Catfolk

Selina Kyle "Cat Woman"'s page

14 posts. Alias of jules1.


About Selina Kyle "Cat Woman"

Catfolk Ninja (Cat Burglar) 8/Urban Ranger 3/Fighter 5
CN Medium humanoid (catfolk)
Init +13; Senses darkvision 30 ft., low-light vision; Perception +11
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Defense
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AC 24, touch 14, flat-footed 17 (+7 armor, +7 Dex)
hp 96 (10d8+16)
Fort +11, Ref +16, Will +7 (+1 vs Fear)
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Offense
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Speed 30 ft., climb 20 ft., light steps
Melee:
2 Claw Blades (+1 Agile/+1 Agile)
+16 (1d6+7+2+4d8 20/x2)
+16 (1d6+4+2+4d8 20x/2)
+11 (1d6+4+2+4d8 20x/2)
Mswk Whip +16 1d6+1+4d6
Ranged:
Shuriken +14/+14 or +14/+14/+14/+14 (1d2+4d6 each 20/x2)
Special Attacks ki attack speed, sneak attack +4d8
Spell-Like Abilities (CL 8th; concentration +11)
—shadow clone
—vanishing trick
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Statistics
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Str 10, Dex 24, Con 14, Int 10, Wis 12, Cha 16
Base Atk +8; CMB +8; CMD 25
Feats Armor Proficiency (Medium), Aspect of the Beast (Night Senses - Darkvision 30'), Catfolk Exemplar (Sharp Claws), Extra Rogue Talent, Weapon Finesse, Two Weapon Fighting (Ranger), Weapon Focus (Claw Blades), Improved Initiative, Improved Two Weapon Fighting, Iron Will
Traits charming, reactionary
Skills Acrobatics +18, Appraise +6 (+2 hidden), Bluff +10 (+11 vs. characters who could be attracted to you), Climb +15, Diplomacy +10 (+11 vs. characters who could be attracted to you), Disable Device +19 (+1 for traps), Disguise +9, Escape Artist +13, Intimidate +9, Knowledge (local) +5, Knowledge (nobility) +5, Perception +11 (+3 traps, +2 other hidden), Sleight of Hand +17, Stealth +17, Swim +4, Use Magic Device +14; Racial Modifiers ki jump (running start), no trace
Languages Catfolk, Common
SQ cat's luck, ki movement, ki pool, ki stealth, ninja tricks (flurry of stars, shadow clone, trap spotter, vanishing trick, vicious claws), phantom presence, poison use, trap saboteur, armor training 1, combat styles (two-weapon combat), favored terrain (urban +2), track, wild empathy +3
Other Gear +1 mithral agile breastplate, +1 Agile Claw Blades x 2, Mswk Whip, Shurikens (8), cloak of resistance +2, thieves' tools, masterwork, Handy Haversack, Wand CLW, Wand Longstrider, Hat of Disguise, Spring Loaded Wrist Sheath x 2, Belt of Dexterity +2
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Special Abilities
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Cat's Luck (1/day) (Ex) Can roll 2d20 for a Reflex save and take better result.
Catfolk Exemplar (Sharp Claws) Your feline traits are more defined and prominent than those of other members of your race.
Benefit: You can take the Aspect of the Beast feat (Advanced Player’s Guide 151) even if you do not meet the normal requirements
Bravery +1 (Ex) +1 to Will save vs. Fear
Charming +1 Bluff/Diplomacy/save DC for a language-dependent spell vs. targets who could be sexually attracted to you.
Climbing (20 feet) You have a Climb speed.
Darkvision (30 feet) (Aspect of the Beast (Night Senses - Darkvision 30') You can see in the dark (black and white vision only).
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Favored Enemy (Humans +2) (Ex) +2 to rolls vs Favored Enemy (Humans).
Favored Terrain (Urban +2) (Ex) +2 to rolls vs Favored Terrain (Urban).
Flurry of Stars (Ex) A ninja with this ability can expend 1 ki point from her ki pool as a swift action before she makes a full-attack attack with shuriken. During that attack, she can throw two additional shuriken at her highest attack bonus, but all of he
Ki Attack Speed (Su) By spending 1 point from her ki pool, a ninja can make one additional attack at her highest attack bonus, but she can do so only when making a full attack.
Ki Jump (Running Start) (Su) Jumping is always counted as being at a running start.
Ki Movement A Ninja can spend 1 point to increase her speed by 20 feet for 1 round.
Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your Charisma modifier.
Ki Stealth A ninja can spend 1 point from her ki pool to give herself a +4 insight bonus on Stealth skill checks for 1 round.
Light Steps (Ex) When moving up to twice your normal movement, you may ignore difficult terrain and can move over any surface.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
No Trace +2 (Ex) Survival DCs to track you are at +2, gain +2 to Stealth when you are stationary and not acting.
Phantom Presence (Ex) Leave no trail in dungeons and cities, and can take 10 on stealth checks.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Shadow Clone (Su) The ninja can create 1d4 shadowy duplicates of herself that conceal her true location. This ability functions as mirror image, using the ninja's level as her caster level. Using this ability is a standard action that uses up 1 ki point.
Sneak Attack +4d6 +4d6 damage if you flank your target or your target is flat-footed.
Trap Saboteur (Su) Open lock as std action. Disable trap in 1/2 the time or delay up to 1 min.
Trap Spotter (Ex) Whenever you come within 10' of a trap, the GM secretly rolls for you to find it.
Vanishing Trick (Su) As a swift action, the ninja can disappear for 1 round per level. This ability functions as invisibility. Using this ability uses up 1 ki point.
Vicious Claws (Ex) With cat claws, use d8s instead of d6s when making a sneak attack.
Weapon Training (Blades, Light) +1 (Ex) +1 Attack, Damage, CMB, CMD with Light Blades
Wild Empathy +3 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Special Powers:

Advanced Dex (4) +2 Dex
Quick Reactions (2) Add Improved Init as feat
Nimble Attacks (2) Add Weapon Finesse as a feat
Scavenger (2) +2 to perception and appraise for hidden items, doors, and traps

Wealth:

1796 gp

Background:

Part One: Early Life

Selina Kyle was born to Brian and Maria Kyle in the shingles of Korvosa. Her mother was never close to Selina or her sister Maggie and would often rather spend time with her cats than her children. Her father was an abusive and drunken man who would always quarrel with Maria, a homemaker. In her spare time, Selina took gym lessons not just as an extra curricular activity, but also to avoid the domestic violence at home. One day, as she returned home from school, Selina found her mother lying in the bath tub filled with blood. Apparently, Maria had committed suicide by cutting her wrists with a razor blade. Selina’s father hated Selina because she looked like her mother, eventually he drank too much and was subdued by alcohol poisoning. Selina called the police but as soon as she hung up the phone, she packed her bag and ran away.

Selina lived on the streets while Maggie was taken to an orphanage right away.She was kidnapped by Gaedren Lamm, who enslaved children and forced them to commit crimes for him. She quickly became a petty thief. Gaedren treated his "little Lamms" poorly, often abusing the children and denying them food. Unhappy with the way she saw herself and the other kids treated, she fought back, refusing to give Lamm the full share of what she was stealing. One time, she even attempted to fight Lamm when he was beating one of the younger kids. This was the last straw and Lamm punished Selina by attempting to drown her by placing her in a bag and dropping her into the river. Selina escaped and started planning her revenge. With Lamm thinking she was dead, Selina received a fresh start. She spent the next few years trying to survive on her own.

As Selina grew older, she became a call girl while still working as a cat burglar, stealing jewelry and diamonds from museums and homes in the Petal District. One night, she stole a valuable totem from a museum when suddenly a hooded ninja interrupted her escape and took the valued item for himself. Selina followed the ninja into a warehouse, which turned out to be a secret martial arts academy. The ninja, known only as Kai, told his Sensei that she was an intruder and a thief and needed to be severely punished. However, after seeing her fast reflexes, the Sensei asked her to begin training so that she could harness the martial arts skills, in which she accepted. The Sensei was a member of the Hand.

Several weeks had gone by and Selina's fighting abilities improved dramatically but her relationship with her senior Kai was far from nice. He despised Selina, who was nicknamed "Nehko-Chan" in the academy. He would deliberately hurt her during training. It gave Kai even more grief knowing that the Sensei favored Selina. Months after starting her training, Selina had decided it was finally time to make Gaedren pay for the pain he had caused her and the others. She headed to the Shingles one night and found Lamm in his apartment. He was beating a young girl who had not brought in the appropriate haul for the day. Now trained in marshall warfare, she attacked Lamm. The two fought, finally ending up on the roof of the apartment building. Selina made a tragic mistake though and Lamm got the upper hand. He held her over the edge of the building, preparing to drop her. Out of nowhere, a hooded figure appeared and grabbed Lamm, saving Selina from certain death. The "Bat" and Lamm fought for minutes before he delivered a brutal kick, sending Lamm backwards. Before Batman could catch him, Lamm fell from the roof to the street below. After Lamm's decent, Batman collapsed. Selina ran over to him and noticed he was bleeding from a wound he suffered during the fight. She quickly bandage the wound and helped him down the stairs. She nursed him in the apartment for a few hours until he was well enough to leave. The circumstances of the night effected her greatly. The "Bat" became her hero and she decided to don a costume as well. She sewed one of black leather and resumed her life of crime. One time as she was attempting to rob a store, she was spotted by a group of security guards. One of them called her "Catwoman." She loved the name and thus, the Catwoman was born.

It was during this time in her life that she was reaquainted with her Sensei. He introduced her to the King's Pen. Now twenty five years old, she began working as a mercenary and thief for the organization. She received more extensive training in the art of ninjitsu. Her fame in the organization increased to a point that Wilson Fisque himself heard of her talent and summoned her to Absalom where he was meeting with a few of his leaders. She met Fisque, who rewarded her faithfulness with a special set of darkvision goggles. He told her to stay in Absalom until she received word from him. It has been several months with no word. She has set herself up in a nice apartment and has begun to research jewelry stores and museums.

Part II: Chance encounter with Xavier

Selena had just performed the perfect heist, robbing a jewelry store of a prized diamond. During her escape, she was spotted and chased by a man with exceptional speed and grace. Trying to lose him, she ducked into a local store. Hoping to avoid being seen, she dodged in and out of the rows of clothes. As she turned one corner though, she ran into a bald man in a chair, knocking him to the ground. They lay face to face for a second before she gave him a quick smile and hopped to her feet. Suprisingly, he grabbed her hand to stop her. What happened next she still doesn't understand. The man's touch sent her back in time. She suddenly saw her entire life flash before her eyes in a matter of seconds...mom's suicide...sis...drunk dad yelling...Lamm's beating...hunger on the streets... You have been through a lot child. Let me help you. The first kind words she had ever heard. Finally back to her senses, she jerked her arm away from the man and jumped back. He was holding the diamond in his other hand. This isn't worth it. There is more to life than common thievery. Feeling tears well up in her eyes, she turned and ran out. She ran for what seemed like days before collapsing in an alley and weeping. It has been days since the encounter with the strange bald man who knew everything about her. She still can't get him off of her mind. You have been through a lot. Let me help you. She now hears these words in her mind daily.