Catfolk

Tyrrana's page

19 posts. Alias of BerryBunch.


Full Name

Tyrrana

Race

Catfolk

Classes/Levels

Fighter 7

Gender

Female

Size

Medium

Age

27

Alignment

Chaotic Good

Deity

Desna

Languages

Common, Catfolk

Occupation

Mercenary

Strength 18
Dexterity 20
Constitution 16
Intelligence 13
Wisdom 15
Charisma 11

About Tyrrana

Defenses
AC: 10 + 5 (Dex) + 7 (Armor) + 1 (Nat) = 23
T: 10 + 5 (Dex) = 15
FF: 10 + 7 (Armor) + 1 (Nat) = 18
CMD: 10 + 7 (BaB) + 4 (STR) + 5 (Dex) = 26

Fort: +5 (Class) +3 (Con) +1 (Cloak) = 9
Ref: +2 (Class) +5 (Dex) +1 (Cloak) = 8
Will: +2 (Class) +2 (Wis) +1 (Cloak) = 5

HP: 67 (7d10+21)

HP Rolls:
2, 7, 1, 9, 7, 10

Attacks:

WF = Weapon Focus, SS = Star Toss Style, WT = Weapon Training

Throw: +7 (BaB) +5 (Dex) +1 (Enc) +1 (WF) +1 (WT) = 15
Damage: 1d4 (Base) +4 (Str) +1 (Enc) +4 (Star) +2 (WT) = 1d4+11

Melee: +7 (BaB) +5 (Dex) +1 (Enc) +1 (WF) +1 (WT) = 15
Damage: 1d4 (Base) +4 (Str) +1 (Enc) + 1 (WT) = 1d4+6

[dice=Thrown To Hit]1d20+15[/dice]
[dice=Damage]1d4+11[/dice]

[dice=Melee To Hit]1d20+14[/dice]
[dice=Damage]1d4+6[/dice]

Race, Traits, Stats:

Racial Traits
+2 Dexterity, +2 Charisma, –2 Wisdom: Catfolk are sociable and agile, but often lack common sense.
Catfolk: Catfolk are humanoids with the catfolk subtype.
Medium: Catfolk are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Catfolk have a base speed of 30 feet.
Low-Light Vision: In dim light, catfolk can see twice as far as humans.
Cat’s Luck: Once per day when a catfolk attempts 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.
Natural Hunter: Catfolk receive a +2 racial bonus on Perception, Stealth, and Survival checks.
Climber: 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.
Languages: Catfolk begin play speaking Common and Catfolk. Catfolk with high Intelligence scores can choose from the following languages: Elven, Gnoll, Gnome, Goblin, Halfling, Orc, and Sylvan.

Traits
Canopy Prowler (Catfolk)
Growing up in the Mwangi Expanse, you learned to hunt from above, where your prey seldom searches for danger. You gain a +1 trait bonus on Climb checks, and Climb is always a class skill for you. If you possess the climber racial trait, you also gain a +1 trait bonus on Stealth checks while climbing.

Valashmai Veteran (Regional)
You have traveled to the Valashmai Jungle on numerous occasions, and your prowess in traversing the jungle wilderness makes you a formidable guide and explorer. You gain a +1 trait bonus on Perception checks, and a +1 trait bonus on Survival checks in jungle terrain. One of these skills becomes a class skill for you. (Perception)

Rostlander (Campaign)
You were raised in the south of Brevoy, a land of dense forests and rolling plains, of crystalline rivers and endless sapphire skies. You come from hearty stock and were raised with simple sensibilities of hard work winning well-deserved gains, the importance of charity and compassion, and the value of personal and familial honor. Yours is the country of the Aldori swordlords and the heroes who refused to bend before the armies of a violent conqueror. You care little for matters of politics and nobles or of deception and schemes. As you are thoroughly Brevic, the call for champions willing to expand your land’s influence into the Stolen Lands has inflamed your sense of patriotism and honor, and so you have joined an expedition to quest southward. Your hardy nature grants you a +1 trait bonus on all Fortitude saves.

Stats
Str 18, Dex 20, Con 16, Int 13, Wis 15, Cha 11

Feats, Skills, Equipment:

Feats
1st - Precise Shot
1st* - Quick Draw
2nd* - Weapon Focus (Thrown)
3rd - Startoss Style
4th* - Startoss Comet
5th - Startoss Shower
6th* - Ricochet Toss
7th - Advanced Weapon Training (Trained Throw)

Skills
Acrobatics: +11
Climb: +23 (20ft Climb Speed)
Perception: +14
Swim: +14

Equipment
+1 Mithral Breastplate (5200 GP)
+1 Starknife (2024 GP)
Belt of Incredible Dexteritry +2 (4000 GP)
Cloak of Resistance +1 (1000 GP)
Amulet of Natural Armor +1 (2000 GP)

Class Features:

FCB (Fighter) = +1 Skill Per Level

Bonus Feats: At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called “fighter bonus feats.”

Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.

Bravery (Ex): Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.

Armor Training (Ex): Starting at 3rd level, a fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed.

In addition, a fighter can also move at his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while wearing heavy armor.

Weapon Training (Ex): Starting at 5th level, a fighter can select one group of weapons, as noted below. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls.

Every four levels thereafter (9th, 13th, and 17th), a fighter becomes further trained in another group of weapons. He gains a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +1 each. For example, when a fighter reaches 9th level, he receives a +1 bonus on attack and damage rolls with one weapon group and a +2 bonus on attack and damage rolls with the weapon group selected at 5th level. Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or more groups.

A fighter also adds this bonus to any combat maneuver checks made with weapons from this group. This bonus also applies to the fighter's Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.

Background:

An odd sight so far north, especially considering where Tyrrana was born. One of the Catfolk of the Valashmai Jungle in Garund, she was born to a small tribe that wandered the dense canopy. Learning to climb, to fight, and all that would go on to guide her later in life. Yet also feeling a classic wanderlust that would see many of her people leaving their jungle home to see the world.

So she did, leaving the leaves behind for the deserts of Northern Garund. For the waves of the Inner Sea, the tangled streets of Absalom, the ancient ruins of Varisia, the peaks of the Five King Mountains, and the haunted wastes of Ustalav. Adventuring, wandering, growing in faith towards Desna, an oddity among Catfolk. One who wanders so much needs a proper patron though, no?

Eventually, she reached Brevoy and decided to take a rest for a bit. It was a beautiful land, the people reminding her a great deal of her own home. Hard work and community first, personal glory and honor second. It was easy enough to find work for a while, getting to know the place. Until eventually that old itch crawled up her tail again.

Hearing about a settlement starting off in the south, she got into contact with some people she knew in the mercenary scene. Getting herself hired on with the scouts and rangers of the Reeves. A new land to explore, a good chance to stretch her legs, what wasn't to love?