Iny'yka | - | ||
Character Name | Alignment | ||
Shifter 1 | |||
Character Level | |||
Catfolk | M | ||
Race | Size | ||
Female | 0 | ||
Gender | Age | ||
5' 6" | 106 lbs | ||
Height | Weight | ||
- | - | ||
Hair | Eyes |
Insanitarium | |
Player | |
- | - |
Deity | Homeland |
- | 0 |
Domain/Oath/Patron/School | XP |
SAVING THROWS | ||||||
---|---|---|---|---|---|---|
Save | Total | Base | Ability | Magic | Misc | Temp |
Fortitude | +2 | +0 | CON +2 | +0 | +0 | +0 |
Reflex | +5 | +0 | DEX +5 | +0 | +0 | +0 |
Will | +1 | +0 | WIS +1 | +0 | +0 | +0 |
Combat Maneuver Bonus CMB | |||||
---|---|---|---|---|---|
CMB | BaB | STR | Size | Misc | |
+2 | +0 | +0 |
Combat Maneuver Defense CMD | ||||||
---|---|---|---|---|---|---|
CMD | Base | BaB | STR | DEX | Size | Misc |
10 | +2 | +5 | +0 | +0 |
Adventuring Skills | |||||
---|---|---|---|---|---|
CS | Skill | Total | AB Mod | Ranks | Misc |
Acrobatics | +9 | (DEX) +5 | +1 | +3 | |
Bluff | +0 | (CHA) +0 | +0 | +0 | |
Climb | +6 | (STR) +2 | +1 | +3 | |
Diplomacy | +1 | (CHA) +0 | +1 | +0 | |
Disable Device* | +5 | (DEX) +5 | +0 | +0 | |
Disguise | +0 | (CHA) +0 | +0 | +0 | |
Escape Artist | +5 | (DEX) +5 | +0 | +0 | |
Fly | +5 | (DEX) +5 | +0 | +0 | |
Heal | +1 | (WIS) +1 | +0 | +0 | |
Intimidate | +0 | (CHA) +0 | +0 | +0 | |
Knowledge: Arcana | +2 | (INT) +2 | +0 | +0 | |
Knowledge: Dungeoneering | +2 | (INT) +2 | +0 | +0 | |
Knowledge: Local | +2 | (INT) +2 | +0 | +0 | |
Knowledge: Nature | +2 | (INT) +2 | +0 | +0 | |
Knowledge: Planes | +2 | (INT) +2 | +0 | +0 | |
Knowledge: Religion | +2 | (INT) +2 | +0 | +0 | |
Perception | +5 | (WIS) +1 | +1 | +3 | |
Ride | +5 | (DEX) +5 | +0 | +0 | |
Sense Motive | +1 | (WIS) +1 | +0 | +0 | |
Spellcraft* | +2 | (INT) +2 | +0 | +0 | |
Stealth | +9 | (DEX) +5 | +1 | +3 | |
Survival | +5 | (WIS) +1 | +1 | +3 | |
Swim | +2 | (STR) +2 | +0 | +0 | |
Use Magic Device* | +0 | (CHA) +0 | +0 | +0 | |
Background Skills | |||||
CS | Skill | Total | AB Mod | Ranks | Misc |
Appraise | +2 | (INT) +2 | +0 | +0 | |
Handle Animal* | +0 | (CHA) +0 | +0 | +0 | |
Knowledge: Engineering | +2 | (INT) +2 | +0 | +0 | |
Knowledge: Geography | +2 | (INT) +2 | +0 | +0 | |
Knowledge: History | +2 | (INT) +2 | +0 | +0 | |
Knowledge: Nobility | +2 | (INT) +2 | +0 | +0 | |
Linguistics* | +2 | (INT) +2 | +0 | +0 | |
Sleight of Hand* | +5 | (DEX) +5 | +0 | +0 | |
Custom Skills | |||||
CS | Skill | Total | AB Mod | Ranks | Misc |
Weapon Finesse
WEAPONS | ||||||
---|---|---|---|---|---|---|
Name | AB | Critical | Type | Range | Ammo | Dmg |
Dagger | +5 | {19-20}x2 | Piercing/Slashing | Melee/10 ft thrown | - | 1d6+2 |
Spear | +2 | {20}x3 | Piercing | Melee/20 ft thrown | - | 1d8+2 |
Dagger, Furs
Shifter Aspect (Su): At 1st level, a shifter gains her first aspect—a category of animal to which her body and soul have become supernaturally attuned. She can shift into her aspect's minor form (see Aspects on page 28) for a number of minutes per day equal to 3 + her shifter level. The duration need not be consecutive but must be spent in 1-minute increments. Shifting into a minor form is a swift action, while ending the effect is a free action that can be taken only on the shifter's turn. Until a shifter reaches 9th level and gains the chimeric aspect class feature, she can assume only one minor form at a time. Shifting to a new aspect (or aspects, in the case of chimeric aspects or greater chimeric aspects) ends all minor forms currently manifested. The minor forms of aspects are not polymorph effects, and the shifter does not lose the benefits of a minor form while affected by polymorph effects.
Shifter Claws (Su): At will, a shifter in her natural form can extend her claws as a swift action to use as a weapon. This magical transformation is fueled as much by the shifter's faith in the natural world as it is by inborn talent. The claws on each hand can be used as a primary natural attack, dealing 1d4 points of piercing and slashing damage (1d3 if she is Small). If she uses one of her claw attacks in concert with a weapon held in the other hand, the claw acts as a secondary natural attack instead.
Wild Empathy (Ex): A shifter can improve the attitude of an animal. This ability functions as a Diplomacy check to improve the attitude of a person (Pathfinder RPG Core Rulebook 93). The shifter rolls 1d20 and adds her shifter level and Charisma modifier 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 shifter and the animal must be within 30 feet of one another and under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. The shifter can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.
Furs: The most basic of cold-weather gear, animal furs serve to keep their wearers warm. Wearing enough fur to cover the body provides a +2 bonus on Fortitude saves to resist cold weather. This does not stack with any bonuses gained from the Survival skill. Furs may supplement another outfit.
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
Statblocks for your familiars, mounts etc.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.