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SEE THE TITANS REBORN FOR THE TITAN VERSION

Female Neko 3 / Bard 13


Chaotic Neutral

Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma

42+16
21+5
33+11
27+8
30+10
38+14

HP

280+

Fortitude

Speed

90ft

Reflex

AC

32=10 +4 Dex, +8 class, +7 Tumble,


+3 Dodge Bonus, +19 natural

Will

Initiative

+4

Attack Melee

Grapple

+12/+7/+2

Attack Unarmed

Language
s

Common, Neko, Japanese, Chinese


Spanish

Attack Missile

12+

+36 +Class

+25 + Class

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.

Leap of the Heavens


[Skill]You jump good

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.

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

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

Traceless Stalker

4 ranks: When you creep along, it is difficult for anyone attempting to use Survival to track you. So long as you

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

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.

Touch Me If You Can


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

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.

Unseen Assailant
[ToP Skill]You specialize
in stabbing your opponent
in the face while somehow
remaining hidden.
+6d6 Sneak Attack

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
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

Balance +10

Perform (Dance) +22

Tumble +23

Perception + 15

Stealth +23
Climb +23

Spells
Leve
l

Spells

Per Day

1st

2nd

rd

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

TITAN
+20 Outsider Hit Dice, +12 to all saves, +20 BAB
Hit Dice: Hero-deities have maximum hit points per die.
Speed (Ex): All movement speeds tripled.
Armor Class:
. Deflection Bonus (Ex): Hero-deities gain a deflection bonus to their armor class equal to their Charisma modifier.
. Divine Bonus (Ex): +3 Divine Bonus to their armor class (See Divine Bonus Special Quality)
. Natural Armor Bonus (Ex): Equal to 1/4 their total Hit Dice/Levels (round any fractions down).
Attacks (Ex): +3 Divine Bonus to Attacks (See Divine Bonus Special Quality).
Integrated Class Features (Var.): Immortals with Outsider Hit Dice (instead of Class Levels) gain integrated class features of any class equal to half their Hit Dice (r
and Class Levels do not count their levels for the purposes of determining these integrated class features, only their Hit Dice.
Special Attacks:
. Divine Aura (Su): Short range (25 ft. +5 ft. per 2 Hit Dice/Levels).
. Portfolios (Var.): Each hero-deity gains 2 Portfolios (see Chapter 3 for more details on Portfolios).
Spell-like Abilities (Su): At will - commune, dream, ethereal jaunt, geas/ quest, greater dispel magic, greater teleport, magic jar, sending, tongues; 3/day - limited w
(Divine Bonus).
The save DCs are Charisma-based.
Special Qualities:
. Damage Reduction (Su): Hero-deities gain Damage Reduction 5/ Epic.
. Divine Bonus (Ex): +3 divine bonus to: armor class; attack rolls; checks (ability checks, caster level checks, skill checks, turning checks); difficulty class (for any
saving throws and spell resistance.
. Divine Senses (Ex): The senses of a hero-deity are three times superior to that of the base creature.
. Godly Realm (Var.): Equal to the radius of its divine aura multiplied by the number of years it has ruled over thearea. Within that area it can impose a divine penalt
equal to its divine bonus. In this case -3.
. Grant Spells (Su): Hero-deities can grant up to 5th-level spells. A hero-deity with a divine sponsor can grant spells of any level.
. Immortality (Ex): A hero-deity does not age, requires no air to breathe, no food or drink, nor sleep.
. Immunities (Ex): A hero-deity is unaffected by natural attacks such as: disease, natural elements (cold, drowning, fire, lava, lightning etc.), poison and so forth. Th
disease, magical fire etc.
. Spell Resistance (Su): Spell Resistance equal to their total Hit Dice/Levels +13 (10 + Divine Bonus Special Quality).

Saves (Ex): +3 Divine Bonus to all Saves (See Divine Bonus Special Quality).
Abilities (Ex): +6 to each Ability Score.
Skills (Ex): +3 Divine Bonus to all Skills (See Divine Bonus Special Quality).
Divine Abilities (Var.): 3 Divine Abilities.
Challenge Rating: Same as base creature +10 (including +15 levels of equipment), or +6 (no extra equipment).
Treasure: Same as base creature.
Effective Class Level: Same as base creature +15 (with +15 levels of equipment), or +10 (no extra equipment).
Mother of Pearl hairbrush and emerald ring
Headband of Intellect +6
Ring of Feather Falling
Ring of Water Walking
Deep red Ioun Stone , +2 to Dexterity
Cloak of Resistance +1
Manual of Quickness in Action +5

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