Catfolk

Uthe's page

437 posts. Alias of Itzi.


Race

Female Catfolk Sorceress 7 | HP 30/30 | AC 12/16 Touch 12 FF 10/14 | Fort +3 Ref +5 Will +6 | Init +7 | Perc +3 - Low-light vision | Speed 30' (40' charge/run/withdraw)

Classes/Levels

| 1st:8, 2nd:7, 3rd:5 | Luck: 1/1 | Laugh: 9/9 | runestone: 1/1

About Uthe

Basics:

Sorcerer 7 (fey bloodline)
CG Medium Catfolk, Humanoid - 29 years old, 5'2", 98 lbs
Senses low-light vision
Perception +3
Languages Amurrun, Common, Sylvan, Osiriani

Defense:

HP 30 (7d6)
AC 12/16 (+4 shield spell, Dex +2)
Fort +3 (base +2, Con +0, cloak +1); Ref +5 (base +2, Dex +2, cloak +1); Will +6 (+5 base, Wis +0, cloak +1)

Offense:

Speed 30'

Melee Unarmed Strike +3 (1d3 20/x2; non-lethal)
Melee Dagger +3 (1d4 20/x2; Slash/Pierce)
Melee Quarterstaff +3 (1d6 20/x2; bludgeoning)

Statistics:

Str 10 (+0) Dex 14 (+2) Con 10 (+0) Int 12 (+1) Wis 10 (+0) Cha 22 (+6)

Ancestry - Amurrun (catfolk):

Low-Light Vision
The monster can see in dim light as though it were bright light, so it ignores the concealed condition due to dim light.

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.

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

Sprinter
Catfolk gain a 10-foot racial bonus to their speed when using the charge, run, or withdraw actions.

Class - Sorcerer:

Bonus Feat: Eschew Materials

Bloodline: Fey

Class Skill: Knowledge (nature)

Bloodline Arcana:
Whenever you cast a spell of the compulsion subschool, increase the spell’s DC by +2.

Bloodline Power: Laughing Touch (Sp) - 9/day
At 1st level, you can cause a creature to burst out laughing for 1 round as a melee touch attack. A laughing creature can only take a move action but can defend itself normally. Once a creature has been affected by laughing touch, it is immune to its effects for 24 hours. You can use this ability a number of times per day equal to 3 + your Charisma modifier. This is a mind-affecting effect.

Level 3

Bloodline Spell: entangle

Bloodline Power: Woodland Stride (Ex)
At 3rd level, you can move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at your normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect you.

Level 5

Bloodline Spell: hideous laughter

Level 7

Bloodline Spell: deep slumber

Bloodline Feat: Improved Initiative

Traits:

Arcane Temper
You gain a +1 trait bonus on concentration and initiative checks.

Foreign Opportunist
You gain a +2 trait bonus on Appraise checks, and Appraise is always a class skill for you. In addition, your contacts in the antiquities markets allow you to sell relics for 60% of their listed price, rather than the normal 50% value. What is considered an ancient relic is left to the GM’s discretion.

Trustworthy (Christmas present)
You gain a +1 trait bonus on Bluff checks made to fool someone. You also gain a +1 trait bonus on Diplomacy checks, and Diplomacy is always a class skill for you.

Feats:

1st Level

Eschew Materials
You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal.

Persuasive
You get a +2 bonus on Diplomacy and Intimidate skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

3rd Level

Black Cat (Su)
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. If you take this feat and don’t already have all black fur, your fur turns completely black when you takes this feat.

5th Level

Craft Magic Arms and Armor
You can create magic weapons, armor, or shields. Enhancing a weapon, suit of armor, or shield takes 1 day for each 1,000 gp in the price of its magical features. To enhance a weapon, suit of armor, or shield, you must use up raw materials costing half of this total price.

The weapon, armor, or shield to be enhanced must be a masterwork item that you provide. Its cost is not included in the above cost.

You can also mend a broken magic weapon, suit of armor, or shield if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item in the first place.

7th Level

Improved Initiative
You get a +4 bonus on initiative checks.

Spell Focus: enchantment
Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.

Spells:

Concentration: +14
Melee Touch: +3
Ranged Touch: +5

+2 to the DC for all Compulsion spells - *
+1 to the DC for all Enchantment school spells - !

Cantrips - DC 16
Acid Splash
Dancing Lights
Detect Magic
Light
Prestidigitation
Read Magic

1st Level - 8/day - DC 17

Burning Hands
Charm Person!
Entangle
Fabricate Bullets
Magic Missile
Shield

2nd Level - 7/day - DC 18
Glitterdust
Hideous Laughter*!
Oppressive Boredom*!
Scorching Ray

3rd Level - 5/day - DC 19
Deep Slumber*!
Dispel Magic
Haste

Skills:

--------------------
Adventuring Skills
--------------------
Total skill ranks: 28 (14 sorcerer {2/lvl}, +7 favored class, +7 Int)

Acrobatics +2 (Dex +2)
Bluff +11 (1 rank, +3 class skill, +6 Cha, +1 Trustworthy - trait)
Climb +0 (Str +0)
Diplomacy +18 (6 ranks, +3 class skill, +6 Cha, +2 Persuasive, +1 Trustworthy - trait) - (+1 vs creatures that could be sexually attracted)
Disable Device -- (Dex +2)
Disguise +6 (+6 Cha)
Escape Artist +2 (Dex +2)
Fly +2 (Dex +2)
Heal +0 (Wis +0)
Intimidate +14 (3 ranks, +3 class skill, +6 Cha, +2 persuasive)
Knowledge (arcana) +11 (7 ranks, +3 class skill, Int +1)
Knowledge (local) -- (Int +1)
Knowledge (nature) +5 (1 rank, +3 class skill, Int +1)
Knowledge (planes) -- (Int +1)
Knowledge (religion) +2 (1 rank, Int +1)
Perception +3 (1 rank, Wis +0, +2 racial)
Ride +2 (Dex +2)
Sense Motive +0 (Wis +0)
Spellcraft +6 (2 ranks, +3 class skill, Int +1)
Stealth +4 (Dex +2, +2 racial)
Survival +2 (Wis +0, +2 racial)
Swim +0 (Str +0)
Use Magic Device +15 (6 ranks, +3 class skill, Cha +6)

--------------------
Background Skills
--------------------
Total skill ranks: 14

Appraise +12 (6 ranks, +3 class skill, Int +1, +2 trait - foreign opportunist)
Handle Animal -- (Cha +6)
Knowledge (engineering) -- (Int +1)
Knowledge (geography) -- (Int +1)
Knowledge (history) +8 (7 ranks, Int +1)
Knowledge (nobility) -- (Int +1)
Linguistics +2 (1 rank, Int +1)
Sleight of Hand -- (Dex +2)

Gear:

[head] ???
[headband] headband of alluring charisma +2 (4,000 gp)
[eyes] ???
[shoulders] cloak of resistance +1 (4,000 gp)
[neck] ???
[chest] ???
[body] ???
[armor] ???
[belt] ???
[wrists] ???
[hands] ???
[ring1] ???
[ring2] ???
[feet] ???

dagger
staff
ioun torch (75 gp)
runestone of power - 1st level (2,000 gp)

bandolier (2 gp, 2 lbs)
{
alchemist's fire (20 gp, 1 lb) x4
958 gp
}

handy haversack (2000 gp, 2 lbs)
{
bedroll (1 sp, 5 lbs)
silk rope (10 gp, 5 lbs)
sack (1 sp, 0.5 lbs)
{
chewing stick
comb
hairbrush
mirror
nail file
scissors
tooth powder
}
}

Combat Macros:

[dice=Staff Attack]1d20+3[/dice]
[dice=Staff Damage]1d6[/dice]

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

[dice=Ray of Frost Ranged Touch]1d20+5[/dice]
[dice=Ray of Frost Damage]1d3[/dice] [ooc]cold damage[/ooc]

[dice=Acid Splash Ranged Touch]1d20+5[/dice]
[dice=Acid Splash Damage]1d3[/dice] [ooc]acid damage[/ooc]

[dice=Burning Hands Damage]5d4[/dice] [ooc]fire damage[/ooc]
[ooc]DC 17 Reflex Save for half damage[/ooc]

[dice=Magic Missile]4d4+4[/dice]

(Two rays at 7th level)
[dice=Scorching Ray vs Touch AC]1d20+5[/dice]
[dice=Scorching Ray Damage - Fire]4d6[/dice]

Appearance/Personality:

Tall for a cat-folk, Uthe stands at five foot two inches and has the coloring of a snow-leopard. With larger than normal ears and eyes of shimmering gold, she gives a distinct kittenish appearance. Depending on her fur to conceal her modesty, she doesn't normally wear anything else in the form of clothes. A simple belt worn bandolaro-fashion has her bag attached to the back and a dagger sheath on the front. Bells dangling from piercings in her ears and hanging from her tail give her gait a jingling accompaniment.
While presenting an innocent and playful demeanor, she's very intelligent and has no qualms about using people's perceptions of her to her own advantage. Perhaps this is a trait carried over from her nymph blood - perhaps not.

Background:

Uthe earned herself a degree at the prestigious Magaambya academy in Nantambu, learning magical traditions dating back to Old-Mage Jatembe.

After a disagreement with some of her peers regarding the proper way to store ink - it wasn't her fault valuable texts were kept below the ink cupboard - she's decided to part company with the academy and self-educate.

That self-education has led her to Wati and the lottery. As she got to know the city before entering the heavily publicized exploration lottery, she found herself in a card game with other like-minded individuals. Unfortunately for her, the game included Say'ri Al Bashere, a very vexing naked-skinned human who ended up with most of her funds.

Promising to return her lost coin if Uthe joins with her group in the lottery, the sorceress reluctantly agreed. Her reluctance stems entirely from her annoyance with the cocky human. It has absolutely nothing to do with any attraction she might have to the stinky human. Because humans are stinky and stupid. And stinky.

Although, this one smells mostly of cinnamon.