Zasril

Tribim's page

1,486 posts. Alias of Robert Henry.


Race

Vitals:
HP 21/21 | AC 16 T 16 FF 13 | F+3 R+7 W+3 | CMD 15 PSD 16

Classes/Levels

Abilities:
Hit Dice 3/3 | Feint +7 | Sneak attack @2d6 | Fatal Thrust @ 1d6 | Martial focus1/1 | Init +5 | Perc +8 | Disable device +11, CLW wand 47/50

Gender

Male Catfolk Rogue 3

Size

med.

Age

18

Alignment

Chaotic Good

Deity

Bastet

Languages

Taldane, catfolk, Osiriani, ancient Osiriani

About Tribim

Hit Dice Resource pool @ 3d8 May spend an hour to use for HP

Initiative: 5 = 3 [dex] + 2 [trait]
Speed: 30
Perception 8 = 3 [Lvl] + 1 [Wis] + 2 [trait] + 2 [alertness]
Hit Points: 21 = 8 [1st lvl] + 10 [5( 2 [2nd - 3 rd lvl])] + 3 [3(1 [Con per lvl.])]

AC: 16 = 10 + 3 [armored training] + 3 [dex]
Touch: 16
Flat-footed: 13

Fort: + 4 = 1 [base] + 1 [con] + 1 [tenacity] + 1 [Resistance/ABP]
Ref: + 7 = 3 [base] + 3 [dex] + 1 [Resistance/ABP]
Will: + 4 = 1 [base] + 1 [wis] + 1 [tenacity] + 1 [Resistance/ABP]

Base Atk + 1
CMB + 2 = 2 [base] + 0 [strength]
CMD 15 = 10 + 2 [base] + 0 [strength] + 3 [dexterity]
PSB (offense): + 5/+ 7 feint = 2 [base] + 3 [Cha] + 1/feint [Legerdemain] + 1 /feint [FCB]
PSD (defense): 16 = 10 + 1 [Wis] + 5 [PSB]
Feint and Demoralize are now considered "Psychological Maneuvers”.

Melee: + 2 = 2 [base] + 0 [strength]
Ranged: + 5 = 2 [base] + 3 [dexterity]
Finesse: + 5 = 2 [base] + 3 [dexterity]

Stats: Str. 10, Dex. 16, Con. 12, Int. 10, Wis. 12, Cha. 16,

Background information:

Race: Catfolk
Low-Light Vision: In dim light, catfolk can see twice as far as humans.
Cat's Claws: Catfolk have a pair of primary claw attacks that deal 1d4 points of damage.
Natural Hunter: Catfolk receive a +2 racial bonus on Perception, Stealth, and Survival checks.
Nimble Faller: Catfolk always land on their feet even when they take lethal damage from a fall. They also gain a +1 bonus to their CMD against trip maneuvers.
Languages: Catfolk begin play speaking Common and Catfolk.
Black Cat: Few catfolk sport coats of pure, black fur. A catfolk with this racial trait gains Black Cat as a bonus feat and may use that feat to reroll any d20 roll made within 30 feet, not just a melee attack roll made against the catfolk. If the catfolk gains the Fate sphere, they treat this racial trait as possessing the Fate sphere Curse (word) talent for all purposes. This racial trait replaces cat’s luck.

Background: Descended from Heroes
Ability Boost: Charisma
Bonus Feat: Additional Traits
Class Skills: Influence and Lore (your ancestors)
Destined to Succeed: You can spend one hit die as an immediate action to roll it and add the result to an attack roll, saving throw, or skill check. At 9th level, you can use this ability to force an enemy to reroll one attack targeting you..

Traits:
AP Trait Wati Native: You gain a +2 trait bonus on saves against fear effects. In addition, your knowledge of the city grants you a +1 trait bonus on Knowledge (Civilization) checks, and that skill is always a class skill for you.
From Background Bonus feat
Race Trait Inquisitive Banterer (Catfolk)Benefit(s): You gain a +1 trait bonus on Influence checks. In addition, you can use influence to gather information in 1d2 hours instead of 1d4.
Combat Traits Reactionary: Benefit: You gain a +2 trait bonus on initiative checks.

Feats & Talents:

Feats Feat Tax Power Attack, Combat Expertise, Deadly Aim,
Race Trait: Black Cat
1st lvl: sphere:
3rd lvl: Sphere:

Background Feats
Race Trait: Black Cat [Background]Benefit: Once per day as an immediate action, when you are hit by a melee attack, you can force the opponent who made the attack to reroll it with a -4 penalty. The opponent must take the result of the second attack roll. This is a supernatural ability.A catfolk with this racial trait gains Black Cat as a bonus feat and may use that feat to reroll any d20 roll made within 30 feet, not just a melee attack roll made against the catfolk.
Beginning Background Feat: Additional Traits
@ 2nd lvl. Alertness Benefit: You get a +2 bonus on Perception and Sense Motive checks. At character level 10, the bonus increases to +4.

Combat Talents:
Martial Tradition: Courtesan Courtesans are students of courtly manners and artistic pursuits, and are often experts at painting, dancing, music, and engaging conversation. In a world of magic and court intrigue, courtesans are often also trained as bodyguards and assassins.
Bonus Talents:
Equipment: Dancer Training, Unarmored Training
Fencing sphere
Variable: Fast Feint
From 1st lvl Feat: Feint Strike
@ 2nd lvl.: Expert Feint.
From 3rd lvl Feat: Dual Wielding


Class:
Rogue
Specialty: + 1: A rogue dedicates herself to refining specific sets of skills. A rogue gains one of the following skill specialties at 1st level, 4th level, and every 6 levels thereafter. Each skill specialty grants bonuses equal to 1/2 the rogue’s level (minimum +1) on certain checks. A rogue cannot gain a skill specialty more than once and bonuses from different skill specialties do not stack.
@ 1 st lvl: Legerdemain: Grants a bonus on Sleight of Hand checks, on attempts to feint, and on Perception checks made to oppose Sleight of Hand checks (including noticing hidden weapons). When the rogue makes a successful feint against an enemy, that foe cannot make attacks of opportunity against the rogue while it is denied its Dexterity bonus to AC against the rogue’s attack. When the rogue succeeds at a Sleight of Hand check to take something from a creature, that creature cannot make attacks of opportunity against the rogue until the start of its next turn.
Sneak Attack @ 2d6 If a rogue can catch an opponent when she is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Extra damage from sneak attacks is precision damage. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks count as sneak attacks only if the target is within 30 feet.With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. If a rogue chooses to deal nonlethal damage with a weapon that normally deals lethal damage (with the usual –4 penalty to the attack roll) while making a sneak attack, then the sneak attack damage is also nonlethal. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.
Tenacity: + 1 A rogue is cunning and resilient, she gains a +1 bonus on her Fortitude and Will saves. These bonuses increase by 1 at 7th level and again at 14th level.
Instinct:
@ 2nd lvl: Uncanny Dodge (Ex): A rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.
Rogue Talent:
@ 2nd lvl:Flowing Feint (Ex): A rogue with this talent who uses a standard action to move can combine that move with a feint. If she is able to feint as a move action, she can combine a move action to move with her feint. The rogue also reduces one of the penalties by 4 when feinting against a non-humanoid creature or when feinting against a creature of animal intelligence. At 10th level, the rogue instead reduces both of these penalties by 4.
Avoidance: A rogue gains intensive expertise in a specific defensive facet of her craft. Starting at 3rd level and every 3 levels thereafter, the rogue either selects a new avoidance or selects one of her existing avoidances and increases her benefits from it by the amount(s) listed in the avoidance.
@ 3rd lvl: Unflinching (Ex): A rogue steels herself with steadfast determination. She gains a +1 bonus on saving throws against fear and mind-affecting effects.
Finesse training:At 3rd level, a rogue can select any one type of finesse weapon (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.
@ 3rd lvl: gladius

favored class bonus: Rogue: Add a +1/2 bonus on checks to feint and Sleight of Hand checks to pickpocket.


Skills:

20 = 2(8 [class] + 1 [deception(fencing)] + 1 [lore])
The Rogue's class skills are Acrobatics (Dex), Appraise (Int), Athletics (Str), Craft (Int), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Influence (Cha), Knowledge (civilization) (Int), Knowledge (dungeoneering) (Int), Linguistics (Int), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), and Use Magic Device (Cha).
Acrobatics + 9 = 3 [Dex] + 3 [rank] + 3 [class skill]
Athletics + 4 = 0 [str] + 1 [rank] + 3 [class skill]
Disable Device + 11 = 3 [Dex] + 3 [rank] + 3 [class skill] + 2 [MW tools]
Deception + 9 = 3 [Cha] + 3 [rank] + 3 [class skill]
Escape Artist + 9 = 3 [Dex] + 3 [rank] + 3 [class skill]
Heal + 1 [Wis]
Influence + 10 = 3 [Cha] + 3 [rank] + 3 [class skill] + 1 [trait]
Knowledge (civilization) + 6 = 0 [Int] + 2 [rank] + 3 [class skill] + 1 [trait]
Knowledge (dungeoneering) + 4 = 0 [Int] + 1 [rank] + 3 [class skill]
Linguistics + 5 = 0 [Int] + 2 [rank] + 3 [class skill]
Lore (ancestors) + 6 = 0 [Int] + 3 [rank] + 3 [class skill]
perform (dance) + 7 = 3 [Dex] + 1 [rank] + 3 [class skill]
Sense Motive + 7 = 1 [Wis] + 1 [rank] + 3 [class skill] + 2 [alertness]
Sleight of Hand + 8 = 3 [dex] + 1 [rank] + 3 [class skill] + 1 [Legerdemain]
Stealth + 11 = 3 [Dex] + 3 [rank] + 3 [class skill] + 2 [trait]
Survival + 3 = 1 [Wis] + 2 [trait]

Gear:

Hot weather outfit: N/A, N/A
MW cold iron gladius @ 2: (2nd P) 6 lbs. 1d6, 19-20 x2, P&S
alchemical silver Kunai @ 2: (2nd P) 4 lbs, 1d4, x2, 10 ft. B or P
Chakram @ 5: (BP) 5 lbs. 1d8, x2, 30 ft. S
Ioun Torch: (BP) N/A
Filter Scarf (1st P) N/A
Sub-total: 15 lbs.

MW backpack (1st P) 4 lbs
Items in pack
bedroll: (BP) 5 lbs
mess kit (BP) 1 lb.
waterskin: (BP) 4 lbs.
Sub-total: 14 lbs.

belt pouch (BP) 1/2 lb
chalk @ 10 (BP) N/A
flint and steel (BP) N/A
mirror (BP) 1/2 lb.
MW thieves’ tools (1st P) 2 lbs.
Sub-total: 3 lbs.

Consumables:
trail rations (5 days/ 5 lbs.)
mother's mercy' (1st P)
Wand of CLW: 50/50 charges
Sub-total: 37 lbs.

Magical Items:
'Force Hook' (1st P)

Total weight of all gear: 37 lbs.

Carry Capacity
Light load: 33 lbs. Or less/ 38 or less (str 11) W/MW Backpack
Medium load: 34 lb./ 66 lbs.
Heavy load: 67 lb./ 100 lbs.
Lift over head: 100 lb.
Lift off ground: 200 lb.
Push or drag: 500 lb.


Wealth:

150 gp.[Beginning Wealth] - 143 gp. [Beginning Purchase] = 7 gp. + 1549.34 [1st split] - 1485.05 gp. [1st purchase] = 71.29‬ gp. + 1,297.5 gp. [2nd split] - 1,185.5‬ [2nd purchase] = 183.28‬ gp. - 40 gp. = 143.28 gp.

Background:
For Generations 'black' catfolk warriors were the traditional guardians of the temple of Bastet. When the Empire of Kelesh seized control of Osirion and a campaign was launched to eradicate Osirion culture and hundreds of temples and shrines to the old gods were destroyed, the guardians were sent into a diaspora as well. Most of the holy guardian joined with other Catfolk, whether the Qittaj or the Sethurril or the Shemtej, very few stayed int the cities they once served in. Tribim's Maternal grandmother Milah's family was one of these few.

His ancestors had lived in Wati's 'Morning Sun' District up until a few generations ago. In fact, it was Milah's grandfather that had to sell their home in the Morning Sun district. Milah's father became a merchant sailing the River Sphinx. It was there on the river that Milah met Tribim's grandfather Carruth and his mother Siphelele was raised. Siphelele had gone her own way, traveling with the Shemtej, where she joined a 'pride' led byTribim's father a black maned descendent of hero's named Ratel.

When Tribim was young he traveled with his patriarchs family, across the desert from merchant stop to merchant stop. As he grew older. drawn to life in the city he asked to stay with his grandparents in Wati. During the daytime, helping Carruth and Milah with the fishing, but at night, running the streets with others his age. He quickly learned the 'tricks of the Trade;' picking pockets or doing small con-jobs. As he and his friends got older several joined the local thieves guild, and began to put pressure on him to join up. Tribim did not enjoy fishing, nor did he like the 'hierarchy' demanded by the guild, fortunately another opportunity presented itself.

Seven years ago, when Tribim was fifteen , Pharaoh Khemet III, the Ruby Prince, formally opened Osirion’s ancient tombs and burial sites. The city of Wati threw a great party, sponsered by a lot of the newer temples dedicated to the 'old gods.' One of these temples was the temple of Bastet, it was there that Tribim was dancing with his friends, and one of the priestesses saw him dancing. Seeing the resemblance to the 'ancient' guardians of the temple, the priestess asked if he would like to work at the temple as a server and learn to dance. Tribim, seeing an opportunity to make money while dancing, accepted.

Since that time Tribim has worked at the temple, initially learning to dance and serving food and drinks at the temple to the worshipers. As his dancing improved he danced, both on stage to perform and with worshipers who wanted a dancing partner. In the last couple of years the priestess's made other requests of him, most to perform a task that required discursion This reads cat burglar work or other tasks that were more intimate. When Tribim heard that they were opening the 'Necropolis' in the lottery he asked the priestess if she know someone who would be applying for a spot in the lottery. The priestess introduced Tribim to Sharifa.


Appearance:

Just over five and a half feet, Tribim is sleek and lean. His catlike reflexes perfect for dancing or burglary. His black fur a throwback from his grandmother's folks and was rare enough to get the attention of the priestess of Bastet's temple. He was familiar enough with the deep desert to appreciate the value of cooling robes and a turban, but in the city he preferred to wear just the white kilt and laced sandals that he danced in. It let his skin breath through the dark fur and it reminded folk that he was a descendant of the guardians of the ancient temple of Bastet.

Normally about town, he could be seen in his belted kilt, with a small pouch for coins. But, having joined one of the adventure groups going into the Necropolis, he dusted off his old traveling pack, the Chakrams his grandmother gave him and the shortsword, made by the Shemtej, his mother had given him. Loading the pack with gear: new, old and some borrowed, he was ready to do his part as a member of the 'Five of Shadows'


Personality:

Quick witted and light hearted, Tribim tends to get bored easily. An adrenaline-junky, who likes to take risks just for the thrill. When he was younger he 'ran the streets' for the excitement, preferring it over fishing with his grandfather. He saw the work at the temple as way to dance and meet different people and to party. As he grew older he began to become bored with the temple and saw the 'Necropolis' as a new way to find excitement.

Raised by his grandparents, he loves his family, both close and extended, and understands his moms wander lust. Having many 'acquaintances' he is careful to whom he offers friendship, but doing so, those people become part of his extended family and he will do anything for them. His excitement becomes nervous energy when he's bored and he needs to develop patience.

On the Myers Briggs scale Tribim is a Entertainer


People he knows:

NPC from Tribim's past:
As for the 'thieves guild,' you grew up with a half-elf named Black Kiss. She enjoyed catching spiders, scorpions, and other 'creepy-crawlies.'
NPC's in game:
N/A
'NPC's Tribim made up
Delilah

ideas:

how about Open Hand? There's an Equipment talent (Unarmed Training)
YBD's Weapon/Talent Option Breakdown
Feint spheres:
Expert Teint: all attacks flat footed
Focusing Feint: regain your martial focus as a swift action.
Unlikely Feint: You do not suffer a penalty when feinting against non-humanoids,
Lunge: reach 5 ft
Fatal Opening: doubles critical threat range
Darting Crane (stance) expend aoo to feint.

Feats:
Combat reflexes
Deft Maneuvers: + 2 to combat man


magical items for sale