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Jergmo
2009-07-20, 11:28 PM
http://img216.imageshack.us/img216/876/cougar.jpg
Cara The Cougar
5th-level Anthropomorphic Cougar Enchanter
Size/Type: Medium Monstrous Humanoid
Hit Dice: 2d8+4 plus 5d4+10 (28 hp)
Initiative: +3
Speed: 30 ft. (6 squares), climb 10 ft.
Armor Class: 14 (+3 Dex, +1 natural)
Base Attack/Grapple: +4/+6
Attack: Claw +7 melee (1d4+2)
Full Attack: 2 claws +7 melee (1d4+2) and bite +2 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spells
Special Qualities: Low-light vision, scent
Saves: Fort +3, Ref +7, Will +10
Abilities: Str 13, Dex 16, Con 13, Int 15, Wis 18, Cha 16
Skills: Balance +7, Climb +5, Hide +11*, Jump +5, Listen +5, Move Silently +11, Spot +5, Bluff +13, Diplomacy +11, Sense Motive +11, Survival +11, Intimidate +5, Knowledge(Nature) +4
Feats: Track, Weapon Finesse(Claw and Bite)B, Scribe Scroll, Spell Focus(Enchantment), Heighten Spell
Organization: Solitary or pack (1 plus 1-3 younger men)
Challenge Rating: 6
Treasure: Standard
Alignment: Chaotic Neutral
Advancement: By character class
Level Adjustment: +2

Cara is a middle-aged anthropomorphic cougar specializing in Enchantment magic who is constantly on the prowl—for younger men. She tracks them down by scent, and then works her Charms on them to make them do her bidding.

Combat
Cara prefers not to enter combat directly, using her stealth to watch from the sidelines as her cohorts do the dirty work for her. Should there be suitable victims among her enemies, she will order her subjects to instead restrain them and she will attempt to add them to her collective of followers.

Spells
Cara casts spells as a level 5 Enchanter. Evocation and Necromancy are her forbidden schools.

Wizard Spells Per Day:(4/4/3/1)
Wizard Spells Prepared: 0—Daze(1), Message(1), Arcane Mark(2); 1st—Charm Person(2), Hypnotism(2); 2nd—Web(2), Daze Monster(1); 3rd—Suggestion(1)

Social Proficiency (Ex): Enchanters using this variant are as proficient at manipulating others through mundane means as they are at influencing their minds magically. Add the following skills to the character's list of wizard class skills: Bluff, Diplomacy, Gather Information, Intimidate, and Sense Motive. The enchanter also gains a +2 competence bonus on checks involving one of these skills (player's choice) every five levels (5th, 10th, 15th, and 20th). This bonus can only be applied once to each skill.

An enchanter using this variant does not gain bonus feats for advancing as a wizard.

Extended Enchantment (Su): Enchanters using this variant ensnare the minds of others more easily with their magic, and as a result their enchantment spells last longer than those cast by other spellcasters. Once per day, plus one additional time per two class levels gained above 1st, an enchanter using this variant can cast a spell from the enchantment school as if it were enhanced by the Extend Spell metamagic feat. This enhancement does not affect the spell's level.

This ability cannot be used to extend a spell with a duration of concentration, instantaneous, or permanent.

An enchanter using this variant does not gain additional spells per day for being a specialist wizard.

Skills
Feline-folk have a +4 racial bonus on Jump checks and a +2 racial bonus on Hide and Move Silently checks. Feline-folk have a +4 racial bonus on Balance and Climb checks. A feline-folk can always choose to take 10 on a Climb check, even if rushed or threatened. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +4.

Debihuman
2009-07-20, 11:34 PM
Now I have Hall & Oates' "Maneater" running through my head. http://www.youtube.com/watch?v=ap-OO0xqTe4.

Debby

Strawman
2009-07-20, 11:35 PM
I know a few gamers who couldn't be allowed to play a game with a monster like that. Their goals would change dramaticly, even before any enchantments were cast.

Jergmo
2009-07-20, 11:39 PM
I know a few gamers who couldn't be allowed to play a game with a monster like that. Their goals would change dramaticly, even before any enchantments were cast.

:smallbiggrin:

Bhu
2009-07-21, 06:56 AM
Must...resist...urge to snicker...

thumbs up from kitteh

The Neoclassic
2009-07-21, 10:46 AM
This got a giggle out of me. Well done. :smallsmile:

Pie Guy
2009-07-21, 09:41 PM
Should be level six to get Leadership.

Woodsman
2009-07-21, 09:43 PM
Should be level six to get Leadership.

5 class levels + 2 LA = 7 ECL.

It's fine.

Of course, the actual reference is definitely amusing.

Pie Guy
2009-07-21, 09:46 PM
5 class levels + 2 LA = 7 ECL.

It's fine.

Of course, the actual reference is definitely amusing.

Qoute the SRD:

Leadership [General]
Prerequisite
Character level 6th.

ECL isn't character level.

Woodsman
2009-07-21, 09:50 PM
I coulda sworn ECL affected feats. Must be HD only. My bad.