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Fuzzinator23 — FF#0025

#catfolk #pathfinder #pathfindercharacter
Published: 2019-11-03 20:19:47 +0000 UTC; Views: 646; Favourites: 4; Downloads: 0
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Description

Hit-points: 8

Size: Medium

Speed: 30 ft

Ability Boosts: Strength, Dexterity, Free

Ability Flaw(s): Wisdom

General flaws:
Restless Nights:
"If the Undead Golem were ever to try and sleep, he would be plagued with nightmares of his past, making him wake up in sheer panic. If startled, he will strike without warning, try to comfort him or keep your space."

Terrifying Flashes:
"The sight of laboratories and experimental areas brings forth waves of such experiments and tests happening to him, giving him a decrease in morale."

Barren, but Worthy:
"As an Undead Golem, he is unable to use weapons or armor, but can still wear clothes and trinkets."

Mute:
"Being able to understand languages doesn't help if you can't speak."

One Source & Ethical Feeding:
"One mind must know their boundaries and limits, even for the need for lifeblood. Forge can only heal from blood and takes from a willing donor."

Scaredy Cat:
"Unused to the new world means being scared of the unknown. Any abominations may cause him to flee or create a debuff unless someone is near him."

Languages:
Common, Catfolk

Vision: Dark-vision

Heritage: Tundra:
"Your appearance is that of the white snow leopard. Your thick coat insulates your body, your small ears keep heat in the body, you have a wide and short nasal cavity which warms the air before it enters your lungs. All of these adaptions have allowed you to survive in cold conditions that others would find difficult to live in. You gain cold resistance equal to half your level (minimum 1). You treat environmental cold effects as if they were one step less extreme (incredible cold becomes extreme, extreme cold becomes severe, and so on)

Background: Assistant/ Bodyguard
"You've aided your mentor or master in his work or deeds and protect them, allowing you to learn from him or others down the line of patrons of knowledge and proper defensive posture. Someday, your knowledge may allow you to become a master yourself and pass down your knowledge."

Choose two ability boosters. One must be to Intelligence or Wisdom. The other is a free ability boost.

You are trained in the Arcana skill and the Academia Lore skill. You gain the Steady Balance skill feat.

Ancestry Feats:
Lv 1. 
Purebred:
"Purebreds take pride in their ancestry and try to preserve their bloodline, resulting in them retaining their heightened vision. You gain dark-vision, allowing you to see in darkness and dim light just as well as you can in bright light. However, in darkness, you see in black and white only."

Lv. 1.
Feet of the Snow Leopard:
"You have the pads of the snow leopard allowing you to move unheard through the environment. Creatures cannot use their sense of hearing to detect you when you Hide or Sneak. If a creature has hearing as a precise sense they are still able to try and detect you using that sense but you receive a +2 circumstance bonus on your stealth check to Hide or Sneak versus that creature."

Lv 5.
Cat's Luck


Trigger: You fail or critically fail a Reflex saving throw.

Frequency: Once per day.

"Your luck allows you to embrace your swiftness and get out of danger the moment before it arrives. Re-roll that saving throw and take the better result."

Lv 9.
Cat's Grace:
Prerequisite: Cat's Luck

"You gain an additional use of Cat's Luck, and when you get a critical failure with Cat's Luck you get a failure instead."

Lv 13.
Legs of the Cheetah:
"Your body has developed powerful limb muscles of the Leopard. You gain a climb Speed equal to your base Speed."

PerceptionTrained in Perception
Saving ThrowsTrained in Fortitude
Expert in Reflex
Trained in Will
SkillsTrained in Crafting
Trained in a number of additional skills equal to 3 plus your Intelligence modifier
AttacksTrained in alchemical bombs
Trained in unarmed attacks
DefensesTrained in unarmored defense
Class DCTrained in fighter class DC

Levels:
1: Ancestry and background, initial proficiencies, alchemy, formula book, research field, alchemist feat, Vampiric regeneration, Alchemy Flame Arm(utility), Disease-proof


2: +1 Claws & hide, Alchemist feat, skill feat

3: General feat, skill increase

4:+1 Claws & hide, Alchemist feat, skill feat

5: Alchemy Flame Arm(combat), Ability boosts, ancestry feat, field discovery, skill increase

6: +1 Claws & hide, Alchemist feat, skill feat

7: Alchemical weapon expertise, general feat, iron will, perpetual infusions, skill increase

8: +1 Claws & hide, Alchemist feat, skill feat

9: Alchemical expertise, alertness, ancestry feat, double brew, skill increase

10: +1 Claws & hide, Ability boosts, alchemist feat, skill feat

11: General feat, juggernaut, perpetual potency, skill increase

12: +1 Claws & hide, Alchemist feat, skill feat

13: Ancestry feat, greater field discovery, light armor expertise, skill increase, weapon specialization


14: +1 Claws & hide, Alchemist feat, skill feat

15: Ability boosts, alchemical alacrity, evasion, general feat, skill increase

16: +1 Claws & hide, Alchemist feat, skill feat

17: Alchemical mastery, ancestry feat, perpetual perfection, skill increase

18: +1 Claws & hide, Alchemist feat, skill feat

19: General feat, light armor mastery, skill increase

20: +1 Claws & hide, Ability boosts, alchemist feat, skill feat

{Entry Logs}

Entry Log #1: 
"I was finally given the green light for my new project. While humans are able to do most menial tasks and jobs, most can't multitask or complete the most complex tasks. With this experiment, people can have their own servant that can do their bidding without failure."

Entry Log #7: "I'm starting to run out of bodies to use. I went through my 15th one with no luck of resurrecting it without it being Necromancy. Going to have to use my personal funds to buy better equipment. The other scientists are becoming suspicious of my activities and secrecy. I must find the secret to non-necrotomic life before I can make one into a servant.”

Entry Log #15: "I was on the brink of giving up when I was came across someone on my way home, a stranger in cloak & hood. I went to leave, but was caught by surprise when he knew of my project to the finest detail. When I asked what he wanted, he only showed a toothy grin and said, 'The one true thing your creation is missing is a soul, more so, a heart of light.'"

Entry Log #16: "Damn the old bastard! I want this to work so badly! I want to be known as the bringer of lightened labor, Inventor of non-necrotomic life, not the murderer of a child! The hooded figure said that the Heart had to be one of youth and purity, but I can't do that to a child!... But if I don't do anything... my career is ruined."

There are several broken terminals before the last one

Entry Log #50: "My legacy was made on a terrible decision. Whoever finds this place, show my experiment mercy and put a-."

Level Ideas:
+ The hide and claws get stronger with certain levels, maybe every two levels after level 1 or at 2,4,6,8,10, etc.
+ Ember's gaze increases the proficiency of Forge's Perception to expert.
+ Forge is able to use his flame arm for combat now and does damage to anyone who grapples it. Does not level up with the Claw & hide boost, maybe, unsure.
+ The Alchemy Fire Arm gains abilities such as throwing alchemy fireballs or other utilities. Work In Progress.
+ At level 10 and 20 you can upgrade one or two of your proficiencies from trained to expert or expert to master and so on, this goes for saving throws, skills, unarmed attacks, unarmored defenses and Class DC. His alchemy fire arm isn't a spell because it's one of those, "I lived with this thing, so I know how to use it as a limb" sort of deal.  


Description:
"Once a part of a a species known as Catfolk, FF#0025 was resurrected using alchemy and an unknown magic to become a bodyguard or assistant. Unlike what most undead would be with rotting skin, hunger for flesh and downright evil, FF#0025 is different from most undead. He breathes, beats and feels like any other living creature, but what makes him so unique is the heart, which is no organ but a shining crystal that keeps him upright. One attribute that shows his undead side is his need for blood to heal wounds or keep operational, which gives reason to his sharper than normal incisors. However, he does not take blood from unwilling people, showing signs of morality and sentience. His left arm is equipped with an Alchemy Fire Band, which allows him to produce an arm of strange alchemy fire that works both utilitarian, warm as a human body without destroying anything, and combative, burning with fierce heat to dissuage any wannabe assailant."

FF#0025 belongs to me
Pathfinder and it's species belong to it's owners
Amazing art done by:

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Comments: 3

dragon-man13 [2019-11-04 18:10:12 +0000 UTC]

hey! this is pretty cool 
also nice character concept too 

👍: 0 ⏩: 1

Fuzzinator23 In reply to dragon-man13 [2019-11-05 18:41:36 +0000 UTC]

Thanks, but thank the person who drew it, ok? :3

👍: 0 ⏩: 1

dragon-man13 In reply to Fuzzinator23 [2019-11-13 03:47:52 +0000 UTC]

you're very welcome
ah! i see  

👍: 0 ⏩: 0