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Female Neko 3 / Bard 13 Chaotic Neutral

Strength Dexterity Constitution Intelligence Wisdom Charisma HP Speed AC Initiative Grapple Languages

10 (+0) 19 (+4) 15 (+2) 17 (+3) 12 (+1) 24 (+7) 116 90ft 32=10 +4 Dex, +8 class, +7 Tumble, +3 Dodge Bonus +4 +12/+7/+2 Common, Neko, Japanese, Chinese Spanish Fortitude Reflex Will Attack Melee Attack Unarmed Attack Missile +12/+7/+2 +12/+7/+2 +17/+12/+7

Feats: 6
Coiled Spring [Skill]You like to wait for others to act before interfering with them. 0 ranks: When you ready an action, you don't have to specify the conditions under which you will take it. 4 ranks: You can move 10' as an immediate action. 9 ranks: When you ready an action, you don't have to specify the action you will take. 14 ranks: You can take a move action as an immediate action. 19 ranks: Readying a move action only takes you a move action, and you can ready a full-round action as a full-round action. 0 ranks: The DCs for your jumps don't double if you fail to get a running start, and if you do, you get a +3 bonus on the check. You can hop up (see the Jump skill description) onto any object shorter than your height without a Jump check. 4 ranks: You don't take falling damage, though you can still take damage if something falls on you. 9 ranks: You ignore the effects of difficult terrain on your movement speed, skill checks, and ability to charge. 14 ranks: If you succeed a DC 40 Jump check as a swift action, you gain the benefits of fly for one round. 19 ranks: For every five ranks you have in Jump, your movement speeds increase by 10'. This also increases your Jump checks, as usual. 0 ranks: You gain +3 to your Climb checks. 4 ranks: You have the Edge on an opponent if you're on higher ground. You don't lose your Dexterity bonus to AC while climbing, nor do you need to make a Climb check if hit while climbing. 9 ranks: You gain a climb speed equal to your base land speed, with the attendant benefits. 14 ranks: All Climb DCs are halved for you. While climbing, you can substitute a Climb check result for a Reflex saving throw, once per round. 19 ranks: While climbing, as an immediate action, you can add the result of a Climb check as a dodge bonus to your Armor Class against a single attack 4 ranks: When you creep along, it is difficult for anyone attempting to use Survival to track you. So long as you move no faster than your base rate in a round, you add your stealth check - 10 (if positive) to the base DC to track you. 9 ranks: You may add your stealth check - 10 to the DC to track you regardless of how fast you move in a round. If you do not move faster than your base rate, however, you may extend this tracking benefit to those within 30 feet of you through your Team Player stealth skill ability. 14 ranks: You have such control over the traces you sounds you leave behind that you can drop false ones. As a standard action, you can control ambient sounds within 30 feet of yourself for a round. You can specifically duplicate any effect from Control Sound, Silence, or Ventriloquism, and in general can make sound you've heard come from any part of the area, displace sounds in the area, or suppress any sounds or sounds. 19 ranks: You're so quiet that people don't even remember you when you're standing right next to them. Your opponents count as flat-footed whenever you attack them. 4 ranks: You gain a +3 dodge bonus to AC. 9 ranks: You gain a 20% miss chance against all attacks. This is a (Su) glamer effect that can be countered as if it were a normal illusion. 14 ranks: If you would be hit by a melee or ranged attack, or a melee or ranged touch attack, you can spend an attack of opportunity to turn that attack into a miss instead. You can do this after the hit has been determined, but before any of its effects are resolved. 19 ranks: You gain a 50% miss chance against all attacks instead of your 20% one. Only 30% of this is a (Su) glamer effect, however, and you retain the remaining 20% miss chance regardless of attempts to determine your true location. You just move that fast. 4 ranks: While you are successfully hiding from an opponent, your melee attacks against them benefit from precision based sneak attack damage. You gain 1d6 sneak attack dice per 3 ranks in stealth under these circumstances. These dice do not stack with any other sneak attack dice you may have. If you have a sneak

Leap of the Heavens [Skill]You jump good

Super Scaler [Skill]You stick to walls like glue. Or something.

Traceless Stalker [ToP Skill]Some of us leave not a ripple behind to indicate our passing.

Touch Me If You Can [ToP Skill]Nobody can quite put a finger on you. Or anything else, for that matter.

Unseen Assailant [ToP Skill]You specialize in stabbing your opponent

in the face while somehow remaining hidden. +6d6 Sneak Attack

attack pool that is larger than you would receive from this benefit, you may instead add one extra sneak attack die to your normal pool. 9 ranks: You no longer reveal your location after attacking someone while hiding. The penalty to your stealth check for fighting while attempting to avoiding notice is reduced to -5, but only against those you strike in a round. In addition, you may gain a blur like 20% miss chance for 1 round by spending a swift action. This miss chance has no effect against perception checks to notice you and is considered an illusion with a caster level equal to your stealth check bonus -5. 14 ranks: When using stealth to avoid notice, you can't be detected by anyone taking 0 on their perception check. Additionally, you no longer suffer penalties for attempting to avoid notice while fighting. 19 ranks: Once spotted, you need not dive for cover to hide again. You gain the Hide in Plain Sight class feature. If you already have this feature from another source, you instead deny all bonuses to find you due to familiarity. Your concealment ability improves to mimic the effects of displacement for one round.

Skills

+38 pts Jump+24 Perform (Dance) +22

Balance +10 Tumble +23

Perception + 15

Stealth +23 Climb +23

Spells
Level 0 1st 2nd 3rd 4th 5th Neko: +2 cha; -2 wis; +4 dex Advanced Lowlight Vision: Triple Human range Ageless Body: Does not gain any benefits or penalties for aging +2 Perform Bonus (Choose 1 Perform) Automatic Languages: Common, Nekosara. Bonus Languages: Gnomish, Elven, Sylvan, Halfling Favored Class: Ranger, Scout, Druid, or Rogue (Choose at level 1) +10 base speed Darkvision 60ft Permanent Adolescence- Is permanently a teenager until death, Ageless for all intents/purposes, even against artificial aging, +2 saves against stat damaging attacks from aging-style attacks, adds 1/3rd of their cha bonus to their will save. Natural Attacks 2 claws and a bite at -4 1d4 lethal damage Fast mover- Character can run at 5x speed in light/no armor/encumbrance, can take 1 deviation while running/in a charge or bullrush each round. Gains +5 speed, gains a low, soft cover (+4 AC against targets within 30 feet, cannot hide) during their run (doesn't apply if character attacks after running), but stays if character keeps on running. The cover is based in the same square as the character. Monstrous Humanoid: Humanoids with magical and/or animal characteristics. Do not become undead or contract lycanthropy. Bard: Bardic Knowledge Bardic Music Can know only limited numbers of spells High charisma gains bonus spells daily Spells Per Day 5 5 5 3 1

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