Karzoug the Claimer

Albus's page

60 posts. Alias of Christian Clemens.


Gender

8/9 hp

About Zhai Tamaki

Sheet
status
-1 con score

Basics:

Str,Dex,Con,Int,Wis,Cha
12, 14, 12, 15, 14, 14
+1, +2, +1, +2, +2, +2

HD: d8
Aura: None
Spd: 30

Perception: +6 Low-light vision

Languages: Common, Elven, Goblin, Thassilon

Saves
Fort: +1
Refl: +3
Will: +2

Conditionals:
+2 vs Enchantments
Immune to sleep

Combat Basics:

Init: +2
Bab: +1
Sab: +2
Dab: +3
CMB: +2

AC: 14
TT: 12
FF: 12
CMD: 14

DR: None
Res: None

HP: 9

Activated:

RACE Fey Magic: Available in Marsh terrain,
1/day each,
Create Water, Purify Food and Drink, Spark, Cure Light Wounds
WER1 Change Shape: single alternate form: cougar

Spellcasting:

None yet

Skills:

+7 Acrobatics: +1rnk, +2dex, +3cls, +1rac
+5 Climb: +1rnk, +1str, +3cls
+6 Perception: +1rnk, +2wis, +3cls
+7 Stealth: +1rnk, +2dex, +3cls, +1rac
+6 Survival: +1rnk, +2wis, +3cls

BG Skills
+3 Lore(Thassilon): +1rnk, +2int
+3 Artistry(Cards): +1rnk, +2cha

Passive:

RACE Ancestral Arms: Prof with elven curve blades
WER1 Lycanthropic Empathy: Felines
WER1 Ability mods: +2 wis, -2 cha
WER1 Skill Bonuses: +1 Acrobatics, Stealth
WER1 Additional Subtype: Shapechanger
WER1 Lowlight Vision
GMBN Feat: Combat Reflexes
DBCK Umbral Unmasking: No shadow
TRAT Serpent Runner:
TRAT Armor Expert: -1 armor check penalty
LVL1 Blind-Fight: less penalties for handling blindness and unseen opponents

Inventory:

Carry Capacity;
light 43
medium 86
max 130

Equipped with effect;
15 10 leather armor +2,+6mx,0,10%
Equipped;
7 80 Elven Curve Blade "Morpheous" d10,18/x2,S, finessable

Pack;
2 2 Backpack
3 .5 Winter Blanket
.5 1 Scroll Case
2 1.6 Fishing net 10' sq
- 8 ink
- 1 inkpen
4 1 waterskin
5 10 rope, silk 50'
- 5 Signet ring
- 6 6 Vials, steel
- 50 Ioun Torch
- 4 10 sheets of paper

.5 .2 hat, indiana jones style (guessed at this)
.5 8 pocketed scarf
2 5 monk's outfit
1 10 light boots (guessed at this, compared to thick heavy fire resist boots)
42.5 203.3


======
Cougar form sheet

Basics:

Str,Dex,Con,Int,Wis,Cha
14, 14, 14, 15, 14, 14
+2, +2, +2, +2, +2, +2

HD: d8
Aura: None
Spd: 35'

Perception: +6 Low-light vision

Languages: Common, Elven, Goblin, Thassilon

Saves
Fort: +2
Refl: +3
Will: +2

Conditionals:
+2 vs Enchantments
Immune to sleep

Combat Basics:

Init: +2
Bab: +1
Sab: +3
Dab: +3
CMB: +3

AC: 14
TT: 12
FF: 12
CMD: 15

DR: None
Res: None

HP: 10

Activated:

RACE Fey Magic: Available in marsh terrain,
1/day each,
Create Water, Purify Food and Drink, Spark, Cure Light Wounds
WER1 Change Shape: single alternate form: cougar
WER1 Claws: 1d4
WER1 Bite: 1d6

Spellcasting:

None yet

Skills:

+7 Acrobatics: +1rnk, +2dex, +3cls, +1rac
+6 Climb: +1rnk, +2str, +3cls
+6 Perception: +1rnk, +2wis, +3cls
+7 Stealth: +1rnk, +2dex, +3cls, +1rac
+9 in undergrowth or tall grass
+6 Survival: +1rnk, +2wis, +3cls

BG Skills
+3 Lore(Thassilon): +1rnk, +2int
+3 Artistry(Cards): +1rnk, +2cha

Passive:

RACE Ancestral Arms: Prof with elven curve blades
WER1 Lycanthropic Empathy: Felines
WER1 Ability mods: +2 wis, -2 cha
WER1 Ability mods: +2 str and con
WER1 Skill Bonuses: +1 Acrobatics, Stealth
WER1 Skill Bonuses: +2 stealth in undergrowth, tall grass
WER1 Additional Subtype: Shapechanger
WER1 Lowlight Vision
GMBN Feat: Combat Reflexes
DBCK Umbral Unmasking: No shadow
TRAT Serpent Runner:
TRAT Armor Expert: -1 armor check penalty
LVL1 Blind-Fight: less penalties for handling blindness and unseen opponents

###################################
REFERENCE

Lycan build for game:

Class Skills: Acrobatics, Bluff, Climb, Escape Artist, Intimidate, Knowledge Nature, Perception, Stealth, and Survival.

3+INT Modifier per level.

Feats: Weapon Proficiency - Simple Weapons.

---------

Were Lion (Cougar) (Mountain) Level 1 (Assume Natural Lycanthropy):

BaB +1
+1 Reflex Saves.

All Forms
Lycanthropic Empathy - Felines
Change Shape
+2 Wisdom & -2 Charisma
Low Light Vision
Shapechanger Subtype
+1 Acrobatics & Stealth

Animal Form
+2 Strength & Constitution
Bite 1d6
Claw 1d4
+5' speed
+2 Stealth (heavy undergrowth or tall grass)

-------------------------------
Were Lion (Mountain) Level 4:

BaB +0
+1 Fort & Will Saves.

All Forms
Scent
Weapon Finesse
+1 Acrobatics & Stealth

Animal Form
DR 5/Silver
+1 Natural AC
+2 Stealth (heavy undergrowth or tall grass)
+5' speed

---------------------------------
Were Lion (Mountain) Level 7:

+1 BaB
+1 Reflex saves.

All Forms
+1 Acrobatics & Stealth

Animal Form
Pounce
Rake
+1 Natural AC
+5 speed
+2 Stealth (heavy undergrowth or tall grass)

----------------------------------
Were Lion (Mountain) Level 10:

BaB +0
+1 Fort & Will Saves.

All Forms
+1 Acrobatics & Stealth
Spirited Runner

Animal Form
DR 10/Silver
+5 speed
+2 Stealth (heavy undergrowth or tall grass)

Hybrid Form - DR 10/silver.
Assume all Physical statistics for the underlying creature (where they are improved vs. base stats) and retain all Mental statistics.

character build:

12,12,12,15,12,16
0,+2,0,0,0,0
0,0,0,0,+2,-2
=
12,14,12,15,14,14

Paladin 1st
paladin's code
LG
d10
2+
full
gpg
craft, dip,handle animal,heal,k nobility,k religion,proff,ride,sense motive,spellcraft

aura of good
detect evil
smite evil 1/day

Enlightened Paladin
Altered; Code is personally crafted
Plus: acro, climb, swim to skills
Alter: Profs now just simple, martial, light
Plus: Add Cha mod to AC (treat as more dex) up to a max of her lvl
Plus: Imp Unarmed Strike, plus monk unarmed damage (as monk of half her lvl)
Alter: Aura of good to Aura of law
Alter: Detect evil to detect Ki (named Sense Perfection), number of ki points counts as number of hd for detection purposes
Alter: Smite Evil to Personal Trial, +1 atk,dmg, ac, saves vs spells and spec abil. Bonus improves by 1 per 4 lvls (basically 1/4 lvl [rounded down] +1) Lasts as per smite evil. Gains additional uses as smite evil

sorcerer 2d6*10
d6
2+
half
ppg
appraise, bluff, craft, fly, intimidate, k arcana, proff, spellcraft, umd

1st bloodline
cantrips
eschew mats

spd -, 3
sk 4, 2

bloodline arcane
skill k (pick one; Nature)
Metmagic that increases spell lvl increaes DC by 1 (not heighten spell)
Arcane bond (as per wizard)

archetype Wildblooded Sage
Swap out; arcana; magic and bloodline based on int
+2 to k arcana and spellcraft
Swap out; 1st power; arcane bolt, rngd tch, 1d4+1 per two lvls of force dmg, use 3+modifier times per day

Half elf
+2 to chosen ab score; dex
30ft
common, elvish plus any non-secret
immune to sleep
+2 vs enchantments
(replaced)skill focus bonus feat
(replaced)+2 perc
two favored classes

alt traits
Fey Magic (2 RP): The character has a mystic connection to one terrain type, selected from the ranger's favored terrain list. The character selects three 0-level druid spells and one 1st-level druid spell. If the character has a Charisma score of 11 or higher, when in the selected terrain, she gains these spells as spell-like abilities that can be cast once per day. The caster level for these effects is equal to the user's character level. The DC for the spell-like abilities is equal to 10 + the spell's level + the user's Charisma modifier. These spells are treated as being from a fey source for the purposes of the druid's resist nature's lure class feature and similar abilities. This trait replaces keen senses. Source: HotW

terrain; forest.
sl 0
.Create Water
.Purify Food and Drink
.Spark
sl 1
.Cure Light Wounds

Ancestral Arms: Some half-elves receive training in an unusual weapon. Half-elves with this racial trait receive Exotic Weapon Proficiency or Martial Weapon Proficiency with one weapon as a bonus feat at 1st level. This racial trait replaces the adaptability racial trait.
Weapon; Elven Curve Blade, Morpheous

Lvl 1
Lycan
bab: 1
frw: 0,1,0 -> 1,3,2
Skills:
1 rank each, stealth, survival, perception, acrobatics, climb
bg skills; lore (thassilon), artistry (make cards, like for tarot or harrow)
Feats;
Traits: Serpent Runner (represents her martial training and experience trekking into the dangrous swamps south of the river and the fights that occur there), Armor Expert (she started training as a child, and training means learning to wear armor like a second skin)
Drawback: Umbral Unmasking
Feats; blind-fight, combat reflexes
Languages; common elven, thassilon, goblin

Background:

Zhai grew up out in the hinterlands around Magnimar to a small group of an odd sort. Like monks, they pursue self perfection, unlike monks, they don't focus on purely physical and ki powers, but rather include perfecting mastery of magic and fusing them together.

I imagined more nature and hermit or jedi like spells. Some healing, trickery, transmutations, and enchantments, but mostly enhancements and ability spells (like fly, expeditious retreat, shadow jump/tree stride type stuff), but only the most basic evocations and conjurations.

Zhai grew up as part of that group, but now is supposed to go out in the world (on walkabout) for ten years to put her skills to real use (training only goes so far, real experience is required for true mastery), as well as learn or obtain something significant (such as new martial arts techniques) to bring back to the group.

She decided the pathfinders was a good place to start and thus joined them recently.

The Seven Methods
1 Body; Method of physical force. (Abjuration)
2 Knowledge; Method of knowing the way. (Illusion)
3 Wisdom; Method of understanding. (Transmutation)
4 Spirit; Method of maintaining self. (Necromancy)
5 Passion; Method of expressing internal power. (Evocation)
6 Worldly; Method of uniting with the world. (Conjuration)
7 Leadership; Method of uniting with people. (Enchantment)

body striving envy (abjuration), body
spirit abundance gluttony (necromancy), spirit
worldly wealth greed (transmutation), wisdom
passion fertility lust (enchantment), leadership
know Honest pride (illusion), know
wisdom rest sloth (conjuration), worldly
ldrship anger wrath (evocation) passion

Xin, he who created Thassilon, supported several monastic orders. One of which was the Order of the Seven Methods. As a small order, it remained beneath notice of greater powers. It has survived in part because it was small and constituted of highly dedicated members, though being small allowed the order to more easily suffer great changes, having lost much history and knowledge throughout the millennia. It's origins are barely remembered as myth and legend among it's members.

Currently, the Order's leader Master Rin Goinen, has been studying ancient Thassilon, with which Zhai had acted as research assistant (hence selecting Thassilon as a language and lore subject).

The order often makes trips into the Mushfen swamps south of the Yondabakari river, to collect valuable plants which are then used, or more often, sold and is the primary way for the order to make money. Going to market to sell them has been Zhai's primary experience in cities, until she joined the pathfinders.

The order has some less-than-violent dealings with some of the smaller goblin tribes, hence Zhai knowing goblin. These dealings generally make it easier to harvest plants in the woods, and the order takes care to not mention writing or reading and Zhai still has the habit of hiding scrolls or books very well in her bags.