Catfolk

Talia Vess's page

80 posts. Alias of Monkeygod.


Race

Catfolk

Classes/Levels

U. Rogue 2 (Cat Burglar, Poisoner, Underground Chemist)

Gender

Female

Size

Medium

Languages

Catfolk, Common, Elven, Gnoll, Goblin, Orc.

Strength 8
Dexterity 19
Constitution 9
Intelligence 18
Wisdom 11
Charisma 19

About Talia Vess

Basic Info:
Initiative+4, Senses Perception+7, Low-light vision

Defense:
AC 14 , Touch , Flat-Footed

HP 12

Fort-1, Ref+7, Will+0

Offense:
Speed 30ft

Melee Claws+5 (1d6-1/x2)

Ranged

Special Attacks: Sneak Attack +1d6

Statistics:
Base Attack+1 CMB+0, CMD 14

Feats Catfolk Exemplar

Traits: Murder(+1 dmg flank), Savage(+1 Nature, +1 Survival).

Alternate Racial Traits: 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.

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.

Natural Hunter: Catfolk receive a +2 racial bonus on Perception, Stealth, and Survival checks.

Skills (12/level) Acrobatics (Dex)+9, Bluff (Cha)+11, Diplomacy (Cha)+11, Disable Device (Dex)+9, Disguise (Cha)+9, Escape Artist (Dex)+9, Knowledge (local) (Int)+9, Knowledge(nature)+9, Perception (Wis)+7, Sense Motive (Wis)+7, Stealth (Dex)+11, Survival(Wis)+8,

Background Skills: Craft(Alch, Int)+8, Linguistics (Int)+8, Sleight of Hand (Dex)+8.

Class Features:

Bomber: Benefit: A rogue with this talent can make a number of bombs per day equal to her Intelligence modifier (4). These bombs act as alchemist’s bombs, except they deal damage equal to the damage dealt by the rogue’s sneak attack (the rogue doesn’t add her Intelligence modifier to this damage).

Chemical Weapons (Ex): At 2nd level, an underground chemist is able to retrieve an alchemical item as if drawing a weapon. She adds her Intelligence modifier to damage dealt with splash weapons, including any splash damage. She adds 1/2 her level to Craft (alchemy) checks.

This ability replaces evasion.

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.

Poison Use (Ex): At 1st level, a poisoner is trained in the use of poison and cannot accidentally poison herself when applying poison to a blade.

This ability replaces trapfinding.

Gear: