This handsome catfolk male seems capable of any kind of trickery possible- and probably some that are impossible.


Zithemerr (CR 1/2; XP 200)
Male catfolk arcane trickster 1
CG Medium humanoid (catfolk)
Init +3; Senses low-light vision; Perception +4
Defense
AC 13, touch 13, flat-footed 10
(+3 Dex)
hp 9 (1d8+1)
Fort +0, Ref +5, Will +0
Defensive Abilities cat’s luck 1/day
Offense
Speed 30 ft.; sprinter
Melee shortsword +1 (1d6+1/19-20)
Ranged shortbow +3 (1d6/x3)
Spells Prepared (CL 1st; concentration +3)
1st—disguise self, magic aura
0th (at-will)—ghost sound (Wd-DC 12), light, mage hand
Statistics
Str 12, Dex 17, Con 10, Int 14, Wis 6, Cha 15
Base Atk +0; CMB +1; CMD 14
Feats Arcane Strike
Skills Bluff +6, Disable Device +7, Perception +4, Sleight of Hand +7, Spellcraft +6, Stealth +7, Survival +0; Racial Modifiers +2 Perception, +2 Stealth, +2 Survival
Languages Common, Catfolk, Elven, Halfling
SQ ranged legerdemain
Combat Gear 1 acid flask, 20 arrows, 10 cold iron arrows; Gear backpack, belt pouch, dagger, inkpen, ink (1 vial), shortbow, shortsword, thieves tools, spellbook, wineskin; Coins 11 gp
Demographics
Faith Yolana
Homeland Paradigm, Azag-Ithiel

Zithemerr’s Spellbook (1st Level)
1st—charm person, disguise self, hold portal, mage armor, magic aura
0th—all


Zithemerr (CR 4; XP 1,200)
Male catfolk arcane trickster 5
CG Medium humanoid (catfolk)
Init +7; Senses low-light vision; Perception +8
Defense
AC 15, touch 15, flat-footed 12
(+2 deflection, +3 Dex)
hp 31 (5d8+5)
Fort +2, Ref +8, Will +3
Defensive Abilities cat’s luck 1/day, evasion, trapsense +1
Offense
Speed 30 ft.; sprinter
Melee mwk shortsword +5 (1d6+1/19-20)
Ranged mwk shortbow +7 (1d6/x3)
Special Attacks sneak attack +2d6
Spells Prepared (CL 5th; concentration +7/+11)
2nd—blur, invisibility, mirror image
1st—charm person (W-DC 13), disguise self, mage armor, magic aura, shield
0th (at-will)—ghost sound (Wd-DC 12), light, mage hand, resistance
Statistics
Str 12, Dex 17, Con 10, Int 15, Wis 6, Cha 15
Base Atk +3; CMB +4 (+6 steal); CMD 19 (21 vs. steal)
Feats Arcane Strike, Combat Casting, Improved Initiative, Improved Steal, Scribe Scroll
Skills Bluff +10, Disable Device +11, Perception +8, Sleight of Hand +11, Spellcraft +10, Stealth +11, Survival +0; Racial Modifiers +2 Perception, +2 Stealth, +2 Survival
Languages Common, Catfolk, Elven, Halfling
SQ ranged legerdemain, rogue talent (combat swipe), trapfinding +2
Combat Gear 2 potions of invisibility, 3 acid flasks, 15 arrows, 8 cold iron arrows; Gear backpack, belt pouch, cloak of resistance +1, dagger, inkpen, ink (1 vial), ring of protection +2, mwk shortbow, mwk shortsword, thieves tools, spellbook, wineskin; Coins 206 gp
Demographics
Faith Yolana
Homeland Paradigm, Azag-Ithiel

Zithemerr’s Spellbook (5th Level)
2nd—blur, invisibility, mirror image, phantom trap
1st—charm person, detect secret doors, disguise self, hold portal, identify, mage armor, magic aura, shield, unseen servant
0th—all


Zithemerr (CR 9; XP 6,400)
Male catfolk arcane trickster 10
CG Medium humanoid (catfolk)
Init +7; Senses low-light vision; Perception +13
Defense
AC 21, touch 15, flat-footed 18
(+6 armor, +2 deflection, +3 Dex)
hp 58 (10d8+10)
Fort +4, Ref +11, Will +6
Defensive Abilities cat’s luck 1/day, evasion, trap sense +2
Offense
Speed 30 ft.; sprinter
Melee +2 shortsword +11/+6 (1d6+3/19-20)
Ranged +2 shortbow +13/+8 (1d6+2/x3)
Special Attacks impromptu sneak attack 1/day, sneak attack +4d6, tricky spells 2/day
Spells Prepared (CL 10th; concentration +13/+17)
4th—greater invisibility
3rd—deep slumber (W-DC 16), displacement, hold person (W-DC 16), invisibility sphere
2nd—blur, hideous laughter (W-DC 15), invisibility, /mirror image, phantom trap
1st—charm person (W-DC 14), disguise self, hold portal, mage armor, magic aura, shield
0th (at-will)—ghost sound (Wd-DC 13), light, mage hand, message, resistance
Statistics
Str 12, Dex 17, Con 10, Int 16, Wis 6, Cha 15
Base Atk +7; CMB +8 (+10 steal); CMD 23 (25 vs. steal)
Feats Arcane Armor Training, Arcane Strike, Combat Casting, Improved Initiative, Improved Steal, Light Armor Proficiency, Scribe Scroll
Skills Bluff +15, Disable Device +18, Perception +13, Sleight of Hand +16, Spellcraft +16, Stealth +26, Survival +0; Racial Modifiers +2 Perception, +2 Stealth, +2 Survival
Languages Common, Catfolk, Elven, Halfling
SQ arcane bond (ring of protection +2), ranged legerdemain, rogue talent (combat swipe, deft palm), trapfinding +5
Combat Gear 3 potions of invisibility, 2 acid flasks, 25 arrows, 12 alchemical silver arrows; Gear backpack, belt pouch, cloak of resistance +1, mwk dagger, inkpen, ink (1 vial), +4 improved shadow leather armor, ring of protection +2, ring of counterspells (fireball), +2 shortbow, +2 shortsword, mwk thieves tools, spellbook, wineskin; Coins 246 gp
Demographics
Faith Yolana
Homeland Paradigm, Azag-Ithiel

Zithemerr’s Spellbook (10th level)
3rd—deep slumber, displacement, hold person, invisibility sphere, major image, suggestion
2nd—blur, hideous laughter, invisibility, mirror image, misdirection, phantom trap
1st—charm person, detect secret doors, disguise self, hold portal, identify, mage armor, magic aura, shield, unseen servant
0th—all


Zithemerr (CR 14; XP 38,400)
Male catfolk arcane trickster 15
CG Medium humanoid (catfolk)
Init +11; Senses low-light vision; Perception +18
Defense
AC 28, touch 22, flat-footed 21
(+6 armor, +5 deflection, +7 Dex)
hp 101 (15d8+30)
Fort +10, Ref +17, Will +12
Defensive Abilities cat’s luck 1/day, evasion, trapsense +3
Offense
Speed 30 ft.; sprinter
Melee +2 shortsword +15/+10/+5 (1d6+3/19-20)
Ranged +5 shortbow +24/+19/+14 (1d6+5/x3)
Special Attacks impromptu sneak attack 2/day, sneak attack +4d6, surprise spells, tricky spells 4/day
Spells Prepared (CL 15th; concentration +18/+22)
5th—dominate person (W-DC 19), mind fog (W-DC 19), persistent image (Wd-DC 19)
4th—charm monster (W-DC 18), greater invisibility, lesser geas (W-DC 18), rainbow pattern (W-DC 18)
3rd—deep slumber (W-DC 17), displacement, hold person (W-DC 17), invisibility sphere, major image (Wd-DC 17), suggestion (W-DC 17)
2nd—blur, hideous laughter (W-DC 16), invisibility, mirror image, misdirection, phantom trap
1st—charm person (W-DC 15), disguise self, hold portal, mage armor, magic aura, shield
0th (at-will)—ghost sound (Wd-DC 14), light, mage hand, message, resistance
Statistics
Str 12, Dex 24, Con 10, Int 16, Wis 6, Cha 15
Base Atk +11; CMB +12 (+14 steal); CMD 34 (36 vs. steal)
Feats Arcane Armor Training, Arcane Strike, Combat Casting, Improved Initiative, Improved Steal, Light Armor Proficiency, Scribe Scroll, Spell Focus (enchantment, illusion), Toughness
Skills Bluff +20, Disable Device +27, Perception +18, Sleight of Hand +25, Spellcraft +21, Stealth +35, Survival +3; Racial Modifiers +2 Perception, +2 Stealth, +2 Survival
Languages Common, Catfolk, Dwarven, Elven, Halfling
SQ arcane bond (ring of protection +5), ranged legerdemain, rogue talent (combat swipe, deft palm, trap spotter), trapfinding +7
Combat Gear 5 potions of invisibility, 5 acid flasks, 10 durable arrows, 8 alchemical silver arrows; Gear amulet of proof against detection and location, backpack, belt of incredible dexterity +6, belt pouch, cloak of resistance +5, mwk dagger, inkpen, ink (1 vial), +4 improved shadow
leather armor
, ring of protection +5, ring of counterspells (fireball), +5 shortbow, +2 shortsword, mwk thieves tools, spellbook, wineskin; Coins 175 gp
Demographics
Faith Yolana
Homeland Paradigm, Azag-Ithiel

Zithemerr’s Spellbook (15th level)
5th—antidivine field, dismissal, dominate person, mind fog, persistent image, seeming
4th—charm monster, greater invisibility, lesser geas, rainbow pattern, tempest’s swiftness, true form
3rd—deep slumber, displacement, hold person, invisibility sphere, major image, suggestion
2nd—blur, hideous laughter, invisibility, mirror image, misdirection, phantom trap
1st—charm person, detect secret doors, disguise self, hold portal, identify, mage armor, magic aura, shield, unseen servant
0th—all

“Dice roll, coins flip, and cards fall where they may. Luck’s only constant, my friends, is that it changes.”

Zithemerr has been defying the odds all his life. Born the runt of a litter of three to a vagabond catfolk clan of entertainers, his first few years were a struggle just to survive. Sickly and weak, he managed to claw his way back from the edge of an invalid life with the help of a loving mother and the sheer force of his considerable personality. He was educated by whatever books his rather ‘acquisitive’ family could find for him during their forays into Paradigm, thus making good use of all the years he spent bedridden.

Knowledge and its acquisition are Zithemerr’s goals in life. He is not a killer, and does not seek to slay any great dragons or rout the Jheriak Steelhounds from yet another suicidal raid. He loves comforts as much as any catfolk, but would live in a box (and frequently has) if it would gain him another tidbit of information about magic and its practical use. The Newlanders whom he lives among are very understanding of this, though the Furnace Elves have taken him and his family to task for their grifting ways. Ever the entrepreneurs, they keep on.

In many ways, Zithemerr is a brilliant trickster. His knowledge of magic is quite deep, though one would be surprised to discover it, and his hand-eye coordination and skills are par excellence. In other ways, he is hopelessly naïve. His cunning is the sort that requires thought and preparation, making him excellent at long cons, heists, and infiltration. Thinking on his feet, especially when he might be at a loss because of his isolated youth, is most assuredly not his forte. He has had to run for his life more than once, and gotten mixed up in the Elementalist/Deist conflict even without trying…

During times like these, Zithemerr draws upon the best trick he has – his family. His siblings and his mother are all very protective of their genius waif of a charlatan. Though his magic is potent and his light fingers among the most adroit in Porphyra, his greatest escapades involve his mother the witch, and the ever-changing members of her coven, his swashbuckling brother (not exactly a threat on the high seas), and his sister, the would-be theurge, as greedy for magical power as she is for attention from her parents. Together, they spin adventures and survive escapades that have become legends throughout Azag-Ithiel