<div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Louis</div><div class="spoiler_body"><div class="floatright">(http://fc01.deviantart.net/fs17/f/2007/167/f/a/The_Mad_Hatter_by_AngelDistortion.jpg)</div><strong>Name:</strong> Louis (pronounced "Lewis")<br/><strong>Class:</strong> Barbarian<br/><strong>Race:</strong> Wildborn<br/><strong>Monster Species: </strong>Sea Rat (Wererat strain)<br/><br/><strong>HP:</strong> 60<br/><strong>DR:</strong> 1<br/><br/><strong>Speed:</strong> [40] 30 + 5 (lvl) + 5 (Athletics)<br/><br/><strong>Str </strong>18 (16 + 2 (race))[KOM]<br/><strong>Dex</strong> 14 <br/><strong>Con</strong> 12 (10 + 2 (lvl))<br/><strong>Int </strong>8<br/><strong>Wis</strong> 18 [KDM]<br/><strong>Cha</strong> 8<br/><br/><strong>Armor Class:</strong> [23] 10 + 4 (BaB) + 4 (KDM) + 1 (Light Armor)<br/><strong>Awareness: </strong>[19] 10 + 4 (lvl) + 4 (WIS) + 2 (On the Prowl) <br/><strong>Saves:</strong><br/>&gt; <strong>Fort</strong> +8 (4+4)<br/>&gt; <strong>Ref</strong> +6 (4+2)<br/>&gt; <strong>Will</strong> +6 (2+4)<br/><strong>Resistances and Immunities:</strong> Immunity to Figment descriptor <br/><strong>Special Vision:</strong> Darkvision, Ghostwise Sight@45 ft.<br/><strong>Base Attack Bonus:</strong> +4<br/><br/><strong>Class Features:</strong><br/><strong>Track 1 [Path of Rage] Abilities: </strong><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Rage</div><div class="spoiler_body">You channel the barbarian rage, a state where you gain heightened morale and physical prowess at the cost of defense. As a swift action, you can enter a rage, gaining a +1 bonus to attack and damage rolls and combat maneuver modifiers per circle you possess from this track (to a maximum of +7 with 7 circles), and a +1 bonus to Fortitude and Will saves. You also gain 2 temporary HP per level. These temporary HP are lost when your rage ends. You can rage for a maximum number of [Rounds] equal to 3 + your Constitution modifier (if positive) at any one time, and can always prematurely end your rage as a free action.When your rage ends, you are [Fatigued] for as many [Rounds] as you spent raging (minimum 1). You can enter a rage whenever you wish, as long as you are not [Fatigued] or [Exhausted]. You are either in rage or not in rage, so you cannot enter an additional rage while already raging.</div></div> <div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Powerful Rage</div><div class="spoiler_body">Your rage gives you unusual physical ability equal to a creature much larger than yourself.While raging, you count as being one size larger than yourself. You gain a +2 bonus to Strength, a -2 penalty to Dexterity, and your [Melee] range increases by 5 ft; however,you occupy the same space as normal.</div></div><strong>Track 2 [Path of Destruction] Abilities:</strong> <div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Cleave</div><div class="spoiler_body">As a swift action, if you hit an opponent with a melee attack, you can make an extra attack by applying that attack roll to another opponent within [Melee] range. If the result hits that opponent, you do normal melee damage to the second opponent as well.</div></div><strong>Track 3 [Wildborn] Abilities: </strong><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">On the Prowl</div><div class="spoiler_body">You gain a +2 bonus to Awareness and Perception checks. You also gain the Tooth &amp; Claw natural attack.</div></div> <div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">I Can Smell You</div><div class="spoiler_body"> Your acute senses enable you to penetrate illusions that would fool other creatures. You gain [Immunity] to effects with the [Figment] descriptor. Whenever you succeed on the combat use of Perception against an opponent, you gain a +3 fury bonus to attack rolls against that opponent until the beginning of your next turn.</div></div><strong>Track 4 [I Am Ten Ninjas] Abilities:</strong> <div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Smoke Bomb!</div><div class="spoiler_body">As a ninja, you are well-schooled in the art of disappearing at a moment’s notice. Once per [Encounter] per 4 levels (minimum 1), as a swift action, you can create obscuring mist, as the spell.</div></div> <div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Spider Step</div><div class="spoiler_body">Climbing into targets’ rooms requires, well, climbing. You gain a climb speed equal to your base land speed. You can stop movement and remain in place (i.e., you can choose not to move on your turn while climbing), and you can attack while climbing.</div></div><br/><strong>Feats:</strong> <div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">On A Pale Horse</div><div class="spoiler_body">Three times per [Encounter], as a free action, when you leave an opponent [Dead] or [Unconscious], you can force all opponents within 30 ft of that creature to begin [Cowering] for one [Round]. A successful Will save (DC 10 + ½ your level + your KOM) negates the [Cowering] condition.</div></div> <div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Reaver</div><div class="spoiler_body">You gain a +1 bonus to attack rolls and armor class for every enemy whom you have killed in the current [Encounter]. This bonus can never exceed +4. Creatures who are more than three levels lower than you do not count.</div></div> <div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Reprisal</div><div class="spoiler_body">You are healed twice your character level whenever an ally other than you is dropped below half their maximum hit points. When this occurs, your bonus from Reaver increases by +1 as though you had slain an opponent. This feat can only trigger four times per [Encounter].</div></div><br/><strong>Skills:</strong> Acrobatics (Dex), Athletics (Str), Vigor (Con), Stealth (Dex), Perception (Wis)<br/><br/><strong>Inventory</strong><br/>Sharpened Anchor: [Melee] Barbed, Reach, Quick-Draw<br/>Light Armor<br/>Throwing Axe<br/>Battleaxe<br/>1 Healing Potion<br/>1 Firebrand<br/>1 Granite Spike<br/><br/><strong>Spells: </strong><br/>None<br/><br/><strong>Attacks</strong><br/><strong>Tooth &amp; Claw:</strong> Melee, range [Melee], [Brutal 2], [Reacting]<br/><hr/><strong>Backstory</strong><br/>Louis was part of an isolated, but prosperous tribe that was based on some obscure coast and practiced both piracy (exclusively against humans) and trade of rare and valuable goods. Their population was mostly wererats and a minority of water-based monsters, their mixture producing a motley breed dubbed "sea rats". Two generations back, they suffered very heavy losses from King Reginald's campaign and they never fully recovered, losing members, human allies, and trading partners. They still did well enough to sustain themselves above complete extinction by becoming more vicious and uncivil with their raids, but it was far from the idyllic times before. The biggest threat of collapse would be from a new human alliance, as that would lead to a more organized military presence on the ocean and make it more dangerous to attack merchant ships or even be on the sea at all.<br/><br/>Louis didn't engage in the pirate lifestyle like her parents, finding it full of oppression and work and other people who made her mad. Instead she sought a relatively quiet existence as an independent woodland bandit, built a primitive home on a lake, and visited her relatives every now and then. When she found out about the possible human alliance, however, she followed the rumors and signed herself up, motivated both by the need to continue robbing in peace and negative stereotypes about humans engrained in her from her youth.<br/><br/><strong>Physical Description</strong><ul class="bbc_list"><li> She's perhaps about five feet and about a quarter over a hundred pounds.</li><li> She wears loose, dark, blotched clothing that tends to break up her outline when she's in the shadows.</li><li> She has a hat to wear in town (pictured), but out of town or anywhere she expects to have to move quickly, she wears a hood instead. </li><li> She has rounded ears, a few inches further up her head than a human's might be. She can point them forwards or backwards a bit.</li><li> She has three whiskers above each eyebrow, though they're only visible when the light hits them directly</li><li> Her hair in the back is down to her shoulderblades, dark, and inconsistent in color (dark grey in some areas, blue black in others, sometimes a bundle of strands will be interrupted by white spots), of a texture like a mermaid's. That is, flowing, but heavy. Her hair is shorter in the front. Some bunches are braided. A small fraction of these braided bunches hold beads, stone and mother-of-pearl. She wears it tied in a loose ponytail that allows bangs over her face and ears.</li><li> Her eyes are very, very dark blue and appear black in most lights.</li><li> She's bucktoothed, but her teeth other than her incisors are pointed. She's missing her bottom left bicuspid, and she has a gold tooth on the upper right side. </li><li> Her skin is tannish.</li><li> Her chest is relatively small: a solid double handful of fat protrudes, but not enough to get in the way.</li><li> She has wide hips and a full backside.</li><li> Her body from hips down has a rodentish appearance, seeming inspired by a satyr, though murine instead of caprine. The fur is arranged in sloping bands and stripes, however, instead of solid. It's dark and inconsistently blotched, the same as her hair.</li><li> Her forearms have similar bands of fur on them, albeit smaller. They're joined by a long patch of fur that starts on her elbow.</li><li> She walks on the balls of her feet and her long, clawed toes, a fact usually concealed by her cloak. When simply standing, she rests on her heels. When running, she often drops to all fours.</li><li> Her tail doubles the length of her spine, being a little over a meter long. It's also banded, alternating between pale and dark skin, hairless, and prehensile. She can suspend herself from it, but the act is painful.</li><li> Her claws are obsidian black, and she keeps them sharpened. The ones on her fingers are shorter than the ones on her toes.</li><li> She wears a silver anklet, a mark of loyalty to her clan, and three silver rings at various points on her tail. Each of these rings has the name of a dead relative inscribed on it.</li><li> She has an abstract, blue tattoo that stretches down the right side of her belly down to her leg. It looks like a bunch of oval spots that taper off the further they get from the center, arranged in a larger oval.</li></ul></div></div>