Catfolk

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No posts. Alias of Vaite Belleran.


About Ri'saad

Ri'saad Noface

Background:


CE Male Catfolk
Cavalier
Daring Champion
Init +5; low-light vision; Perception +1
DEFENSE
AC 18, Touch 13, flat footed 15 (+4 armor, +1 shield +3 Dex, +0 natural, +0 deflection, +0 dodge, +0 insight +0 luck +0 sacred +0 profane)
hp 23 (1d10 +2 Con +1)
Fort +5, Ref +3, Will +1
OFFENSE
Speed 30 ft. +10 on the charge
Katana +6 (1d8+3/18-20x2)
Space 5ft.; Reach 5ft.
STATISTICS
Str 10, Dex 16, Con 14, Int 10, Wis 12, Cha 16 [0 Point Buy]
Base Attack +2; CMB +1; CMD 14
CLASS ABILITIES:

CLASS NAME
- Challenge 1/day: Once per day, a cavalier can challenge a foe to combat. As a swift action, the cavalier chooses one target within sight to challenge. The cavalier's melee attacks deal extra damage whenever the attacks are made against the target of his challenge. This extra damage is equal to the cavalier's level. The cavalier can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level.

Challenging a foe requires much of the cavalier's concentration. The cavalier takes a –2 penalty to his Armor Class, except against attacks made by the target of his challenge.

The challenge remains in effect until the target is dead or unconscious or until the combat ends. Each cavalier's challenge also includes another effect which is listed in the section describing the cavalier's order.
- Champion's Finesse:At 1st level, a daring champion gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and he can use Charisma in place of Intelligence for the purpose of combat feats prerequisites. A daring champion also counts as having the Weapon Finesse feat for the purpose of meeting feat requirements.
ORDER
Challenge: Whenever an order of truth cavalier issues a challenge, he must randomly choose his opponent, typically with a die roll from the GM or player. He gains a +1 luck bonus on saving throws against the spells and spell-like abilities of his target. This bonus increases by +1 for every four levels the cavalier possesses.

Skills: An order of truth cavalier does not gain any additional class skills. However, he may take his chances with a skill check. A number of times per day equal to his Charisma bonus (minimum 1), the cavalier may flip a coin. On heads, he gain 1/2 his cavalier level as a luck bonus to the check. On tails, he takes a penalty equal to 1/4 his cavalier level (rounded down).

Lady Luck's Knight: At 2nd level, the cavalier of luck can declare two different actions that rely on different types of rolls or checks, such as attacking a creature (an attack roll) or sneaking past the same creature (a Stealth check). As a standard action, the cavalier then uses a random method to choose one of the declared activities, such as flipping a coin, rolling a die, or drawing a harrow card. The specific method doesn't matter as long as there is an equal chance of either activity being chosen. If the cavalier then performs the chosen activity within the next round, he gains a luck bonus on the roll type required for that activity--attack rolls with a specific weapon, a specific skill check, a specific ability check, or a specific saving throw--equal to half his cavalier level (minimum +1) for 1 minute. If the cavalier performs any other action (whether declared or not) in the round after using this ability, he becomes shaken for 1 minute instead. The cavalier can use this ability a number of times per day equal to 3 + his Charisma modifier.


FEATS
Class: Weapon Finesse
Bonus: Weapon Focus
1st: Slashing Grace
CLASS SKILLS:

Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Swim (Str)
Climb +11 (0 rank +0 Str +8 climb +3)
Bluff +10 (2 rank +3 Cha +2 race +3)
Intimidate +10 (2 rank +3 Cha +2 race +3)
Sense Motive +8 (2 rank +1 Wis +2 race +3)
Swim +5 (2 rank +0 Str +3)

TRAITS:

1st : Fate's Favoured
Increase any luck bonus by +1
2nd: Heirloom Weapon
Exotic Weapon Proficiency (katana)
3rd: Reactionary
+2 to initiative
Infamous: -4 to diplomacy with law-abiding citizens

LANGUAGES:

Common, Catfolk

RACIAL TRAITS:

Cat's Luck: Once per day when a catfolk makes a Reflex saving throw, he can roll the saving throw twice and take the better result. He must decide to use this ability before the saving throw is attempted.
Feat and Skill Racial Traits
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.
Movement Racial Traits
Climber: Catfolk hunters excel at hunting prey from trees and other high vantage points. Catfolk with this racial trait possess a climb speed of 20 feet (along with the +8 racial bonus on Climb checks a climb speed affords). This racial trait replaces sprinter.
Scent:This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.

The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range.

When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the source’s location.

A creature with the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.


GEAR:

Combat Gear
- Katana
- Chain Shirt
- Buckler
Ioun Stones
- Ioun Stone: description
Other Gear

Survival Gear
Basic gear