Cha +2 insight
+Profession +2 |+0 Wis +2 insight
Ride +6 |+4 Dex +2 insight
+Sense Motive +12 |+0 Wis +6 rank +3 class skill +1 trait +2 insight
+Sleight of Hand* +12 |+4 Dex +3 rank +3 class skill +2 insight
Spellcraft* -- |+2 Int untrained +2 insight
+Stealth +17 |+4 Dex +6 rank +3 class skill +2 boots +2 insight
Survival +2 |+0 Wis +2 insight
+Swim +6 |+0 Str +1 rank +3 class +2 insight
+Use Magic Device* -- |+4 Cha untrained +2 insight

Special Qualities
Energy Resistance: Ifrits have fire resistance 5.

Spell-Like Ability (Sp): Ifrits can use burning hands 1/day as a spell-like ability (caster level equals the ifrit’s level; DC 11 + Charisma modifier).

Fire in the Blood Ifrits with this racial trait mimic the healing abilities of the mephits, gaining fast healing 2 for 1 round anytime they take fire damage (whether or not this fire damage gets through their fire resistance). The ifrits can heal up to 2 hit points per level per day with this ability, after which it ceases to function. This racial trait replaces fire affinity.

Mostly Human: A few ifrits have appearances much closer to those of their human ancestors; in fact, they may not even realize their true race. Such geniekin appear to be human, save perhaps minor features like unusual eye color, and they count as humanoid (human) as well as outsider (native) for all purposes (such as humanoid-affecting spells such as charm person or enlarge person). These geniekin do not automatically gain their associated elemental language (but may select it as a bonus language if their Intelligence is high enough). This ability alters the geniekin’s type, subtype, and languages.

Gear

Pickpocket's Outfit __

Sap 1g
Dagger 2g
Rapier 20g
Sling ___
Sling Bullets (20) 0.2g
Light Mace 5g

Studded Leather Armour 25g

Backpack 2g
Bedroll 0.1g
Belt Pouch 1g
5 Pieces of Chalk 0.05
Grappling Hook 1g
Grooming Kit 1g
Inside Pocket (outfit) 1g
Masterwork Tool Intimidate (necklace of obsidian stone skulls) 50g
Silk Rope 10g
Thieves' Tools 30g

Starting Gold: 150g
Total Starting Equipment Cost: 149.35g

Current Wealth: 731 gp, 0 sp, 6 cp

Silver Dagger

Lens of Detection

M/w mithral short sword

Cat burglar's boots
* Masterwork thieves tools
* Climbers kit
* Second story harness
* Smokestick

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Special Abilities
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Weapon and Armor Proficiency

Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow. They are proficient with light armor, but not with shields.

Sneak Attack +3d6
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 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.

With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), 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 total concealment.

Finesse Training (Ex)

At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.

Rapier +Dex damage

Frightening (Ex)

Whenever a thug successfully uses Intimidate to demoralize a creature, the duration of the shaken condition is increased by 1 round. In addition, if the target is shaken for 4 or more rounds, the thug can instead decide to make the target frightened for 1 round.

This ability replaces trapfinding.

Evasion (Ex)
At 2nd level, a rogue can avoid even magical and unusual attacks with great agility. If she succeeds at a 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.

Rogue Talents
As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2 levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once.

L2: Surprise Attack

Surprise Attack (Ex)
Benefit: During the surprise round, a rogue with this ability always considers opponents flat-footed, even if they have already acted. A rogue with this ability adds 1/2 her rogue level to her sneak attack damage rolls made during the surprise round.

L4: Slow Reactions (Ex)

Benefit: Opponents damaged by the rogue’s sneak attack can’t make attacks of opportunity for 1 round.

L6: Assault Leader (Ex)

Benefit: Once per day, when the rogue misses with an attack on a flanked opponent, she can designate a single ally who is also flanking the target that her attack missed. That ally can make a single melee attack against the opponent as an immediate action.

Brutal Beating (Ex)
At 3rd level, whenever a thug deals sneak attack damage, she can choose to forgo 1d6 points of sneak attack damage to make the target sickened for a number of rounds equal to 1/2 her rogue level. This ability does not stack with itself—only the most recent duration applies.

This ability replaces trap sense.

Rogue Talents: The following rogue talents complement the thug archetype: offensive defense, powerful sneak, strong impression, and weapon training.

Advanced Talents: The following advanced rogue talents complement the thug archetype: crippling strike, deadly sneak, and knock-out blow.

Debilitating Injury (Ex)
At 4th level, whenever a rogue deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special ability). The rogue can choose to apply any one of the following penalties when the damage is dealt.

Bewildered: The target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –2 penalty to AC against all attacks made by the rogue. At 10th level and 16th level, the penalty to AC against attacks made by the rogue increases by –2 (to a total maximum of –8).

Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8).

Hampered: All of the target’s speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.

These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty.

Scout’s Charge (Ex)
At 4th level, whenever a scout makes a charge, her attack deals sneak attack damage as if the target were flat-footed. Foes with uncanny dodge are immune to this ability.

This ability replaces uncanny dodge.

Rogue’s Edge (Ex)
At 5th level, a rogue has mastered a single skill beyond that skill’s normal boundaries, gaining results that others can only dream about. She gains the skill unlock powers for that skill as appropriate for her number of ranks in that skill. At 10th, 15th, and 20th levels, she chooses an additional skill and gains skill unlock powers for that skill as well.
At 5th level, a rogue has mastered a single skill beyond that skill’s normal boundaries, gaining results that others can only dream about. She gains the skill unlock powers for that skill as appropriate for her number of ranks in that skill. At 10th, 15th, and 20th levels, she chooses an additional skill and gains skill unlock powers for that skill as well.

Favoured Class: Unchained Rogue

L1: Add a +1/2 bonus on Acrobatics checks to jump and a +1/2 bonus on Intimidate checks to demoralize enemies.
L2: Add a +1/2 bonus on Acrobatics checks to jump and a +1/2 bonus on Intimidate checks to demoralize enemies.
L3: Add a +1/2 bonus on Acrobatics checks to jump and a +1/2 bonus on Intimidate checks to demoralize enemies.

Appearance:

"A loose crop of dirty blonde hair sits over a fair face inset with coal dark eyes. Average height, a little slim in build. Warm hands. A warm smile too when he puts it on. And damn fast."

Personality:

"Knowing the truth of his blood, as he does, I am surprised at his relative calm compared to his Ifrit kin. I say 'relative' since he still has a temper. Even if he wields it as a weapon, and not let it wield him. Nine times out of ten, he is pragmatic to a fault. And the other time? He is beating a villain over the head until he hears surrender or a thud."

Background:

Oster was a wild child, born in the infamous Narrows of Oppara, one of the worst slums in the empire. When his mother was in her cups, she sometimes boasted of the "adventurer blood" they possessed. His father would roll his eyes - away from her sight and rages. The young Oster constantly got into trouble, with family, with friends, and it went downhill outside of those. He got into fights, launching himself at opponents twice his size but with the elements of surprise and speed. And a fiery temperament.

Until one day, he launched flame from his hands, much to his surprise. And in front of an incognito agent of the Society.

The man came around to the Catus home that evening. He made an offer to Oster and his parents. He would make sure the youth was trained to serve the Empire and would have a career and a life. His parents ended up accepting. Oster later found out that gold also changed hands, but that did not surprise him knowing them.

The next few years saw Oster be trained in infiltration and combat, etiquette and the ways of intrigue. His penchant for swift ambush was honed, his self-confidence shaped into an intimidating glare. His fiery temperament was reforged into a tool of higher powers. And he was fine with that. He was loyal to his finder's mistress - Lady Ducceia Augus - and those he worked with. Higher goals and ideals mattered little to him. The people he worked, laughed, and bled with - they mattered.

And when Augus said he needed to go to Magnimar, her say was good enough for him.