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Catwaifu None None

Character Name Player Name Deity Region Alignment


Ranger 3, Fighter 8, Horizon Walker 6,
Peerless Archer 3 Catfolk / Humanoid Medium / 5 ft. 0' 0" / 0 lbs. Low-Light Vision
CLASS RACE SIZE / FACE HEIGHT / WEIGHT VISION
20 (20) 190000 / 210000 0 Male
Character Level (CR) EXP/NEXT LEVEL AGE GENDER EYES HAIR Points
ABILITY NAME BASE BASE ABILITY ABILITY TEMP TEMP
WOUNDS/CURRENT HP SUBDUAL DAMAGE DAMAGE REDUCTION SPEED
SCORE MOD SCORE MOD SCORE MOD

STR 13 +1 19 +4 HP 195 Walk 40 ft.


hit points
Strength

DEX 26 +8 32 +11 AC 40 : 29 : 26 = 10 + 8 + 0 + 11 + 0 + 6 + 5 + 0 + 0 + 0 + 0 + 0 + 0
armor class
Dexterity
TOTAL FLAT TOUCH BASE ARMOR SHIELD STAT SIZE NATURAL DEFLEC- DODGE Morale Insight Sacred Profane MISC

CON 15 +2
ARMOR TION

21 +5
BONUS BONUS

Constitution INITIATIVE +17 = +11 + +6 0 +0 0


INT 10 +0 10 +0
modifier
TOTAL DEX MISC MISS Arcane ARMOR SPELL ACID COLD ELECT. FIRE
Intelligence MODIFIER MODIFIER CHANCE Spell CHECK RESIST RESIST RESIST RESIST RESIST
Failure PENALTY
WIS 12 +1 12 +1 Encumbrance Light TOTAL SKILLPOINTS: 82
SKILLS MAX RANKS: 23/11.5
Wisdom
SKILL NAME
KEY ABILITY SKILL ABILITY RANKS MISC

CHA 12 +1 12 +1
MODIFIER MODIFIER MODIFIER

Charisma ✓ Appraise INT 0 = 0


SAVING THROWS TOTAL BASE ABILITY MAGIC MISC EPIC TEMP
=
SAVE ✓ Balance DEX 11 11
FORTITUDE +22 = +17 + +5 +
+0 +
+0 +
+0 + ✓ Bluff CHA 1 = 1
(constitution)
✓ Climb STR 10 = 4 + 6
REFLEX +19 = +8 +
+11 + +0 +
+0 +
+0 +
✓ Concentration CON 5 = 5
(dexterity)
✓ Craft 0 = 0
WILL +7 =
+6 +
+1 +
+0 +
+0 +
+0 +
Craft (Bowmaking) INT 10 = 0 + 10
(wisdom)
✓ Craft (Untrained) INT 0 = 0
Conditional Combat Modifiers: ✓ Diplomacy CHA 1 = 1
+2 damage against Humanoid (Human) ✓ Diplomacy (Wild Empathy (Animals)) CHA 5 = 1 + 4
✓ Disguise CHA 1 = 1
TOTAL BASE ATTACK BONUS STAT SIZE MISC EPIC TEMP
Escape Artist DEX 11 = 11
MELEE +24/+19/ = +20/+15/+10/+5 + +4 + +0 + +0 + 0 + ✓
=
attack bonus
+14/+9 ✓ Forgery INT 0 0
✓ Gather Information CHA 1 = 1
RANGED +31/+26/ = +20/+15/+10/+5 + +11 + +0 + +0 + 0 +
✓ Heal WIS 1 = 1
attack bonus
+21/+16 = +
✓ Hide DEX 25 11 14
GRAPPLE +24/+19/ = +20/+15/+10/+5 + +4 + +0 + +0 + +0 + ✓ Intimidate CHA 1 = 1
attack bonus
+14/+9 ✓ Jump STR 8 = 4 + 4
Knowledge (Geography) INT 8 = 0 + 8
UNARMED TOTAL ATTACK BONUS DAMAGE CRITICAL REACH
✓ Knowledge (Untrained) INT 0 = 0
(nonlethal only) +24/+19/+14/+9 1d3+4 20/x2 5 ft. = + +
✓ Listen WIS 7 1 4 2
Special Properties: = + +
✓ Move Silently DEX 27 11 14 2
DEX 11 = 11
*Longbow +1 (+4 Mighty/Composite/ HAND TYPE SIZE CRITICAL REACH ✓ Ride
Both P M 19-20/x3 5 ft. ✓ Search INT 0 = 0
Aquatic/Holy/Splitting/Collision/Force) =
✓ Sense Motive WIS 1 1
Range: 30 ft. To Hit: +37/+32/+27/+22 Damage: 1d8+14 = +
165 ft. 330 ft. 495 ft. 660 ft. 825 ft.
✓ Spot WIS 21 1 20
✓ Survival WIS 7 = 1 + 6
TH +36/+31/ +34/+29/ +32/+27/ +30/+25/ +28/+23/
+26/+21 +24/+19 +22/+17 +20/+15 +18/+13 ✓ Survival (Lost/Natural hazards) WIS 9 = 1 + 6 + 2
Dam 1d8+13 1d8+13 1d8+13 1d8+13 1d8+13 ✓ Swim STR 4 = 4
990 ft. 1155 ft. 1320 ft. 1485 ft. 1650 ft. ✓ Swim (Avoid taking nonlethal fatigue STR 8 = 4 + 4
TH +26/+21/ +24/+19/+14/+9 +22/+17/+12/+7 +20/+15/+10/+5 +18/+13/+8/+3 damage)
+16/+11 ✓ Use Rope DEX 11 = 11
Dam 1d8+13 1d8+13 1d8+13 1d8+13 1d8+13 = + +
Special Properties: Any arrow or bolt fired from a splitting weapon magically splits into two = + +
identical missiles mid-flight (you must make 2 attack rolls)., good-aligned,+2d6 holy damage
✓: can be used untrained. ✗: exclusive skills. *: Skill Mastery.
vs. evil bestowed on ammunition,1 negative level bestowed to evil wielder, Ammo shot from
this weapon automatically overcomes damage reduction and suffers no miss chance against
incorporeal targets but don't dammage creatures immune to force effects. Conditional Skill Modifiers:
*: weapon is equipped
Wild Empathy is +4 for Animals and +0 for Magical Beasts
1H-P: One handed, in primary hand. 1H-O: One handed, in off hand. 2H: Two handed. 2W-P-(OH): 2 weapons, primary hand
(off hand weapon is heavy). 2W-P-(OL): 2 weapons, primary hand (off hand weapon is light). 2W-OH: 2 weapons, off hand.

ARMOR TYPE AC MAXDEX CHECK SPELL FAILURE

*Amulet of Natural Armor +5 (CON +6) +5 +0 0


This amulet, usually crafted from bone or beast scales, toughens the wearer's
body and flesh, giving him an enhancement bonus to his natural armor bonus
of from +5. Faint transmutation; CL 5th, Enhancement bonus to ability CON|+6

Character: Catwaifu PCGen Character Template by Andrew Maitland (LegacyKing) and Stefan Radermacher (Zaister), based on work by Frugal, ROG, Arcady, Barak, Dimrill, & Dekker. Level:20 (CR:20)
Player: Created using PCGen v6.08.00 RC8 on Dec 3, 2022 at 1:31:25 PM Page 1
EQUIPMENT A peerless archer understands her weapon on a fundamental level that most
ITEM LOCATION QTY WT / COST trained soldiers never achieve. At 1st level, an archer gains a +3 bonus on all Craft
Third Eye Conceal Equipped 1 0 / 120,000 (bowmaking) skill checks.
Favored Enemy (Ex) [ PH ]
Amulet of Natural Armor +5 (CON Equipped 1 0 / 86,000
At 1st level, a ranger may select a type of creature from among those given on
+6)
Table 3-14: Ranger Favored Enemies. Due to his extensive study on his chosen type
This amulet, usually crafted from bone or beast scales, toughens the wearer's body and flesh, giving him an
enhancement bonus to his natural armor bonus of from +5. Faint transmutation; CL 5th, Enhancement bonus to of foe and training in the proper techniques for combating such creatures, the
ability CON|+6 ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks
Longbow +1 (+4 Mighty/Composite/ Equipped 1 3 / 201,200 when using these skills against creatures of this type. Likewise, he gets a +2 bonus
Aquatic/Holy/Splitting/Collision/ on weapon damage rolls against such creatures. At 5th level and every five levels
Force) thereafter (10th, 15th, and 20th level), the ranger may select an additional favored
Any arrow or bolt fired from a splitting weapon magically splits into two identical missiles mid-flight (you must enemy from those given on the table. In addition, at each such interval, the bonus
make 2 attack rolls)., good-aligned,+2d6 holy damage vs. evil bestowed on ammunition,1 negative level bestowed against any one favored enemy (including the one just selected, if so desired)
to evil wielder, Ammo shot from this weapon automatically overcomes damage reduction and suffers no miss
chance against incorporeal targets but don't dammage creatures immune to force effects. increases by 2. For example, a 5th-level ranger has two favored enemies; against
Bracers of Archery (Greater/ Armor Equipped 1 1 / 89,000 one he gains a +4 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks
and weapon damage rolls, and against the other he has a +2 bonus. At 10th level,
Bonus (Enhancement) (+8))
These wristbands look like normal protective wear. The bracers empower the wearer to use any bow (not
he has three favored enemies, and he gains an additional +2 bonus, which he
including crossbows) as if she were proficient in its use. If she already has proficiency with any type of bow, can allocate to the bonus against any one of his three favored enemies. Thus, his
she gains a +2 competence bonus on attack rolls and a +1 competence bonus on damage rolls whenever using bonuses could be either +4, +4, +2 or +6, +2, +2. If the ranger chooses humanoids
that type of bow. Both bracers must be worn for the magic to be effective. Moderate transmutation; CL 8th,
Enhancement bonus to armor class of +8 or outsiders as a favored enemy, he must also choose an associated subtype, as
Gloves of Dexterity +6 Equipped 1 0 / 36,000 indicated on the table. If a specific creature falls into more than one category of
Dexterity: These thin leather gloves are very flexible and allow for delicate manipulation. They add to the favored enemy (for instance, devils are both evil outsiders and lawful outsiders),
wearer's Dexterity score in the form of an enhancement bonus of +6. Both gloves must be worn for the magic to the ranger's bonuses do not stack; he simply uses whichever bonus is higher. See
be effective. Moderate transmutation; CL 8th
the Monster Manual for more information on types of creatures.
Ring of Invisibility Equipped 1 0 / 20,000
Fletching (Su) [ CW ]
By activating this simple silver ring, the wearer can benefit from invisibility, as the spell (PH 245). Faint illusion; CL
3rd At 2nd level, a peerless archer gains the ability to create magic arrows (and only
Ring of Evasion ( AC Bonus Equipped 1 0 / 75,000 arrows) with a +1 enhancement bonus, as if she possessed the Craft Magic Arms
(Deflection) (+5)) and Armor feat and met all other requirements for the arrow she wishes to make.
This ring continually grants the wearer the ability to avoid damage as if she had evasion. Whenever she makes At 4th, 6th, 8th, and 10th levels, the bonus of the arrows she can create with this
a Reflex saving throw to determine whether she takes half damage, a successful save results in no damage. ability increases to +2, +3, +4, and +5, respectively.
Moderate transmutation; CL 7th, This ring continually grants the wearer the ability to avoid damage as if she had
evasion. Whenever she makes a Reflex saving throw to determine whether she takes half damage, a successful Forest [ DMG ]
save results in no damage., Deflection bonus to armor class of +5 You have an instinctive sense of camouflage from your time among the trees,
Traveler's Outfit Equipped 1 5/1 granting you a +4 competence bonus on Hide checks. You gain a +1 insight bonus
This set of clothes consists of boots, a wool skirt or breeches, a sturdy belt, a shirt (perhaps with a vest or jacket), on attack and damage rolls against forest creatures.
and an ample cloak with a hood.
Low-Light Vision [ RW ]
Belt of Battle (STR +6) Equipped 1 0 / 48,000
Has 3 charges/day. When activated gives you an extra action which must be taken immediately. (1 charge = 1 Catfolk can see twice as far as a human in starlight, moonlight, torchlight, and
move action, 2 charges = 1 standard action, 3 charges = 1 full round action), Enhancement bonus to ability STR|+6 similar conditions of poor illumination. They retain the ability to distinguish color
Vest of Resistance (+5) Equipped 1 1 / 25,000 and detail under these conditions.
Boots of Speed Equipped 1 1 / 12,000 Low-Light Vision (Ex) [ PH ]
As a free action, the wearer can click her boot heels together, enabling her to act as though affected by a haste You can see 2x as far as humans in low illumination. Characters with low-light
spell for up to 10 rounds each day. The duration of the haste effect need not be consecutive rounds. Moderate
transmutation; CL 10th
vision have eyes that are so sensitive to light that they can see twice as far as
TOTAL WEIGHT CARRIED/VALUE 6 lbs. normal in dim light. Low-light vision is color vision. A spellcaster with low-light
712,201gp
vision can read a scroll as long as even the tiniest candle flame is next to her as
WEIGHT ALLOWANCE a source of light. Characters with low-light vision can see outdoors on a moonlit
Light 116 Medium 233 Heavy 350 night as well as they can during the day.
Lift over head 350 Lift off ground 700 Push / Drag 1750 Marsh [ DMG ]
You have learned to be quieter than the whispering rushes; your mystic
MONEY connection to the marsh grants you a +4 competence bonus on Move Silently
Total= 0 gp [Unspent Funds = 7,800 gp] checks. You gain a +1 insight bonus on attack and damage rolls against marsh
creatures.
MAGIC
Plains [ DMG ]
Languages The wide-open spaces have sharpened your eyes, granting you a +4 competence
Common, Feline bonus on Spot checks. You gain a +1 insight bonus on attack and damage rolls
against plains creatures.
Other Companions Planar Terrain Mastery [ DMG ]
Eventually a horizon walker's familiarity with terrain extends to her journeys
Special Attacks to other planes of existence. Planar terrain mastery functions just like terrain
Humanoid (Human) (Ex) [ PH ] mastery, except that the horizon walker can choose one of the planar categories
Gain a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when at each level. The horizon walker can take a nonplanar terrain type instead, if she
using these skills against creatures of this type. Likewise, he gets a +2 bonus on wishes.
weapon damage rolls against such creatures. Power Shot [ CW ]
At 3rd level, a peerless archer learns how to make devastatingly powerful
Special Qualities bowshots. On her action, before making any attack rolls, she may choose to
Archery Combat Style [ PH ] subtract a number from all ranged attack rolls and add the same number to all
The Ranger has chosen to specialise in Archery ranged damage rolls. This number may not exceed her base attack bonus. The
Bonus Feats [ PH ] penalty on her attack rolls and bonus on her damage rolls apply until her next
a fighter gets a bonus combat-oriented feat at 1st, 2nd and every two fighter action.
levels thereafter Racial Skills [ RW ]
Combat Style (Ex) [ PH ] Catfolk have a +2 racial bonus on Listen and Move Silently checks.
At 2nd level, a ranger must select one of two combat styles to pursue: archery or Racial Traits ~ Catfolk [ RW ]
two-weapon combat. This choice affects the character's class features but does +4 Dexterity, +2 Charisma.
not restrict his selection of feats or special abilities in any way. If the ranger selects . A catfolk's base land speed is 40 feet.
archery, he is treated as having the Rapid Shot feat, even if he does not have the . Low-Light Vision: Catfolk can see twice as far as a human in starlight, moonlight,
normal prerequisites for that feat. If the ranger selects two-weapon combat, he torchlight, and similar conditions of poor illumination. They retain the ability to
is treated as having the Two-Weapon Fighting feat, even if he does not have the distinguish color and detail under these conditions.
normal prerequisites for that feat. The benefits of the ranger's chosen style apply . Racial Skills: Catfolk have a +2 racial bonus on Listen and Move Silently checks.
only when he wears light or no armor. He loses all benefits of his combat style . +1 natural armor bonus.
when wearing medium or heavy armor. . Automatic Languages: Common, Feline. Bonus Languages: Draconic, Gnoll,
Desert [ DMG ] Halfling, Sylvan.
You have endured where others perish, so you're good at conserving your . Level adjustment +1.
body's resources. You resist effects that tire you. You are immune to fatigue, and Ranged Sneak Attack (Ex) [ CW ]
anything that would cause you to become exhausted makes you fatigued instead. When wearing light armor or no armor, a peerless archer can draw and fire in
You gain a +1 insight bonus on attack and damage rolls against desert creatures. a split second, catching her targets unawares. She loses this special ability when
Endurance [ PH ] fighting in medium or heavy armor. At 1st level, a peerless archer gains the ability
A ranger gains Endurance (see page 93) as a bonus feat at 3rd level. to execute a ranged sneak attack if she catches an opponent unable to defend
himself from attack. Any time the peerless archer's opponent would be denied
Expert Bowyer [ CW ]

Character: Catwaifu PCGen Character Template by Andrew Maitland (LegacyKing) and Stefan Radermacher (Zaister), based on work by Frugal, ROG, Arcady, Barak, Dimrill, & Dekker. Level:20 (CR:20)
Player: Created using PCGen v6.08.00 RC8 on Dec 3, 2022 at 1:31:25 PM Page 2
his Dexterity bonus to Armor Class (whether he actually has a Dexterity bonus Choose one type of weapon, such as greataxe, for which you have already
or not), the peerless archer's ranged attack deals +1d6 points of extra damage. selected Weapon Focus. You can also choose unarmed strike or grapple as your
This extra damage increases to +2d6 at 4th level, +3d6 at 7th level, and +4d6 at weapon for purposes of this feat. You are especially good at using this weapon.
10th level. Should the peerless archer score a critical hit with a sneak attack, this You gain a +1 bonus on all attack rolls you make using the selected weapon. This
extra damage is not multiplied. It takes precision and penetration to hit a vital bonus stacks with other bonuses on attack rolls, including the one from Weapon
spot, so her ranged attacks can only count as sneak attacks if the target is no Focus.
farther than 30 feet away. A peerless archer can only sneak attack living creatures
Improved Critical (Longbow) [PH]
with discernible anatomies—undead, constructs, oozes, plants, and incorporeal
creatures lack vital areas to strike. Additionally, any creature immune to critical Choose one type of weapon, such as longsword or greataxe. With that weapon,
hits is similarly immune to sneak attacks. The peerless archer must be able to see you know how to hit where it hurts.
the target well enough to pick out a vital spot. The peerless archer cannot sneak When using the weapon you selected, your threat range is doubled.
attack while striking at a creature with concealment (unless her sharp shooting Improved Initiative [PH]
ability overcomes the concealment; see below) or by striking at the limbs of a You can react more quickly than normal in a fight.
creature whose vitals are not in her line of sight. If the peerless archer gets a You get a +4 bonus on initiative checks.
sneak attack bonus from another source (such as rogue levels), the bonuses to
Improved Precise Shot [PH]
damage stack.
Your ranged attacks can ignore the effects of cover or concealment.
Sharp Shooting (Ex) [ CW ]
Your ranged attacks ignore the AC bonus granted to targets by anything less
A peerless archer's skill with her bow allows her to strike accurately at foes, even
than total cover, and the miss chance granted to targets by anything less than
when they are attempting to take advantage of cover or concealment. Beginning
total concealment.
at 2nd level, a peerless archer's ranged attacks ignore the AC bonus granted to
targets by anything less than total cover, and the miss chance granted to targets Point Blank Shot [PH]
by anything less than total concealment. This ability has no effect against foes You are skilled at making well-placed shots with ranged weapons at close range.
with total cover. You get a +1 bonus on attack and damage rolls with ranged weapons at ranges
Shifting (Planar) (Sp) [ DMG ] of up to 30 feet.
You have the supernatural ability to use the ever-shifting nature of planes such Precise Shot [PH]
as Limbo and the Plane of Shadow to travel faster. You instinctively anticipate You are skilled at timing and aiming ranged attacks.
shifts in the reality of the plane that bring you closer to your destination, giving You can shoot or throw ranged weapons at an opponent engaged in melee
you the spell-like ability to use dimension door (as the spell cast at your character without taking the standard -4 penalty on your attack roll.
level) once every 1d4 rounds. You gain a +1 insight bonus on attack and damage Quick Draw [PH]
rolls against outsiders and elementals native to a shifting plane, such as slaadi
You can draw weapons with startling speed.
and shadow mastiffs.
Terrain Mastery [ DMG ] You can draw a weapon as a free action instead of as a move action. You can
draw a hidden weapon as a move action. A character who has selected this feat
As horizon walkers travel, they gain a mystical connection with the very ground
may throw weapons at his full normal rate of attacks (much like a character with
they walk on. At each level, they add a new terrain environment to their repertoire
a bow).
from those given below. Terrain mastery gives a horizon walker a bonus on checks
involving a skill useful in that terrain, or some other appropriate benefit. A horizon Quicken Spell-Like Ability (Shifting (Planar)) [UR]
walker also knows how to fight dangerous creatures typically found in that terrain, [Sp version] Choose one of the creature's spell-like abilities, subject to the
gaining a +1 insight bonus on attack rolls and damage rolls against creatures restrictions described below. The creature can use that ability as a quickened
with that terrain mentioned in the Environment entry of their descriptions (see spell-like ability three times per day (or less, if the ability is normally usable only
the Monster Manual). The horizon walker only gains the bonus if the Monster once or twice per day). Using a quickened spell-like ability is a free action that
Manual description specifically lists the terrain type. Horizon walkers take their does not provoke an attack of opportunity. The creature can perform another
terrain mastery with them wherever they go. They retain their terrain mastery action-including the use of another spell-like ability-in the same round that it uses
bonuses on skill checks, attack rolls, and damage rolls whether they're actually in a quickened spell-like ability. The creature may use only one quickened spell-like
the relevant terrain or not. For example, a horizon walker who has selected desert ability per round. The creature can only select a spell-like ability duplicating a
terrain mastery is immune to fatigue even if she's underground, in the mountains, spell with a level less than or equal to half its caster level (round down) -4. For
or in a city. a summary, see the table below. For example, a creature that uses its spell-like
Track [ PH ] abilities as a 15th-level caster can only quicken spell-like abilities duplicating spells
of 3rd level or lower. In addition, a spell-like ability that duplicates a spell with
A ranger gains Track (see page 101) as a bonus feat.
a casting time greater than 1 full round cannot be quickened. Normal: Normally
Underground [ DMG ] the use of a spell-like ability requires a standard action and provokes an attack
You have magically adapted to your time in the dark. You have 60-foot of opportunity unless noted otherwise. Special: This feat can be taken multiple
darkvision, or 120-foot darkvision if you already had darkvision from another times. Each time it is taken, the creature can apply it to a different one of its spell-
source. You gain a +1 insight bonus on attack and damage rolls against like abilities.
underground creatures.
Ranged Weapon Mastery (Piercing) [PH2]
Weapon and Armor Proficiency [ PH ]
You have mastered a wide range of weapons. Your training with one specific
A fighter is proficient with all simple and martial weapons and with all armor
weapon now extends to other weapons of a similar sort.
(heavy, medium, and light) and shields (including tower shields).
Weapon and Armor Proficiency When you select this feat, choose bludgeoning, piercing, or slashing. You must
[ DMG ]
have Weapon Focus and Weapon Specialization with a ranged weapon with that
Horizon walkers gain no proficiency with any weapon or armor.
type of damage. You then gain a +2 bonus to hit and damage with all other
Weapon and Armor Proficiency [ CW ]
ranged weapons that use that type of damage. In addition, you increase the range
A peerless archer gains no proficiency with any weapon or type of armor. increment by 20 feet.
Weapon and Armor Proficiency [ PH ]
Weapon Focus (Longbow) [PH]
A ranger is proficient with all simple and martial weapons, and with light armor You are especially good at using this specified weapon.
and shields (except tower shields).
You gain a +1 bonus on all attack rolls you make using the selected weapon.
Wild Empathy (Ex) [ PH ]
Weapon Specialization (Longbow) [PH]
A ranger can use body language, vocalizations, and demeanor to improve the
Choose one type of weapon, such as greataxe, for which you have already
attitude of an animal (such as a bear or a monitor lizard). This ability functions
selected the Weapon Focus feat. You can also choose unarmed strike or grapple
just like a Diplomacy check to improve the attitude of a person (see page 72).
as your weapon for purposes of this feat. You deal extra damage when using this
The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to
weapon.
determine the wild empathy check result. The typical domestic animal has a
starting attitude of indifferent, while wild animals are usually unfriendly. to useYou gain a +2 bonus on all damage rolls you make using the selected weapon.
wild empathy, the ranger and the animal must be able to study each other, which Endurance [Wizards of the Coast -
means that they must be within 30 feet of one another under normal visibility Player's Handbook, p.93]
conditions. Generally, influencing an animal in this way takes 1 minute, but, as You are capable of amazing feats of stamina.
with influencing people, it might take more or less time. The ranger can also use You gain a +4 bonus on checks relating to stamina or extended physical activity.
this ability to influence a magical beast with an Intelligence score of 1 or 2 (such
Also, you may sleep in light or medium armor without becoming fatigued.
as a basilisk or a girallon), but he takes a -4 penalty on the check. Track [Wizards of the Coast -
Wild Empathy +4 [ PH ] Player's Guide to Faerun,
p.101]
Feats You can follow the trails of creatures and characters across most types of terrain.
Far Shot [PH] To find tracks or to follow them for 1 mile requires a successful Survival check.
You can get greater distance out of a ranged weapon. You must make another Survival check every time the tracks become difficult to
When you use a projectile weapon, such as a bow, its range increment increases follow.
by one-half (multiply by 1-1/2). When you use a thrown weapon, its range Rapid Shot (Granted) [PH]
increment is doubled. You can use ranged weapons with exceptional speed.
Greater Weapon Focus (Longbow) [PH]

Character: Catwaifu PCGen Character Template by Andrew Maitland (LegacyKing) and Stefan Radermacher (Zaister), based on work by Frugal, ROG, Arcady, Barak, Dimrill, & Dekker. Level:20 (CR:20)
Player: Created using PCGen v6.08.00 RC8 on Dec 3, 2022 at 1:31:25 PM Page 3
You can get one extra attack per round with a ranged weapon. The attack is at
your highest base attack bonus, but each attack you make in that round takes a
-2 penalty. You must use the full attack action to use this feat.

Proficiencies
Aspergillum (Heavy), Axe (Throwing), Bash, Battle Gauntlet, Battleaxe, Blowgun,
Club, Crossbow (Heavy), Crossbow (Light), Cutlass, Dagger, Dagger (Punching),
Dart, Darts (Barbed), Falchion, Flail, Flail (Heavy), Gauntlet, Gauntlet (Spiked),
Glaive, Goblin Stick, Grapple, Greataxe, Greatclub, Greatsword, Guisarme,
Halberd, Hammer (Light), Handaxe, Ice Axe, Javelin, Katana, Kukri, Lance, Lance
(Flight), Lance (Heavy), Longbow, Longspear, Longsword, Mace (Heavy), Mace
(Light), Maul, Morningstar, Pick (Dire), Pick (Heavy), Pick (Light), Quarterstaff,
Ranged Spell, Ranseur, Rapier, Saber, Sap, Scimitar, Scythe, Shieldbash,
Shortbow, Shortspear, Sickle, Sling, Spear, Spells (Ray), Spells (Touch), Spiked
Armor, Strike (Unarmed), Sword (Bastard), Sword (Cutlass), Sword (Saber),
Sword (Short), Trident, Unarmed Strike, Wakizashi, Warhammer, Warmace

Character: Catwaifu PCGen Character Template by Andrew Maitland (LegacyKing) and Stefan Radermacher (Zaister), based on work by Frugal, ROG, Arcady, Barak, Dimrill, & Dekker. Level:20 (CR:20)
Player: Created using PCGen v6.08.00 RC8 on Dec 3, 2022 at 1:31:25 PM Page 4
Innate
Dimension Door (DC:10)

Magic Item Spell-like Abilities


At Will Invisibility (DC:10)

Innate Racial Spells


Name School Time Duration Range Source
Dimension Door Conjuration (Teleportation) [WuJenEarth, Air Shugenja]
1 standard action Instantaneous Long (1200 ft.) PH:p.221
[V] TARGET: You and touched objects or other touched willing creatures; EFFECT: Teleports you short distance. [SR:No and Yes (object); DC:10, None and Will negates (object)]
* =Domain/Speciality Spell

Magic Item Spell-like Abilities


Name School Time Duration Range Source
At Will Invisibility Illusion (Glamer) [Air Shugenja, Illusion Domain]
1 standard action 3 minutes [D] Personal or touch PH:p.245
[V, S, M/DF] TARGET: You or a creature or object weighing no more than 300 lbs; EFFECT: Subject is invisible for 3 minutes or until it attacks. [SR:Yes (harmless) or Yes (harmless, object); DC:10, Will negates (harmless) or Will negates
(harmless, object)]
* =Domain/Speciality Spell

Character: Catwaifu PCGen Character Template by Andrew Maitland (LegacyKing) and Stefan Radermacher (Zaister), based on work by Frugal, ROG, Arcady, Barak, Dimrill, & Dekker. Level:20 (CR:20)
Player: Created using PCGen v6.08.00 RC8 on Dec 3, 2022 at 1:31:25 PM Page 5
Catwaifu
Catfolk
RACE
0
AGE
Male
GENDER
Low-Light Vision
VISION
None
ALIGNMENT
Right
DOMINANT HAND
0' 0"
HEIGHT
0 lbs.
WEIGHT

EYE COLOUR

SKIN COLOUR
,
HAIR / HAIR STYLE

PHOBIAS
,
PERSONALITY TRAITS

INTERESTS
,
SPOKEN STYLE / CATCH PHRASE

RESIDENCE

LOCATION
None
REGION

DEITY
Humanoid
Race Type

Race Sub Type

Description:
Biography:

Character: Catwaifu PCGen Character Template by Andrew Maitland (LegacyKing) and Stefan Radermacher (Zaister), based on work by Frugal, ROG, Arcady, Barak, Dimrill, & Dekker. Level:20 (CR:20)
Player: Created using PCGen v6.08.00 RC8 on Dec 3, 2022 at 1:31:25 PM Page 6

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