Catfolk

Silverpaw Hawkstorm's page

37 posts. Alias of Trailjava.


Full Name

Silverpaw Hawkstorm

Race

Catfolk

Classes/Levels

Sorcerer/1 Destined

Gender

Male

Size

Medium

Age

23

Alignment

Chaotic Good

Deity

Desnea

Location

Varisa

Languages

Common, Catfolk, Osiriani, Thuvian

Occupation

Librarian

Strength 13
Dexterity 16
Constitution 13
Intelligence 12
Wisdom 10
Charisma 16

About Silverpaw Hawkstorm

Silverpaw
CG Medium Catfolk
Sorcerer 1 (Destined Bloodline)
Height 6'
Weight: 200
Eyes: Blue
Fur: Mix of Silver and Black

Combat:

Combat
Defense
--------
AC:13 ,Touch: 13, Flat Footed:10
(0Armor +3 DEX)
HP:10(1D6+1Con+ 3 Feat)
Fort: 1(+1 Con)
Ref: 3(+3 Dex)
Will: 2 (+2 Base Save)
Offensive
----------
Init + 3
BAB: 0
CMD: 14 (+1 Str, +3 Dex,+ 10)
CMB:1 (+1 Str)
Melee: Sickle (1d8 +1 Str, x2)
Cat’s Claw: 1d4+1
Ranged: Crossbow(Heavy) (+3 Dex) (1d10+1 str)
(100 bolts)
Speed: 30FT

Skills and Languages :

Skill Name: Total Bonus = Ability Modifier + Ranks + Misc. Modifier
-------------------------------------------------

Acrobatics: 3 = 2 + 0 + 0
Appraise: 4 = 1 + 0 + 3
Bluff`: 6 = 3 + 3 + 0
Climb: 0 = 0 + 0 + 0
Craft (X)`: 1 = 1 + 0 + 0
Diplomacy: 0 = 0 + 0 + 0
Disable Device*: 0 = 0 + 0 + 0
Disguise`: 0 = 0 + 0 + 0
Escape Artist: 0 = 0 + 0 + 0
Fly: 0 = 0 + 0 + 0
Handle Animal*: 0 = 0 + 0 + 0
Heal: 0 = 0 + 0 + 0
Intimidate: 6 = 3 + 0 + 3
Knowledge (Arcana)`*: 6 = 1 + 1 + 4
Knowledge (Dungeoneering)*: 0 = 1 + 0 + 0
Knowledge (Engineering)*: 0 = 1 + 0 + 0
Knowledge (Geography)*: 0 = 1 + 0 + 0
Knowledge (History)*: 6 = 1 + 1 + 4
Knowledge (Local)*: 0 = 1 + 0 + 0
Knowledge (Nature)*: 0 = 1 + 0 + 0
Knowledge (Nobility)*: 0 = 1 + 0 + 0
Knowledge (Planes)*: 0 = 1 + 0 + 0
Knowledge (Religion)*: 0 = 1 + 0 + 0
Linguistics*: 0 = 1 + 0 + 0
Perception: 0 = 0 + 0 + 0
Perform (Oratory)`: 0 = 4 + 0 + 0
Perform (X)`: 0 = 0 + 0 + 0
Profession (Librarian)`*: 3 = 0 + 0 + 3
Ride: 2 = 2 + 0 + 0
Sense Motive: 0 = 0 + 0 + 0
Sleight of Hand*: 0 = 2 + 0 + 0
Spellcraft*: 5 = 1 + 1 + 3
Stealth: 2 = 2 + 0 + 0
Survival: 0 = 0 + 0 + 0
Swim: 0 = 0 + 0 + 0
Use Magic Device*: 6 = 3 + 0 + 3
Languages
Common, Catfolk, Osiriani, Thuvian


Feats/Abilities/Traits :

Feats
Arcane Strike (Combat)
You draw upon your arcane power to enhance your weapons with magical energy.
Prerequisite: Ability to cast arcane spells.
Benefit: As a swift action, you can imbue your weapons with a fraction of your power. For 1 round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction. For every five caster levels you possess, this bonus increases by +1, to a maximum of +5 at 20th level.
Toughness
You have enhanced physical stamina.
Benefit: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

Eschew Materials: can cast any spell with a material component costing 1 gp or less without needing that component)
Traits
A Sure Thing: Once per day, you gain a +2 bonus on a
single attack roll against an evil-aligned creature. If the
creature is not evil-aligned, this ability is wasted with
no benefit.
Blood of Pharaohs: Long ago, one of your ancestors
ruled over the lands of Osirion. Although you are many
generations removed and the line of descent is hard to
prove, his or her blood still runs in your veins. Perhaps you
may find some proof of your lineage in the tombs of Wati’s
necropolis. You gain a +1 trait bonus on Will saves. You also
gain a +1 trait bonus on Knowledge (nobility) checks and
that skill is always a class skill for you. In addition, you may
choose Ancient Osiriani as one of your bonus languages.
Abilities
Bloodline Arcana: Whenever you cast a spell with a range of “personal,” you gain a luck bonus equal to the spell's level on all your saving throws for 1 round.
Touch of Destiny (Sp): At 1st level, you can touch a creature as a standard action, giving it an insight bonus on attack rolls, skill checks, ability checks, and saving throws equal to 1/2 your sorcerer level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Racials
Low-Light Vision: In dim light, catfolk can see twice as far as humans.
Cat's Luck (Ex): 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.
Sprinter: Catfolk gain a 10-foot racial bonus to their speed when using the charge, run, or withdraw actions.

Cat's Claws: Some catfolk have stronger and more developed claws than other members of their race, and can use them to make attacks. Catfolk with this racial trait have a pair of claws they can use as natural weapons. These claws are primary attacks that deal 1d4 points of damage. This racial trait replaces natural hunter
Sorcerer: Select one bloodline power at 1st level that is normally usable a number of times equal to 3 + the sorcerer's Charisma modifier. The sorcerer adds + 1/2 to the number of uses per day of that bloodline power


Spells:

0 Level
Acid Splash
Dancing Lights
Daze
Read Magic
1st Level Spells
Burning Hands
Summon Monter 1

Background and Personality :

Background

Silverpaw was found abandoned on the steps of the Magnimar Library by Jade Hawkstorm a former Wizard who had moved to Magnimar from Sandpoint to study the Thassilon ruins. Hawkstorm felt sorry for the sickly baby left on the doorstep. The Wizard Jade imparted a strong sense of studying the Ancient Ruins Thassilon Empire as way for the young Silverpaw has embraced his heritage. Jade has encouraged Silverpaw to research his heritage. Silverpaw has made a attempts find his parents but realizes this will take time. Recently he has heard whispers from other Catfolk in Magnimar, that a pair of Catfolk matching the decripton of his parents where there. Also the new strange light in the sky that has been seen draws him to him to Riddleport. Does this new light have something to do with his destiny? If it does he must find out what it is. Is this his chance to save the save world?
Personality
Silverpaw is headstrong and brash. More brave than wise, when he speaks he is very hyper. He knows he touched with magic and firmly believes he is here to save the world.

Gear :

Gear
Money: 45gp 6sp
--------------------
Weapons
--------------------
Sickle (1 lb)
Heavy Crossbow (8 lbs)
--------------------
Armor
--------------------
Pickpocket's Outfit (3 lbs)
Silken Ceremonial Armor [ACP: 0, Arcane Failure: 0%](4 lbs)
--------------------
General
--------------------
Backpack, common (2 lbs when empty)
Bedroll (5 lbs)
Belt Pouch (1/2 lbs)
Blanket, common (1 lb)
Cup, false-bottomed
Flint and Steel
Sewing Needle x2
Waterskin (- when empty, 4 lbs when full)
--------------------
Consumables
--------------------
Alchemist's Kindness x2
Belladonna x2
Ink (1 oz. vial)
Journal, blank (1 lb)
Rations, Trail x4 (1 lb each)
Soap 0 / 50
Sunrod (1 lb)
Wolfsbane x2
--------------------
Resources
--------------------
Heavy Crossbow Bolt, common 0 / 10 (1 lb)
--------------------
Carrying Capacity
(Str 11)
--------------------
Current Load: 32.5 lbs. (Light)
Light Load: <38 lbs.
Medium Load: 39 - 76 lbs.
Heavy Load: 77 - 110 lbs.