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rpg:phoenix_rising:characters:trix_patterpaw

Trix Patterpaw

Catfolk Sand Cat (Small size) Urban Ranger, second level

Attributes

Str: 12 Dex: 18 Con: 12 Int: 15 Wis: 14 Cha: 18

AC: 15 HP: 19/19 BAB: +2 Fort: +4 Ref: +7 Will: +2

Feats

Rapid Reload: The time required for you to reload a light crossbow is reduced to a free action (for a light crossbow). Reloading a crossbow still provokes an attack of opportunity.

Precise Shot (Ranger): You can fire into a melee combat without suffering the normal -4 to hit.

Skills

Acrobatics: +4 Dex (+4)

Appraise: +3 Int (+3)

Bluff: +4 Cha (+4)

Climb: +1 Str +2 Rank +3 Class (+6)

Craft (any): +2 Int (+2)

Diplomacy: +4 Cha (+4)

Disable Device: +4 Dex +2 Rank +3 Class (+9)

Disguise: +4 Cha (+4)

Escape Artist: +4 Dex (+4)

Handle Animal: +4 Cha (+4)

Heal: +2 Wis +1 Rank +3 Class (+6)

Intimidate: +4 Cha (+4)

Knowledge (others): +2 Int (+2)

Knowledge/Local: +2 Int +2 Rank +3 Class (+7)

Knowledge/Dungeoneering: +2 Int +2 Rank +3 Class (+7)

Perception: +3 Wis +2 Rank +3 Class +2 Racial (+10)

Perform: +4 Cha (+4)

Profession (default): +3 Wis (+3)

Ride: +4 Dex (+4)

Sense Motive: +2 Wis (+2)

Sleight of Hand: +4 Dex (+4)

Spellcraft: +2 Int +1 Rank +3 Class (+6)

Stealth: +4 Dex +2 Rank +3 Class +2 Racial (+11)

Survival: +2 Wis +2 Rank +3 Class +2 Racial (+9)

Swim: +1 Str (+1)

Use Magic Device: +2 Int (+2)

Abilities

+2 Dexterity, +2 Charisma, –2 Wisdom: Catfolk are sociable and agile, but often lack common sense.

Catfolk: Catfolk are humanoids with the catfolk subtype.

Small: Sand Cats are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.

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 (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.

Nimble Faller: Catfolk with this trait land on their feet even when they take lethal damage from a fall. Furthermore, catfolk with this trait gain a +1 bonus to their CMD against trip maneuvers.

Languages: Catfolk begin play speaking Common and Sylvan.

Weapon and Armor Proficiency: A ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).

Urban Ranger: At 1st level, an urban ranger adds Disable Device and Knowledge (local) to his list of class skills and removes Handle Animal and Knowledge (nature) from his list of class skills.

Favored Enemy (Ex): At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.

If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.

Track (Ex): A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.

Wild Empathy (Ex): A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.

The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.

Combat Style: Crossbow. Trix is an expert with the crossbow and uses it as her primary contribution to combat.

Equipment

Light crossbow (small) (1d6, 19-20/x2, 2 lbs, Piercing)

20 bolts and quiver

Dagger (small) (1d3, 19-20/x2, 1/2 lb, 10 ft thrown range)

Cell phone

Backpack

Thieves tools

Knitting supplies

19 gp standard inventory remaining to spend / 380 Scale total value.

Contact

ExploUnder Forum Admin, Escher: Trix (KiTrix on the forums) has never met Escher, but he seems to be very knowledgeable about hazards under the city. He often trades in information, and his tags turn up in odd places. He runs a small messageboard system for fellow underground urban explorers.

rpg/phoenix_rising/characters/trix_patterpaw.txt · Last modified: 2018/08/15 00:10 by wizardofaus_doku

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