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About RinikaCharacter Sheet
Stat Block:
Rinika Female Schrodinger’s Catfolk Oracle 11 CN Medium Humanoid (Catfolk) Init +4; Senses Perception +13, Darkvision 60 ft, See in Darkness, Low-Light Vision, Light Blindness -------------------- Defense -------------------- AC 25, touch 16, flat-footed 21 (+8 Armor, +4 dexterity, +1 Natural, +2 Deflection) hp 80 (11 HD; 11d8+22) Fort +8, Ref +10, Will +11; +2 vs Disease and Mind-affecting Defensive Abilities Special Qualities: Negative Energy Affinity -------------------- Offense -------------------- Speed 40 ft. Melee 2x Claw +14/+13 (1d4+2/1d4+1) Light Crossbow +11 (1d8) -------------------- Statistics -------------------- Str 11, Dex 18, Con 14, Int 14, Wis 8, Cha 21 Base Atk +8; CMB +8; CMD 24 Class Abilities (Oracle) Spells Concentration +12 (Class level +11, cha +5, -2 possessed curse, -2 possessed hand) Spells/day 1: 8; 2: 7; 3: 7; 4: 7; 5: 5; Spells Known 0: Create Water, Detect Magic, Detect Poison, Enhanced Diplomacy, Guidance, Mending, Spark, Stabilize, Scrivener’s Chant 1: Blurred Movement, Comprehend Languages, Divine Favor, Inflict Light Wounds, Liberating Command, Shadowfade, Shadow Trap, Shield of Faith 2: Boneshaker, Grace, Inflict Moderate Wounds, Invisibility, Pilfering Hand, Resist Energy, Searching Shadows, Spiritual Weapon 3: Beacon of Luck, Deeper Darkness, Dispel Magic, Inflict Serious Wounds, Magic Vestment, Prayer, Twine Double 4: Aura of Doom, Blessing of Fervor, Freedom of Movement, Inflict Critical Wounds, Shadow Conjuration, Shadow Step 5: Mass Inflict Light Wounds, Plane Shift, Possession, Shadow Evocation, Spell Resistance, Vampiric Shadow Shield Mystery: Shadow An oracle with this mystery adds Bluff, Disguise, Knowledge (dungeoneering), and Stealth to her list of class skills. Revelations: Stealth Mastery (Ex): You gain Skill Focus with the Stealth skill. At 8th level, you gain Signature SkillPU with the Stealth skill, even if you don’t meet the feat’s prerequisites. At 16th level, you gain the hide in plain sight shadowdancer class feature. Cloak of Darkness (Su): You conjure a cloak of shadowy darkness that grants you a +4 armor bonus and a +2 circumstance bonus on Stealth checks. At 7th level, and every four levels thereafter, these bonuses increase by +2. You can use this cloak for 1 hour per day per oracle level. The duration does not need to be consecutive, but it must be spent in 1-hour increments. Wings of Darkness (Su): As a swift action, you can manifest a set of translucent, inky wings that grant you a fly speed of 60 feet with good maneuverability. You can use these wings for 1 minute per day per oracle level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. At 11th level, you can use these wings to fly as if with overland flight once per day. Used in this way, the ability lasts for up to 1 hour per level, and counts as your total use of this ability for the day. You must be at least 7th level to select this revelation. Dark Secrets (Su): You learn the hidden secrets surrounding the casting of shadow spells. You can add a number of spells from the sorcerer/wizard spell list equal to your Charisma modifier (minimum 1, maximum equal to half your oracle level) to your spell list and your list of spells known as divine spells. These have a spell level equal to their sorcerer/wizard spell level. You can add only illusion spells from the shadow subschool or spells with the darkness descriptor to your list of spells known in this manner. Each time you gain an oracle level after taking this revelation, you can choose to replace one of these spells for a new appropriate spell on the sorcerer/wizard spell list. Curse: Possessed Another mind shares your body, interfering with your control, and it’s more difficult for you to concentrate as a result. You take a –2 penalty on all concentration checks, and concentrating to maintain a spell duration provokes attacks of opportunity. Whenever a foe attempts to use an effect to possess or dominate you and the effect allows a saving throw to negate, you may roll twice and take the better of the two results. At 5th level, if you become dazed or stunned, you can choose instead to become confused for twice the duration the daze or stun effect would have normally lasted. At 10th level, add possessionOA to your list of 5th-level oracle spells known. Feats Weapon Finesse Skill Focus: Stealth Possessed Hand: You attract a ghost, spirit, or outsider with personal motivations to possess your hand. This usually involves some sort of mutually beneficial pact or agreement. Your possessed hand helps you in numerous ways, but its periodic, uncontrolled antics are distracting; you take a permanent –2 penalty on concentration checks once you gain this feat. Any attack you make with a one-handed weapon, light weapon, unarmed strike, or natural attack with your possessed hand gains a +1 insight bonus on the attack roll and damage roll. You also gain a +1 insight bonus on Disable Device and Sleight of Hand checks. Once per day as a swift action, you can retrieve any stowed object you carry on your person, provided the object weighs no more than 5 pounds. Weapon Focus: Claw Dampen Presence: You may use the Stealth skill to hide from any creature attempting to perceive you using blindsight or blindsense, even if you are clearly in that creature’s perceptual field. This feat does not confer any advantages against other forms of perception, such as scent, vision, or tremorsense. Signature Skill (Stealth): 5 Ranks: Reduce the Stealth penalty from sniping by 10. 10 Ranks: Stealth check penalties for moving quickly are halved, including the ability unlocked at 5 ranks, moving full speed, and reaching concealment after creating a distraction. Death Field (Conduit): As a move action, you can exude deadly energy from your body. While this death field is in effect, small plants wither and recoil from you, allowing you to ignore the effects of difficult terrain caused by plant life and ignore the effects of spells like entangle that compel vegetation to grasp at you, provided the spell’s level is 3rd or lower (the death field cannot affect more powerful plant magic). Any swarm that enters your space takes 1d6 points of negative energy damage; this damage is applied before you are affected by any swarm attacks, so if the damage is enough to destroy the swarm, it does not harm you. At the end of your turn each round the death field is active, you take 1 point of negative energy damage, and you cannot be healed by positive energy effects while the death field is in place. Magic items and spells that protect against negative energy damage do not protect against this damage, but if you are undead or have negative energy affinity (or a similar ability), the death field instead grants fast healing 1 while it is in effect. You can use this feat’s benefit for a number of rounds per day equal to your ranks in Knowledge (planes). These rounds need not be consecutive. If you have at least 11 ranks in Knowledge (planes), you can activate your death field as a swift action. Hellcat Stealth:You may make Stealth checks in normal or bright light even when observed, but at a –10 penalty. Race Traits (Schrodinger’s Catfolk) Half-Undead - Half-undead have the darkvision 60 feet racial trait, Half-undead gain a +2 racial bonus on saving throws against disease and mind-affecting effects, half-undead take no penalties from energy-draining effects, though they can still be killed if they accrue more negative levels than they have Hit Dice. After 24 hours, any negative levels they’ve gained are removed without any additional saving throws. Half-undead creatures are harmed by positive energy and healed by negative energy. A half-undead creature with the fast healing special quality still benefits from that quality. Dual-Minded - Members of this race gain a +2 bonus on all Will saving throws. Low-Light Vision - Members of this race can see twice as far as a race with normal vision in conditions of dim light. See in Darkness - Members of this race can see perfectly in darkness of any kind, including that created by spells such as deeper darkness. Light Blindness - Abrupt exposure to bright light blinds members of this race for 1 round; on subsequent rounds, they are dazzled as long as they remain in the affected area. Nimble Faller - Members of this race land on their feet even when they take lethal damage from a fall. Furthermore, they gain a +1 bonus to their CMD against trip attempts. Claws - Members of this race receive two claw attacks. These are primary natural attacks. The damage is based on the creature’s size Fast - Members of this race gain a +10 foot bonus to their base speed. Traits Scarred (Drawback): An injury left you horribly, visibly scarred, making it more difficult for you to hide your true face, and also making most people distrustful of you merely due to your appearance. You take a –5 penalty on Disguise checks and a –2 penalty on Bluff checks. Inquisitive Banter (Catfolk): You are able to learn information by bombarding others with questions that come across as conversational. You gain a +1 trait bonus on Diplomacy checks. In addition, you can use Diplomacy to gather information in 1d2 hours instead of 1d4. Wary: You survived an assassination attempt once. You gain a +1 trait bonus on opposed Perception and Sense Motive checks. One of these skills (Perception) is always a class skill for you Trap Finder: 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 Wati’s necropolis, just opened for exploration, seem like the perfect place to put your skills to the test. 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. Automatic Bonus Progression Resistance Bonus +3 to all saves Armor +2 (Baatorian Greensteel Chain Shirt) Weapon +1/+1 (Claws) Mental +4 Charisma Physical +2 Dexterity Natural Armor +1 Deflection Bonus +2 FCB: 11 Skill Points Skills +7 Acrobatics: 3 rank + 4 dex +19 Bluff: 11 ranks + 5 cha +3 trained -2 scarred +2 Competence (Ring of Eloquence) +0 Climb: 0 str +19 Diplomacy: 8 ranks + 5 cha +3 trained +1 trait (Inquisitive Banter) +2 Competence (Ring of Eloquence) +20 Disable Device: 10 ranks + 4 dex +1 Insight (Possessed Hand) +3 Trained +2 Mwk Thieve’s Tools +0 Disguise: 5 cha - 5 scarred +4 Escape Artist: 4 dex +7 Fly: 3 ranks + 4 dex -1 Heal: -1 wis +7 Intimidate: 5 cha +2 Competence (Ring of Eloquence) +2 Knowledge (arcana): 2 int +2 Knowledge (dungeoneering): 2 int +4 Knowledge (local): 2 ranks + 2 int +2 Knowledge (nature): 2 int +16 Knowledge (planes): 11 ranks +2 int + 3 trained +2 Knowledge (religion): 2 int +14 Perception: 11 ranks -1 wis +3 trained +1 trait (Wary) +4 Ride: 4 dex +0 Sense Motive: -1 wis +1 trait (wary) +6 Spellcraft: 1 rank +2 int + 3 trained +35 Stealth: 11 ranks + 4 dex + 3 trained + 6 skill focus + 6 Circumstance (Cloak of Darkness) +0 Survival +4 Swim: 4 str +3 Use Magic Device: 3 cha Background Skills +11 Appraise: 2 int + 9 ranks -1 Artistry: -1 int -1 Craft: -1 int +7 Handle Animal: 1 rank + 3 cha + 3 trained +2 Knowledge (engineering): 2 int +2 Knowledge (geography): 2 int -+6 Knowledge (history): 1 rank + 2 int + 3 trained +2 Knowledge (nobility): 2 int +6 Linguistics: 4 rank +2 int +5 Perform: 5 cha [+2 Competence on Oratory (Ring of Eloquence)] -1 Profession: -1 wis +16 Sleight of Hand: 11 ranks +4 dex +1 Insight (Possessed hand); Situational +5 Circumstance to hide small items from Coat of Pockets, +4 from Pocketed Scarf Languages Common, Catfolk, Draconic, Infernal, Rebus, Modron, Tir (Githyanki), Sign Language, Aquan, Auran, Ignan, Terran Currency
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