Catfolk

Unya's page

37 posts. Alias of Itzi.


Race

Female Catfolk Ranger 1 | HP 19 | AC 18 | Fort +6 Ref +9 Will +5 | Resist Fire 5 | Perc +7 (+9 seeking target) - low-light vision | Class DC 17

Classes/Levels

| Hero ?/?

About Unya

Basics:

Ranger 1
NG Medium humanoid (catfolk, humanoid) - 17 years old, 4'9", 99 lbs, dark gray fur with darker spots, pale blue eyes
Senses normal vision, low-light vision, scent (imprecise) 30'
Perception +7 (expert prof +4, level +1, Wis +2)
Languages common, amurrun

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Defense:

HP 19
AC 18 (base 10, armor +1, trained prof +2, level +1, Dex +4 )
Fort +6 (E +4, level +1, Con +1) Ref +9 (E +4, level +1, Dex +4) Will +5 (T +2, level +1, Wis +2)

Cats Luck
1/day, reroll a failed Reflex save

Land on Your Feet
half damage from falls and don’t land prone.

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Offense:

Speed 25'

{A} Dagger +7/+3/-1 (1d4 PS) versatile S, agile, thrown (30'), finesse (T +2, level +1, Dex +4)

{A} Unarmed +7/+3/-1 (1d4 B) agile, finesse, nonlethal, unarmed (T +2, level +1, Dex +4)

{A} Kukri +7/+3/-1 (1d6 S) trip, agile, finesse (T +2, level +1, Dex +4)

{A} Shortbow +7/+2/-3 (1d6 P) deadly d10 (T +2, level +1, Dex +4)

Agile
Multiple attack penalties reduced by 1 (2nd attack) or 2 (3rd attack).

Finesse
Can use your Dex modifier to calculate attacks with this weapon.

Nonlethal
Attacks with this weapon are nonlethal, and are used to knock creatures unconscious instead of kill them. You can use a nonlethal weapon to make a lethal attack with a –2 circumstance penalty.

Unarmed
Not a weapon, and can't be Disarmed.

Versatile
A versatile weapon can be used to deal a different type of damage than that listed in the Damage entry. This trait indicates the alternate damage type. For instance, a piercing weapon that is versatile S can be used to deal piercing or slashing damage. You choose the damage type each time you make an attack.

Trip
You can use this weapon to Trip with the Athletics skill even if you don’t have a free hand. This uses the weapon’s reach (if different from your own) and adds the weapon’s item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Trip using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.

Deadly
On a crit, add listed dice of extra damage.

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Statistics:

Str 10 (+0), Dex 18 (+4), Con 12 (+1), Int 10 (+0), Wis 14 (+2), Cha 14 (+2)

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Ancestry - Amurrun (Catfolk):

Ethnicity: Sethurril
Sethurrils are the most populous catfolk ethnicity in Garund and Avistan. Their ancestral home of Murraseth has stood as a rich and influential cultural touchstone since the Age of Darkness, leading many amurruns to equate catfolk culture with Sethurril culture. Sethurril fashion favors eye-catching, multicolor garments with puffy sleeves or flowing cloaks. They’re especially likely to worship Desna, whom they depict as a kindred catfolk explorer and hunter of the monsters lurking at the world’s edges.

Level 1

Hit Points: 8

Size: Medium

Movement: 25'

Ability Boosts
Dexterity, Charisma, One free.

Languages: Common, Amurrun + Int modifier

Heritage: Hunting Cat - Scent (imprecise) 30'
You come from a long line of skilled hunters and trackers and have a particularly keen sense of smell. You gain imprecise scent with a range of 30 feet. This means you can use your sense of smell to determine a creature’s location. The GM will usually double the range if you’re downwind from the creature or halve the range if you’re upwind.

In addition, you gain a +2 circumstance bonus to Track a creature or object if you’ve smelled it before.

Land on Your Feet
When you fall, you take only half the normal damage and don’t land prone.

Ancestry Feat: Cat's Luck

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Background - Family Sponsored:

Several members of your family have studied at the Magaambya, although not all of them have graduated as lore-speakers (or even advanced past initiates to become attendants). Your family has decided that you’re an excellent candidate to join their ranks. Although lore-speakers of the Magaambya know they are supported by the strength of thousands of graduates who have come before them, you can take the smaller, more personal comfort in the support of your family.

Academic Branch Uzunjati
Uzunjati understand that knowledge lives in stories passed down through the generations and also is earned every day through personal experience.

Your recommended primary branch is the Uzunjati

Ability Boosts:
Two; One must be to Intelligence or Charisma, and one is a free ability boost.

Trained Skills:
Diplomacy, Magaambya Lore

Feat: Hobnobber

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Class - Ranger:

Hit Points: 10 + Con modifier

Primary Ability: Dexterity

Basics
Perception: Expert: Fortitude: Expert, Reflex: Expert, Will: Trained

Skills
Trained in Nature, Survival, Trained in 4 other skills + Int Modifier

Offense
Trained in simple weapons, Trained in martial weapons, Trained in unarmed attacks

Defense
Trained in light armor, Trained in medium armor, Trained in unarmored defense

Ability DCs
Trained in Ranger class DC

Warden Spells
Your relationship with the world around you extends from the physical to the magical. Certain feats grant you warden spells, which are a type of focus spells. It costs 1 Focus Point (FP) to cast a focus spell. When you gain your first warden spell, you also gain a focus pool of 1 FP. You refill your focus pool during your daily preparations, and you regain 1 FP by spending 10 minutes using the Refocus activity to commune with nature.

Your warden spells are primal spells. When you first gain a warden spell, you become trained in primal spell attacks and spell DCs. Your spellcasting ability is Wisdom.

Focus spells are automatically heightened to half your level rounded up. Taking feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 FP. The full rules for focus spells appear here.

Hunt Prey
You designate a single creature as your prey and focus your attacks against that creature. You must be able to see or hear the prey, or you must be tracking the prey during exploration.

You gain a +2 circumstance bonus to Perception checks when you Seek your prey and a +2 circumstance bonus to Survival checks when you Track your prey. You also ignore the penalty for making ranged attacks within your second range increment against the prey you’re hunting.

You can have only one creature designated as your prey at a time. If you use Hunt Prey against a creature when you already have a creature designated, the prior creature loses the designation and the new prey gains the designation. Your designation lasts until your next daily preparations.

Hunter's Edge Flurry
You have trained to unleash a devastating flurry of attacks upon your prey. Your multiple attack penalty for attacks against your hunted prey is –3 (–2 with an agile weapon) on your second attack of the turn instead of –5, and –6 (–4 with an agile weapon) on your third or subsequent attack of the turn, instead of –10.

Feat Twin Takedown

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Terms

Flourish
Actions with this trait are special techniques that require too much exertion for you to perform frequently. You can use only 1 action with the flourish trait per turn.

Open
These maneuvers work only as the first salvo in the attacks you make on your turn. You can use an action with the open trait only if you haven't used an action with the attack or open trait yet this turn.

Press
Actions with this trait allow you to follow up earlier attacks. An action with the press trait can be used only if you are currently affected by a multiple attack penalty. You can't use a press action when it's not your turn, even if you use the Ready activity.

Some actions with the press trait also grant an effect on a failure. The effects that are added on a failure don't apply on a critical failure. If your press action succeeds, you can choose to apply the failure effect instead. (For example, you may wish to do this when an attack deals no damage due to resistance.)

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Feats:

Level 1

Cat's Luck (Ancestry)
You instinctively twist away from danger. You can reroll the triggering Reflex saving throw and use the better result.

Hobnobber (General, Skill)
You are skilled at learning information through conversation. The Gather Information exploration activity takes you half as long as normal (typically reducing the time to 1 hour). If you’re a master in Diplomacy and you Gather Information at the normal speed, when you attempt to do so and roll a critical failure, you get a failure instead. There is still no guarantee that a rumor you learn with Gather Information is accurate.

{A} Twin Takedown (Ranger) - Flourish
You swiftly attack your hunted prey with both weapons. Make two Strikes against your hunted prey, one with each of the required weapons. If both hit the same hunted prey, combine their damage for the purpose of its resistances and weaknesses. Apply your multiple attack penalty to each Strike normally.

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Skills:

T L+2, E L+4, M L+6, L L+8

Acrobatics +7 (Dex +4 - T)
Arcana +0 (Int +0 - U)
Athletics +3 (Str +0 - T)
Crafting +0 (Int +0 - U)
Deception +2 (Cha +2 - U)
Diplomacy +5 (Cha +2 - T)
Intimidation +2 (Cha +2 - U)
Magaambya Lore +3 (Int +0 - T)
Medicine +2 (Wis +2 - U)
Nature +5 (Wis +2 - T)
Occultism +3 (Int +0 - T)
Performance +2 (Cha +2 - U)
Religion +5 (Wis +2 - T)
Society +0 (Int +0 - U)
Stealth +4 (Dex +4 - U)
Survival +5 (Wis +2 - T)
Thievery +4 (Dex +4 - U)

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Gear:

leather armor
kukri x2
dagger
shortbow

belt pouch
{
flint and steel (5 cp)

}
backpack
{
bedroll
50' hemp rope
waterskin
}

Appearance:

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History:

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Macros:

[dice={A} Unarmed Attack]1d20+7[/dice]
[dice={A} Unarmed Attack]1d20+3[/dice]
[dice={A} Unarmed Attack]1d20-1[/dice]
[dice=Unarmed Damage - B - non-lethal]1d4[/dice]

[dice={A} Dagger Attack]1d20+7[/dice]
[dice={A} Dagger Attack]1d20+3[/dice]
[dice={A} Dagger Attack]1d20-1[/dice]
[dice=Dagger Damage - P/S]1d4[/dice]

[dice={A} Shortbow Attack]1d20+7[/dice]
[dice={A} Shortbow Attack]1d20+3[/dice]
[dice={A} Shortbow Attack]1d20-1[/dice]
[dice=Arrow Damage - P]1d6[/dice]
[dice=Arrow Critical Deadly Damage]1d10[/dice]

[dice={A} Kukri Attack]1d20+7[/dice]
[dice={A} Kukri Attack]1d20+3[/dice]
[dice={A} Kukri Attack]1d20-1[/dice]
[dice=Kukri Damage - S]1d6[/dice]

[dice={A} Kukri Flurry Attack vs Prey]1d20+7[/dice]
[dice={A} Kukri Flurry Attack vs Prey]1d20+5[/dice]
[dice={A} Kukri Flurry Attack vs Prey]1d20+3[/dice]
[dice=Kukri Damage - S]1d6[/dice]

[dice={A} Kukri Twin Takedown - Flurry Attack vs Prey]1d20+7[/dice]
[dice=Kukri Twin Takedown - Flurry Attack vs Prey]1d20+5[/dice]
[dice={A} Kukri Flurry Attack vs Prey]1d20+3[/dice]
[dice={A} Kukri Flurry Attack vs Prey]1d20+3[/dice]
[dice=Kukri Damage - S]1d6[/dice]
[ooc]Damage from Twin Takedown is added together before applying resistances or weaknesses[/ooc]

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