Catfolk

Waseem Hunter's page

118 posts. Alias of Speaker for the Dead.


About Waseem Hunter

Waseem:
AC 18|HP 33/33|init +3|Fort +2, Ref +5, Will +5|per +4 (low light vision)

Jaqu:
AC 18|HP 30/30|init +2| Fort +4, Ref +5, Will +1|per +6 (dark vision)

Waseem Hunter
Male Catfolk summoner 4
NG Medium humanoid (catfolk)
Init +3; Senses low-light vision, Perception +4

AC: 18, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp: 33 (3d8+5)
Saves: Fort +2, Ref +5, Will +5u

Speed 30 ft. Climb 20 ft.
Melee: MW Hanbo +4 (1d6)
Ranged:
MW Light Crossbow +7 (1d8 19-20/x2)
MW sling +7 (1d4)

Spell-Like Abilities: (CL 4th; concentration +10)
7/day—summon monster II: 2
Spells Known: (CL 4th; concentration +10)
2nd (2/day)-lesser evolution surge (DC16), haste
1st (4/day)—grease, mage armor, shield, snowball (DC16)
0 (at will)—detect magic, light, mage hand, message, open/close (DC14), read magic
Spells cast:
2nd (2/day): 2
1st (4/day): 4
ranged touch: +6

Statistics: Str 10, Dex 16, Con 11, Int 14, Wis 10, Cha 18
Base Atk +3; CMB +3; CMD 16
Feats: Augment Summoning, Spell Focus (conjuration)
Traits: Bloodcove Local, ease of faith, focused mind
Skills: Acrobatics +4, Climb +9 (+11 with climbing kit), Diplomacy +10, Knowledge (arcana) +6, Knowledge (dungeoneering) +6 (+8 to navigate underground), Knowledge (local) +7, Knowledge (nature) +6, Knowledge (planes) +6, Perception +4, Ride +7, Spellcraft +7, Stealth +6, Survival +3 (+4 to navigate in the wilderness in Vanji River, +5 to avoid becoming lost), Use Magic Device +8;
Racial Modifiers +2 Perception, +2 Stealth, +2 Survival
Languages Catfolk, Common, Elven, Sylvan
SQ bond senses (4 rounds/day), cat's luck, eidolon (named Jaqu), life link

Gear:

potion of cure light wounds (2), wand of lesser rejuvenate eidolon (43 charges), wand of magic fang (50 charges), Amulet of Natural Armor +1,
mithral shirt, MW hanbo,MW light crossbow, 40 bolts,MW sling, sling bullets (20), cloak of resistance +1, handy haversack, area map, belt pouch, blanket, chalk, climbing kit, compass, crowbar, everburning torch, flint and steel, folding grappling hook, mess kit, pipe (worth 1 gp), powder, sack (2), silk rope (50 ft.), soap, tobacco, torch (2), trail rations (5), twine (50'), waterskin,
138 gp, 0 sp, 7 cp

Special Abilities:

Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Bond Senses (4 rounds/day) (Su) As a standard action, you can share Eidolon's senses while on same plane.
Cat's Luck (1/day) (Ex) Can roll 2d20 for a Reflex save and take better result.
Climb (20 feet) You have a Climb speed.
Eidolon Can summon a powerful aspect of an outsider.
Life Link (Su) Damage that dismisses Eidolon can be taken by you. It weakens if not in 100 ft.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Shield Ally (Ex) +2 AC and save when within eidolon's reach.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Summon Monster II (7/day) (Sp) Standard action summon lasts minutes, but only 1 active at a time and can't use with eidolon.

Background:

As a child Waseem came to Bloodcove with his parents along with his two younger siblings. His father went missing (presumed dead) on an expedition up the Blood and the loss still haunts him. There was no money for passage home so his mother did what she could to keep the family fed and housed. One of the local thugs singled Waseem out as a special target for torment although he was able to avoid or talk his way out of trouble for the most part. One day, however, Waseem caught the thug taunting his sister and saw red. That was the first time he summoned his eidolon, Jaqu. It was also the last time the thug bothered his family (or anyone else for that matter). As soon as he was old enough he joined an expedition himself, hoping to find some trace of his father and to support his family.

Appearance:

5'4" tall, 150lbs, brown hair and eyes. He has a glowing rune on his forehead whenever Jaqu is summoned.

Jaqu
Eidolon, Male Quadruped
CG Medium outsider
Init +2; Senses darkvision 60 ft., low-light vision; Perception +6

AC:19, touch 12, flat-footed 16 (+2 Dex, +6 natural)
hp: 30 (3d10+6)
Saves:Fort +4, Ref +5, Will +1
Defensive Abilities: evasion

Speed Speed 40 ft.
Melee bite +6 (1d6+3), 2 claws +6 (1d6+3) [/b]
Special Attacks:pounce, power attack -1/+2

Str 17, Dex 15, Con 13, Int 7, Wis 10, Cha 11
Base Atk +3; CMB +6; CMD 18

Feats Power Attack, Toughness

Evolutions: Strength Increase (+2), Improved Damage (claws), Skilled (+8 Perception), Improved Natural Armor

Skills:
Acrobatics +4 (+8 to jump), Climb +5, Perception +6, Sense Motive +4, Stealth +8, Swim +4
Languages: Common

gear:
amulet of natural armor +1

Special Abilities:

Darkvision (60 feet) You can see in the dark (black and white only).
Evasion (Ex) No damage on successful reflex save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Pounce (Ex) You can make a full attack as part of a charge.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.

Appearance:

Jaqu has the general appearance of a black jaguar with a glowing symbol on his forehead.