Crayfish Hora
|
Oho, another teleporter. With different ideals and training levels, that sounds like fun. Turn this adventure into the next Jumper movie.
Aha, and she's all, "I kill people." And he's all, "I won't kill people." And "I'm an elf, we are accepted everywhere." And he's all, "I'm totally just a human, don't mind me...you ever hear of a strange, tiger-beast-thing that roams these lands? Runs in and takes things from ruins? Strange, right?"
| DM-Salsa |
@Inxpitter: I wouldn't say necromancy is off the table, it depends on how it's played and how good (quality, not morality) the character is.
That said, I can definitely use comedic heroes or antiheroes. I have some ideas in my head that will be on the silly side, so a character that fits in with that would be cool.
@Dotraj: While you could definitely do a lot of over land exploration, getting into ruins, caverns, and other places will pose a problem. A large creature would have trouble fitting some places and a huge creature even more so, and there will be areas where even medium creatures, like the PCs, will have issues. If you have a huge summon, then there will be many places that it can go and will not fit. If you still want to do a huge summon, then that's fine. I just wanted to let you know that there are going to be times you won't have it with you if you go dungeon delving.
@Crayfish Hora: I wouldn't say elves are accepted everywhere. They are technically fey which means that Norden are wary of them, even if they are from Nordholm. The elves from Imperial lands are accepted among the imperials, but outside of those communities, they have to deal with the stigma of being a fey race and being an Imperial.
@everyone: Just a heads up, I am not reading through anyone's background or anything like that just yet. I am trying to give everyone a fair shot and this helps me not get attached to a character early on.
The other thing I wanted to bring up was that I would really, really appreciate it if you put everything you need for your submission into one post or under an alias. This will help me a lot when I'm going through all of the submissions.
And one last thing, I may move the end date back a week or two so that everyone who's busy with the Christmas craziness can have a chance to work up a character too.
| Tenro |
I've got a bit of an idea, a new idea anyway. I'll have to see if i can actually pull it off at our level or if it is something that i need to stow away for later. I wasn't gonna do it but you said a little bit of silliness would be alright, and it's a little bit of silliness.
(basic idea is a guy that turns into a cloak sometimes, possibly with an associate that sometimes turns into an umbrella or something)
EDIT: Hah! it is doable, with the Transformation feat (using Construct Transformation talent, mimicking an Animated Object). The companion part would be tougher and likely require a higher level. I could have a companion that i transform into an animated object, but that would only last so long rather than being a full-on alternate form.
| Arythain |
@ Crayfish: Yes, she kills people - but in her defense, those people had specifically screwed over her family and escaped all semblance of justice.
@ Salsa: Usually I avoid creating aliases for characters I'm not sure I'll use, but I've gotten attached enough to Eliyah already that I imagine I'll keep submitting her if I'm not picked up here. I'll repost her details under her alias soon.
| DM-Salsa |
@ Salsa: Usually I avoid creating aliases for characters I'm not sure I'll use, but I've gotten attached enough to Eliyah already that I imagine I'll keep submitting her if I'm not picked up here. I'll repost her details under her alias soon.
You can just post it all in one post. No need to make an alias. Although if you really want to.
| Tenro |
While it's not as much of an anachronism as I thought it was, I kinda feel funny about having an umbrella in what is basically Dark/middle ages to medieval Scandinavia. Would a hat work for your concept?
Hat would totally work. The idea would be that it also semi-constitutes a shield, but it being a hat vice an umbrella makes it even more amusing in that light.
I like the "cloak-as-a-PC" idea becayse the vikings were actually quite vain, plus it seems to me that in your setting there will be a bit of a dichotomy/schism between the more-cultured and the less-cultured.
| DM-Salsa |
There's two schisms, really. The first is between the Imperials and the Norden, and the second, lesser schism is between the Norden who live in the villages, towns, and holds and those that are nomads. The first is pretty much the "cultured" invaders versus the "savage" natives, but the second is more like between two brothers, one that is active and the other that goes hiking through the Appalachians for kicks. The second one sees the first as soft while the first thinks the second is crazy, but they still get along, more or less.
| Tenro |
yeah i like the idea of being on one side of the second schism, but when the first schism comes knockin' we have each others' backs. to that end i am thinking of a semi-foppish mage type.
mechanically i would have a human form, but would be able to change freely to "cloak" form and even be worn by others. thanks to background skills, i will have Craft: Cloth or Profession: Tailor, perhaps both. Additionally, I will see if i can work Craft Wondrous Items into the build.
Ideally, I would be worn by another PC most times. I could have a Conjuration-based summon wear me, but until later levels that would be temporary. I figure in town settings I would be your typical mage person, though impeccably dressed, and while actually adventuring I would be worn by someone else, a la Dr. Strange's cloak (that can act on its own initiative).
Important facets to character design would be:
- FEAT: Transformation (Construct Transformation)
- Alteration Sphere
- Destruction Sphere w/various talents i am thinking of the character being known as "The Tailor" and using the destruction sphere with effects having a needle- or cloth-based type of visual
- Illusion Sphere (to have things looking pretty)
- Creation (to create cloth things)
- Enhancement (to enhance cloth things)
- Warp Sphere w/Extradimensional Storage (to access my own loot while in cloak form)
later:
- Conjuration Sphere
- Object Transformation Talent
- Armored Companion
- Magical Companion (possibly)
- Transformative/Resistance (possibly)
- Object Transformation
- Permanent Alteration (req CL 10)
| Arythain |
-watches all these crazy wizarding crunches come by, quietly polishes the greatsword in the corner- :P
Through the wonders of crazy wizarding, Eliyah's greatsword never needs polishing. It always appears bright, sharp, and smelling faintly of oranges. Not that Eliyah knows what oranges are.
| Dotraj |
Does anyone else find it odd that I would love to play a soulknife/aegis, but have absolutely no interest in an armorist?
Edit: I think I'm straight up withdrawing my incanter and going with something else. Now that I've familiarized myself with SoP, I find it not to my liking. I'll be submitting some form of martial character instead.
| zerceses |
Think I got everything right. Please tell me if anyone has any notes.
Norden Elementalist (Electrokinetic)
29 year old NG medium humanoid (human)
Init +3; Perception +10
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10
hp 31
Fort +6, Ref +7, Will +8
--------------------
Offense
--------------------
Speed 30 ft.
Melee:
Particle Blade +5 / 2d6 / x2 / Slashing
Destruction Blast +5 (vs Touch) / 2d6(+1) / x2 / Bludgeoning or (Electricity)
Ranged:
Destruction Blast +5 (vs Touch) / 2d6(+1) / x2 / Bludgeoning or (Electricity)
--------------------
Statistics
--------------------
Str 10, Dex 16, Con 14, Int 10, Wis 18, Cha 10
Base Atk +2; CMB +2; CMD 15
Feats: Point-Blank Shot, Precise Shot, Weapon Finesse
Traits: Unorthodox Casting, Caretaker
Skills: Acrobatics +9, Climb +4, Craft (carpentry) +6, Escape Artist +7, Fly +3, Heal +11, Perception +10, Profession (farmer) +10, Ride +3, Sense Motive +4, Spellcraft +6, Stealth +3, Survival +9, Swim +4
Languages: Nordic
SQ: Skilled, human bonus feat, favored class bonus (+1 skill/level), evasion, electrokinesis, bonus feats, electrokinetic stunts, particle blade, favored element (+1, electricity)
Gear: None
--------------------
Special Abilities
--------------------
Spell Pool: 8
Sphere Abilities: Destruction Sphere (CL 3), Telekinetic Sphere (CL 3), Electric Blast, Energy Sphere, Energy Wall, Warp Sphere (CL 2), Weather Sphere (CL 2)
Drawbacks: Somatic Casting (1), Magical Signs, Energy Focus (electric blast), Limited Telekinesis (metal objects)
The woman is bound hand and foot by thick, interwoven ropes, not chains like the other prisoners. It's easy to see why when a guard passes close and she reflexively starts to shoot off sparks and arcs of electricity. Nothing comes of it though. All it does is singe her prisoner's rags a bit more.
Despite a black eye, split lip, and the caked dirt that has covered her this entire trip, she still has the proud bearing of a good Norden woman. She's of middling height, about five and a half feet, with well formed features and none of the softness you'd find in Imperial women. She isn't all gristle either and would definitely be a catch in any other situation with her blue eyes, blonde hair, and simple ways.
She knows that this prison camp is a death sentence. She'll be burned on a pyre as a witch or have her head lopped like some of the others. Maybe something worse. She'll be damned if she's about to let it end like that. She's determined to find some way out of this place and reunite with her lost children.
When she was fifteen she believed in fate. Mikael was handsome, tall, and told her that she was his world. "It was fate," he'd said when they ran off to Everwatch to begin a new life together. Was it fate too that they lived on the streets in squalor while he indulged in whatever vices came his way? According to the pithy comments directed at the now pregnant teenager such was the fate of such misspent youth.
When she met Haldor, that sentiment started to float around again. He was a fair bit older, but far more grounded than Mikael had ever been. People said such a well-off man was the god's reward for all the good work she'd done with the temples to help tend the wounded that came to them. Were the gods displeased then when he was taken from her three years ago leaving his boot, with the foot still inside, as his only remains?
Speaking of the gods, did they have a plan when they struck her with lightning out of a clear blue sky? Did they mean to give her power, honest mystic power, over lightning and the weather? The neighbors that turned on her? That accused her of witchcraft and of stealing their children?
No. Fate does not exist to Daerdryn. Just weird, strange, and often sad events that make up life in this harsh land. Just because she doesn't believe in fate doesn't mean she has nothing to believe in. She believes in people, small honest folk, that can make the world a better place and that she will see her family again or die trying.
Mikael Thrift- Age 30. Still lives in Everwatch. Usually working on some scheme to get his various fixes in life, but the hard living has robbed him of his handsome features. He'd occasionally send threatening or pleading letters Daerdryn's way. Usually they were about money and occasionally about his daughter. Nothing ever came of them though.
Yolana Thrift- Age 13. Daerdryn's first child. Daerdryn can see the germ of Mikael's good looks growing in her, but she hopes other things from her father never take root. Yolana is a wonder with a skillet. She's also a very talented singer and hoped to become a bard one day. The last Daerdryn saw of her was when Yolana grabbed a pitchfork to defend her mother when Imperial archers brought Daerdryn down.
Haldor Ingdora- Deceased. He was ten years Daerdryn's senior when they met. After their courtship and marriage he brought her back to his family farm near the Iron Pines and the hamlet of Nettle. Died when a strange wolf creature attacked him one night.
Tobin Ingdora- Age 5. Haldor's son and only child. A sweet and soft-spoken boy. Loves animals and is practically attached at the hip to his dog Bael. He is a target for some of the older boys of Nettle. Daerdryn though she put them to rights, but that might have just fueled the rumors of her being a hag. She last saw him after she told him to hide in the house.
Della Lahsr- Age 24. Ringleader of the posse that showed up to deal with Daerdryn and her family. Has long had eyes on Haldor's rich land, but never the means to acquire it. "Witches own nothing but fire." It's a popular saying in Nettle, which has long suffered from the predation of hags. A little display to some local boys and a few rumors gave Della all the ammunition she needed to claim that, "Maybe the hags weren't the ones that stole their loved ones in the night. Maybe it was a far friendlier, far more sinister face." The rest is history.
Captain Cevalius Lomar- Age 35. Seasoned expeditionary commander of the Imperial March. He and his men were passing through Nettle when they witnessed the townsfolk's assault and Daerdryn's counter attack. In an effort to bring Imperial justice to the proceedings he ordered his men to fire on the most obvious threat, which happened to be Daerdryn. During their march to an interment camp Captain Lomar and his men repeatedly rebuffed her questions about her children. They told her to save her breath for her eventual trial. That trial, however, doesn't seem to be coming any time soon.
| DM-Salsa |
@Neris: If you want to have come from somewhere, you are certainly welcome to come up with something. I plan on staying in Nordholm, but there's no reason you couldn't come up with something to place outside of Nordholm, especially considering I pretty much have "here be monsters" beyond its borders. There are a few things to keep in mind.
-The Empire is the major player in this part of the world.
-Most technology is around the same level as Europe in the middle ages (900's - 1300's approx.) Gunpowder is new and very,very dangerous. Siege explosives are just now being developed. There are no guns or cannons.
-The further you have to go, the harder it is to get there. Most people don't move a quarter of the way around the world and those that do have a very, very good reason for doing so.
Other than that, go nuts.
| Arythain |
you sure? I thought it would smell of sunflowers :P
What kind of weirdo would think a sorcerously-summoned magical weapon would smell like sunflowers? Obviously it smells likes oranges. Except on Wednesdays, when it smells like lemons. If you were an Armorist you'd understand.
| DM-Salsa |
How long do you plan on keeping Recruitment open?
At least until the 21st, though I am thinking about leaving it open until the 28th or after the end of the year. so people busy with the holiday madness have a chance to join in. It wouldn't run any longer than the first week of January, though. No one's voiced any objections, so I'll probably leave it open until the 28th at least. Either way, I'll give everyone a heads up a couple of days before I close recruitment.
| DM-Salsa |
I'm still working on the random effects table, but for those interested, here is the Fey Magic casting tradition. I welcome any comments and suggestions, because this is the first random table I've ever done before that had more than five options.
Also working on some of the gods of Nordholm. For anyone that has a concept in mind for a servant of a deity of X, let me know and I'll see what I can come up with.
Also, due to the bad timing on my part, I am not going to be closing recruitment any earlier than the 28th. This should give everyone busy with the holidays a chance to come up with a character and submit it.
| Silent Dwarf |
Probably. Here's my problem. I want to actually have a disadvantage from dumping Charisma, so my character rarely speaks to avoid mishaps (see backstory for details). That said, he'll need pantomiming in order to communicate much, and I can't exactly roleplay it myself. I don't really want to put points into a social skill, as it kind of defeats the purpose of him not talking. Maybe if I took linguistics for a sign language, and used linguistics to get it across?
Character info is in the alias, I'm definitely going to be expanding the fluff part.
| DM-Salsa |
Rules as written, it would probably fall under Bluff or Perform(Act). The issue here is that certain gestures are not going to translate well from one culture to the next, so what may be a nonverbal signal that you're not sure in one culture may not mean anything at all in another. Linguistics would probably the only skill that would cover that and allow you to not be crippled by dumping CHA.
However, I'd rather you play it out and let the PCs interpret it however they normally would over turning this into a mini-game of sorts. I like the idea, and it would be an interesting character. I just don't want to reduce something so critical into just a DC and a roll.
| Tenro |
@GM, question:
Magical Companion (form): Your companion’s Charisma increases by 1/2 its Hit Dice (minimum: +1). It also gains a spell pool equal to its Charisma modifier and a caster level equal to 1/2 its Hit Dice. The companion may select magic talents with its feats and treats Charisma as its casting ability modifier. With GM permission, your companion may also gain a casting tradition. A companion can never possess the Conjuration sphere.
Would you allow companions to have traditions? Basically I ask because with this ability, the companion summoned would only have one spell point. As the companion is the same creature all day no matter how many times summoned, it would only have that one SP for the whole day until later levels (and even then, scaling slowly as the companion's CL is based off of its HD (actually half its HD) which scale behind the PC's level). Additionally, for it to gain actual Spheres and Talents, it has to spend its feats which i personally feel is more than restrictive enough.
Basically the idea here for my PC is that it would have a companion that could do some minor buffs (very minor, considering that it would be CL 1. CL 2 at my 5th level, gaining +1 CL at 7th, 10th, 13, 15th, and 18th levels, for a total CL of 7 at 18th PC level).
| inxpitter |
@DM-Salsa
SO i've been fleshing out and creating my "really I'm a good guy" necromancer and has a sudden inspiration hit me for an unconventional character..
The idea is around a somewhat subpar bard. He's lived a mundane life, worked a lot of different jobs, and has finally decided to travel and write like he dreamed of when he was little. Only problem was he was talking to some Imperial rebels and was accused of treason with them.
So he isn't strong isn't terribly strong in combat, and most of his skills are profession skills to represent the large amount of different jobs before he decided to take a chance (most likely cook, driver, miner, scribe, stable master, trapper, and midwife (he gets a lot of flack for that last one). He's the everyday Joe who tries to keep up with the others, and maybe grows into something more while being the everyman who can't believe what's going on.
EDIT: but for small everyday skills that may come in handy, he's dead helpful.
So any opinions? Should I go with "good guy" necromancer or "what the hell is happening" bard.
| JGray |
This character is part of a group concept - a trio of changelings born to the same coven but raised by the hero who slayed their mothers. Idina's sisters should be posted by their players later today.
Idana, daughter of winter
Female changeling druid [arctic druid] 3
N medium humanoid (changeling)
Init +0; Senses darkvision 60 ft.; Perception
DEFENSE
AC 11, touch 11, flat-footed 11 (+1 nat)
Hp 24 (3d8+6)
Fort +5, Ref +1, Wil +7
OFFENSE
Speed 30 ft.
Melee 2 claws +2 (1d4)
Ranged -
Spheres and Talents
Caster Level +3
Life Sphere
- Mass Healing
- Restore Health
Weather
- Cold Lord
- Focused Weather
- Snow Lord
STATISTICS
Str 10 (+0), Dex 10 (+0), Con 14 (+2), Int 10 (+0), Wis 18 (+4), Cha 16 (+3)
Base Atk +2; CMB +2; CMD 12
Feats
Cantrips
Extra Magic Talent
Unusual Origin (if Idina is within 20 feet of at least two other changelings she gains a +2 bonus on concentration checks and dispel checks).
Traits
child of nature (+2 trait bonus on Survival checks and it is always a class skill)
tight bonds (+1 trait bonus on Will saves against charm and compulsion effects if family is within 60 feet. Increase the bonus to +3 against a command to compromise her relationship or harm them)
Skills
Climb +6 (3 ranks + 0 Str + 3 class)
Knowledge (geography) +6 (3 ranks + 0 Int + 3 class)
Knowledge (nature) +6 (3 ranks + 0 Int + 3 class)
Perception +10 (3 ranks + 4 Wis + 3 class)
Survival +12 (3 ranks + 4 Wis + 3 class + 2 trait)
Languages: druidic, nordic
RACIAL ABILITIES
Ice Climber: As a winter hag changeling, Idina gains a +5 racial bonus on Climb checks when climbing icy or slippery surfaces.
CLASS ABILITIES:
Weapon and Armor Proficiency: Idina is proficient with the club, dagger, dart, quarterstaff, scimitar, scythe, sickle, sling, and spear. She is proficient with all natural attacks she gains from changing shape.
Casting: Idina can combine spheres and talents to create magical effects. She is considered a High-Caster and uses Wisdom as her casting ability modifier. She gains 2 bonus talents upon gaining this class feature.
Spell Pool: Idina gains a small reservoir of energy she can call on to create magic. Her spell pool contains a number of spell points equal to her level + Wisdom modifier (currently 7). This pool replenishes once per day after roughly 8 hours of rest.
Magic Talents: Idina gains 1 magic talent every level.
Nature Bond: Idina has chosen Weather as her as her nature bond. She gains the Weather sphere at 1st level and a bonus talent from that sphere at 5th, 9th, 13th, and 17th level.
Arctic Native: At 2nd level, Idina gains a bonus on Initiative checks and Knowledge (geography), Perception, Stealth, and Survival checks equal to 1/2 her druid level in cold and icy terrain and she cannot be tracked in cold and icy terrain.
Icewalking: At 3rd level, Idina suffers no penalty to Acrobatics, Climb, or Stealth checks in snowy or icy terrain or weather conditions and can walk across snow crusts and thin ice without breaking through.
Wild Heart: Idina gains the Alternation sphere (or a talent from the sphere) at 4th, 10th, and 16th level. When spending a spell point to allow a shapeshift on herself to endure without concentration the effect lasts up to 10 minutes per caster level. At 20th level the effevts are permanent until dismissed.
Wild Empathy: Idina can use wild empathy to improve the attitude of animals using her druid level + Cha modifier.
DOMAIN POWERS
Storm Burst (Sp): As a standard action, Idina can create a storm burst targeting any foe within 30 feet as a ranged touch attack. The storm burst deals 1d6 points of nonlethal damage +1 point for every two druid levels she possesses. In addition, due to winds, the target takes a -2 penalty to attack rolls for 1 round. She can use this power a number of times per day equal to 3 + her Wisdom modifier.
SPHERES
Cold Lord (Weather): When using cold weather to increase cold, Idina increases the highest severity level she can create or alter by 1. She can also create an area up to 80 feet in diameter in the center of the affected area where the temperature change isn’t felt.
Control Weather (Weather): Can change and control weather in ways too long to summarize here.
Cure (Life): As a standard action, Idina can spend a spell point to touch a target and heal 1d8 + caster level damage. It can harm undead (Will half).
Focused Weather (Weather): When controlling weather, she can reduce the size of the effect down to a radius of 25 feet and may center the effect anywhere within Medium range.
Invigorate (Life): As a standard action, Idina can touch a creature and grant it a number of temporary hit points equal to her caster level. This ability can only be used on injured targets and cannot raise their current hit points + their temp hit points above their maximum hit points. This benefit lasts 1 hour.
Mass Healing (Life): Idina can spend a spell point when using cure or invigorate to affect one additional creature per 2 caster levels who are within range.
Restore (Life): As a standard action, she can touch a target and spend a spell point to accomplish all fo the following: heal 1d4 points of ability damage to one ability score, remove the fatigued condition or lessen exhaustion to fatigued, remove the sickened condition or lessen nauseated to sickened, remove the shaken condition or lessen frightened to shaken or panicked to frightened, remove the staggered condition, and remove the dazzled condition. If the condition is part of an on-going effect Restore suppressed the effect for a number of rounds equal to her caster level.
Restore Health (Life): Idina’s cure ability heals an additional 1d8 hit points. Her restore allows her to make a magic skill check against the DC of any poison or disease the target is suffering from. On a success, the poison or disease is removed, though existing damage is not reversed.
Snow Lord (Weather): When Idina uses control weather to create a precipitation severity level 4 or above in an area of cold severity 4 of above, she can choose to change the snow to hail. Hail affects movement as snow but deals 1 point of bludgeoning damage per severity level to everything within the affected area. At severity level 4, the visibility penalty of rain does not apply to heal and the -4 penalty to Perception only applies to Perception checks based on sound.
With his adoption of the three little girls their father was forced to retire from life as an adventurer, he took the proverbial arrow to the knee, and raised them to be as good as he could knowing full well the prejudices they would face from the world. The three grew up as sisters in the small village Insland where their father came from. From an early age, Idina took on the role of older sister, protecting the others against the taunts and violence of outsiders. Her icy demeanor allowed her to keep the pain from her heart.
As she grew older, Idina heard the siren call of Winter itself on the cold wind. Winter has no shrines and no temple but every nord pays it tribute, knowing full well the destruction it ccan cause if displeased. Becoming a druidess of Winter only served to further alienate others from Idina. Where her sisters found the occasional friend or lover, Idina found nothing but awe and fear, even as she led the village in rituals to placate the biting frost and keep the cold from growing too bitter.
When Elyana was exiled, Idina abandoned her home and traveled with her sister. The three of them awere a coven and a family and she would not do without them nor have them do without her. Sadly, even life on the run could not last. Once more Elyana's strange beauty caught the eye of a horrible man and the resulting loss of life and destruction of property led to the family being jailed and the three sisters being tried and sentenced for witchcraft.
| inxpitter |
Here is Thomias "Tom" Aberdale.
Will be making continuing changes until deadline, but I think I got most of done.
Crayfish Hora
|
Ja’Rasha
Fanglord (Were-Tiger) Unchained Monk/1, Treasure Seeker UNRogue/1, Urban BloodRager/1
LN Humanoid Shapeshifter
Init +4; Senses See in Darkness Perception +8
--------------------
Defense
--------------------
AC 15(16), touch 15, flat-footed 10
HP (1d8+2d10)
Fort +4, Ref +8, Will +1
--------------------
Offense
--------------------
Melee: 2 Claws +2 (1d4), 1 Bite +2 (1d6), or Fist +2 (1d6)
Speed 40 ft,
Space 5 ft.; Reach 5 ft.
--------------------
Statistics
--------------------
Str 10, Dex 18 Con 10, Int 16, Wis 12, Cha 10
Base Atk +2; CMB +2; CMD 17
Feats: Mobility, Extra Magic Talent
Bonus Feats: Dodge, Improved Unarmed Strike
Weapon Group Proficiency: Simple, Martial
Traits: Hill Fighter, Eldritch Delver
Skills: Perception +8, Stealth +10, Sleight of Hand +10, Acrobatics +12, Linguistics +9, Disable Device +10, Bluff +5, Disguise +5
Background Skills: Knowledge Nobility, Appraise
Languages: Common, 6 other languages
Gear: Nothing
SQ:Warp Sphere +Teleport, Distant Teleport, Unseeing Teleport, Jump 1/day, Stunning Fist 1/day (DC12), Inherent Divinity, Verbal Spell casting, Emotional Spellcasting, Easy Focus, Personal Warp, Spell Pool 6/day
--------------------
Special Abilities
--------------------
Ability Modifiers +2 Dex, –2 Wis (+2 Cha while shapechanged)
Alternate Skill Modifiers Acrobatics, Perception
Alternate Spell-Like Ability jump 1/day
Bestial Features, 1 per Transformation
Bite attack that deals 1d6 points of damage
2 claw attacks that each deal 1d4 points of damage
+10-foot racial bonus to base speed
See in darkness
Teleport
You can spend a standard action to teleport yourself and up to a heavy load to any place within Close range. Alternately, you may teleport a touched willing creature and their carried equipment instead of yourself. You may spend a spell point to increase your teleport range to Medium instead of Close. You must have line of sight to your destination.
Unseeing Teleport
You may spend an additional spell point when making a teleport to no longer require line of sight to the location; instead of choosing a spot to appear, you may instead indicate a direction and distance.
If the target arrives in a place that is already occupied by a solid body, you may spend a spell point to return the target to its point of origin unharmed. Otherwise, the target takes 1d6 points of damage and is shunted to a random open space on a suitable surface within 100 feet of the intended location. If there is no free space within 100 feet, the target takes an additional 2d6 points of damage and is shunted to a free space within 1,000 feet. If there is no free space within 1,000 feet, the target takes an additional 4d6 points of damage and the teleport simply fails.
Distant Teleport
When you spend a spell point to increase the range of your teleport, the range increases to Long instead of Medium.
Controlled Bloodrage: When an urban bloodrager rages, she does not gain the normal benefits. Instead, she can apply a +4 morale bonus to her Constitution, Dexterity, or Strength. This bonus increases to +6 when she gains greater bloodrage and to +8 when she gains mighty bloodrage. She can apply the full bonus to one ability score or split the bonus between several scores in increments of 2. When using a controlled bloodrage, an urban bloodrager gains no bonus on Will saves, takes no penalties to AC, and can still use Charisma-, Dexterity-, and Intelligence-based skills. A controlled bloodrage still counts as a bloodrage for the purposes of any spells, feats, and other effects. This ability alters bloodrage.
Casting: At 1st level, the treasure seeker may combine spheres and talents to create magical effects. A treasure seeker is considered a Low-Caster, and uses Intelligence as his casting ability modifier. (Note: All casters gain 2 bonus talents and may select a casting tradition the first time they gain the casting class feature.) This replaces the trapfinding and danger sense class features.
Spell Pool: A treasure seeker gains a small reservoir of energy he can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to his level + his Intelligence modifier (minimum: 1). This pool replenishes once per day after roughly 8 hours of rest.
AC Bonus (Ex): When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.
These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
Flurry of Blows (Ex): At 1st level, a monk can make a flurry of blows as a full-attack action. When making a flurry of blows, the monk can make one additional attack at his highest base attack bonus. This additional attack stacks with the bonus attacks from haste and other similar effects. When using this ability, the monk can make these attacks with any combination of his unarmed strikes and weapons that have the monk special weapon quality. He takes no penalty for using multiple weapons when making a flurry of blows, but he does not gain any additional attacks beyond what’s already granted by the flurry for doing so. (He can still gain additional attacks from a high base attack bonus, from this ability, and from haste and similar effects).
Stunning Fist (Ex): At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect. At 4th level, the monk can choose to make the target fatigued. At 8th level, he can make the target sickened for 1 minute. At 12th level, he can make the target staggered for 1d6+1 rounds. At 16th level, he can permanently blind or deafen the target. At 20th level, he can paralyze the target for 1d6+1 rounds. The monk must choose which condition will apply before the attack roll is made. These effects do not stack with themselves (a creature fatigued by Stunning Fist cannot become exhausted if hit by Stunning Fist again), but additional hits do increase the duration.
Background: Ja'Rasha was your ordinary poor man. He lived in a small house that was often too cold and drafty. He visited the local church and tossed what little coins he had scrounged up that day to their coffers. He even enjoyed listening to gossip about the noble houses.
Ja'Rasha lived in Frostwall for as long as he could remember, his father never really talking about his mother. Instead, they fished and recovered from the ships that sunk. Or, rather, his father did, as Ja'Rasha was strangely always ill when they were to go out. Said he was allergic to the idea of water. But Ja'Rasha loved to run along the beaches; great for strengthening his legs.
Now, Ja'Rasha had a few hobbies. One was being an honorable, trusty worthy citizen. And the other was performing yoga and tai-chi on the land that overlooked the water. He was a sprinter, and an ammeter adventurer (which sounded much better than I'm unemployed). He would run into dangerous ruins and crypts and filch as much as he could carry, then he would rush back to tally up what he owed for rent, resources, and to pay off his tipsters. He never cheated his tipsters.
But one day, he ran into this ruin, this high-walled Elven area. And it wasn't filled with the normal stuff; beasts that took refuge from the cold to lay inside. Rather, it was occupied with strange robe wearing, magic chanting people. One was an elf, because she had her hood down when Ja'Rasha stopped to investigate from the rafters above. They all circled around this white gem, holding their hands upwards in praise to it. Ja'Rasha knew little of magic, but he knew that that gem could feed a lot of people and its glow was very appetizing. His secretive nature was very attracted to the moon and he didn't see any immediate threats.
So he jumped from the rafters and tackled the floating gem to the ground, just as the cultists got it to glow very, very brightly. The elven lady shouted one last command, in shock, as the gem was rolling away from them. She didn't sound happy in the least, but Ja'Rasha was strangely somewhere else entirely. He sat up on a common road, just in front of an Imperial patrol, with a very large and very dull gem taking up his entire lap. Having appeared out of nowhere, they took him in custody and charged him with "Possession of Illegal and Dangerous Magical Focus."
Ja' Rasha's Personality. He is a thief, which seems very plain. But he is an honorable man with his own code of conduct made up by him, for him. He wears simple clothes, except when he's on a job. He is a cautious man, making certain that he knows a lot about the areas and the people he steals from, willing to plan out a heist for months at a time. But when it comes down to it, he performs the task as fast as he possibly could, running through people with no remorse. He rushes through every job to suit his code. It’s the exhilaration and the rush that attracts Ja'Rasha, and the fame, not the money.
Ja'Rasha's Code of Conduct:
1. No lying to friends.
2. Safety and planning first.
3. No one is cheated in his dealings
4. All deals are final
5. No one dies during a job
6. 20% of earnings are donated back to the community over time.
7. Those of his trade are to be bailed out if possible.
8. He doesn't take jobs that kill anyone and he doesn't traffic in weapons/poisons. Ceremonial weapons are excluded; as are weapons for show.
9. All jobs must be done as quickly as possible. This includes sprinting at max speeds!
Ja'Rasha's Appearance:
He stands at 5'7'', is of a darker skin tone than others of Frostwall, as he is an immigrant to the land. He wears a dull yellow tunic and breeches on most days, with a dust-colored facial scarf and a tanned, leather jacket with fur outlines around the shoulders and waist. He has more leg muscle than arm, weighing 155lbs. He is a great fan of good boots, as his boots are made of a very nice tan fur and are sturdy and stylish.
I'll hold off on making an alias unless chosen, but I'll place the Ja'Rasha package in one area to make it easier. Now with bold print!