Valeros

Asem Sarif's page

111 posts. Alias of Nerdzul.


Classes/Levels

Flying Shape Speed 60 ft, Flight (poor) 30 ft, Size: large, Reah 10 ft, Init +1. Perception +10 (scent, night vision), Trip, Pounce, AC 21, Hp: 42/54. Attacks: 2 Claws +11 (1d6+7), Bite +11 (1d8+7+trip) magic damages, F:7, R: 6, W 4, 49/

About Asem Sarif

Male Human Shifter 5, Armorist (Symbiotic Knight) 5 Gestalt 5
Chaotic Good Size M Humanoid Shapeshifter
Init +2; Senses Darkvision 60 ft, Perception +10
Social Status: lower middle class, Base: middle class
Housing: Grand Home, Market Row.
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Defense
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AC 20, touch 12, flat-footed 20 (+8 Symbiotic Medium armor +2 glamered, +2 dex)
hp 49 (5 HD; 5d10+ 10 con +5 favored class)
Fort +7Ref +7, Will +4 (+1 cloak of resistance)
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Offense
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Speed 30 ft.
Melee 2 Claws +10 (1d6+4/20) (+5 BAB, +5 Str)
Special Attacks Shapeshifter, in appropriate forms rend, trip, pounce.
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Magic
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Shifter :
Caster Level 4th/5thAlteration; MSB +4/+5 (+2 wis); MSD 17/16 ; Concentration +7/+6
Tradition none, magical signs ; CAM +3/+5
Spell Points 8
Alteration - CL 5; DC 14; Duration (concentration +4 rd); Range (touch or personal); TalentsAnimalistic Transformation, Greater Transformation, Bestial Reflexes, Mimicry, Bestial spirit, Avian Transformation, Lingering Transformation, Size Change Drawbacks: Beast Soul (Animalistic Transformation)

Armorist:
Caster Level 3rd; MSB +3 (+2 wis); MSD 15 ; Concentration +6
Tradition Inherent Divinity CAM +3
Spell Points 5
Enhancement - CL 3; DC 13; Duration (concentration); Range (touch or personal); Talents Deep Enhancement, Natural Enhancement, Emphasize Belief, Bestow Intelligence.
Drawbacks: Bodily Enhancement, Obvious Enhancement, Consciousness Linked
Nature (earth) - CL 3; DC 13; Duration (concentration); Range (touch or personal); Talents Forge Earth,

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Statistics
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Str 18 (+2 Belt of giant's strenght), Dex 14, Con 14, Int 10, Wis 14, Cha 12
Base Atk +5; CMB +10; CMD +12
Feats Endurance, Extra Magic Talent: Lingering Transformation, Extra Magic Talent Mimicry, Favored Form (Animalistic), Combat Relfexes.
Traits Favored Form (Animalistic), Reckless, Oath to Khepira.
Skills (25): Acrobatics 8 (2 + 2 dex, +1 trait +3 class) Climb 9 (1 +4 Str +3 class), Fly 8 (2 +3 class +2Dex), Knowledge 5
(Nature;2 +3 class +0 Int), Perception 10 (5 +2 Wis +3 class), Ride:7 (2+3 Class +2 Dex), Sense Motive 7 (2 +2 Wis +3 class), Spellcraft 6 (3 +0 Int, +3 class), Stealth 8 (3 + 2 Dex +3 class), Survival 8 (3 +2 Wis +3 class), and Swim 8 (1 +4 Str +3 class)

Background Skills: Handle Animals +9 (4+3Class+2Wis), Knowledge (geography) 6 (3+3 class), Profession 7 (beasts trainer2 +3 class, +2 wis), Linguistics 1 (Ashurian\common).

Languages: Common, Ashurian.

SQ Wild Empathy (+7), Quick Transformation, Shapeshifter, Lingering Transformation, Enhanced Attacks (magic), Bestial Trait: Claws, Steal Language, Symbiotic Armor, Summon Equipment, Symbiotic Trait (dark vision 60 ft), Equipment Trick: Arsenal Trick improved item, Equipment Trick: Hidden Armor, Armor Training (+1),

Magic Gear: cloack of resistance +1 (1000g), Belt of Giant's strength +1(4000), Handy Haversack (2000g), Traveler's Anytool(250)

Utility: (10) Small Tent, (5) Survival Kit, (9) Ranger Kit, (15) Longsword, (10) Small Mirror. (10) Silk Rope, (10) Compass, (15) Journal, (8) Ink, (1) gp chalk, (0,1) Soap, (2) Bear Trap, (20) Heatstone, (30) gold in change of clothes.

Beasts:2 Guard Dogs (50)
Gold:1.283,9

Special Abilities:

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Special Abilities:
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Shifter:
Wild Empathy: can alter the attitude of animals with level + charisma checks like with diplomacy.
Quick Transformation: Can use Alteration as a move action, can concentrate on alteration as a move action
Shapeshifter: Treat Class Level as Caster level for the alteration sphere.
Bestial Traits (add permanent traits that persist through shapeshifting):
Claws (2 primary attacks for 1d4 damages)
Lingering Transformation: transformations last for 2 extra rounds.
Enhanced Attacks: natural attacks are treated as magic weapons.
Steal Language: after touching a target you can speak their language.

Alteration Sphere :
Beast Soul: You don't have blank form bonus talent: Animalistic Transformation
Magical Sign: magic is always accompanied by a tell-tale sign and evident, a chorus of growling accompany his magic.
Animalistic Transformation: transform into a beast (gain bite, scent, 40ft move speed, +3 natural armor)
Size Change: reduce or increase the size of a creature, up to two sizes categories.
Greater Transformation + 1 traits to shapeshiting
Bestial Reflexes: gain lounge, leaping attack, pounce or trample as traits.
Mimicry: study a creature as a full round action to gain for an hour a talent tied to that creature nature.
Bestial Spirit: gain trip, ferocity, or rend as traits.
Avian Transformation: transform into a flying beast (poor maneuverability, speed 30 ft.)
Lingering Transformation: your transformation lasts 2 more rounds.

Most common Combat Shape: Animalistic Tranformation (tiger) (2 base trait+1from favored +1 from greater tranformation), Most common Traits: Pounce, Large size, Rend, Trip, Speed: 60 ft. Senses: Scent. Size: large 10 ft, Reach 10 ft, AC (buffed) 21 (+3 Natural Armor, +8 Symbiotic glamered Armor +2, +1 Dexterity -1 size), Hp: +5, Saves: -1 to reflex +1 to fortitude. Attacks:

2 Claws: +11 (+5 BAB, +7 str -1 large 10) (1d6+7), Rend (if both attacks hit an extra 1d6+11), Bite: +11 (1d8+7, trip).
EDV: CMB: +16(+5 BAB+7 +4 Size)
Special Attacks: Trip (the bite attack can add trip as a free action on hit), Pounce (can make a full attack on a charge), Rend (if both claws hit gains an extra attack +1 and ½ strength). (note with combat reflexes and a 10 ft threat range, he can try and trip people that pass nearby, acting as a moderate form of crowd control).
Str 24, Dex 12, Con 14, Int 10, Wis 14, Cha 10

Enhancement Sphere:
Drawback: Obvious Enhancement: it is always possible to identify his enhancements, they appear as shadowy beast-like spirits hovering around the target.
Drawback: Bodily Enhancement: Can’t enhance equipment.
Drawback: Conscious Enhancement: enhancements only work if conscious.
Deep Enhancement when spending SP to increase an enhancement duration you get 10 min per level instead of 1
Natural Enhancement you can enhance creatures with enhancement that normally only apply to weapons or armors
Emphasize Belief grant to a creature the alignment subtypes corresponding to its alignment and grants 1 dr bypassed by attacks of the opposite alignments.
Bestow Intelligence: make an object (can't due to bodily enhancement) or an animal intelligent and sentient, allowing it to speak a language.

Geomancing: Earth
Bury: can make targets in a 5ft radius sink in sand, works like entanglement (save dc 13)
Tremor : can trip people in a 5ft (Cmb 13) for 1 SP
Dust Storm : with concentration can create a cloud of dust and dirt with a 15 ft range, that grants concealment
Forge Earth: can roughly reshape the ground in a 5 ft of ground for 1 SP

Armorist:
Symbiotic Armor: can summon as a move action a symbiotic entity that acts as an armor, it works like a bound equipment with a +2 bonus (+1*levels/2), the type of armor can be chosen when it is created. It grants +6AC, +3Max Dex and -3 Armor check penality as medium armor and +2/+6/+0 as light (Asem lacks proficiency with heavy armor). Its bonuses can be traded with those from the bound item table and can be changed when the armor is dismissed or summoned. Also gains the “Improved Materials” arsenal trick.
Summon Equipment: for a SP can create a masterwork weapon, shield or armor +1 (+1*levels/3), it is magical only in his hands and lasts for level minutes.
Symbiote Traits: the symbiotic armor has Darkvision 60 ft, it can bestow that trait to the user when worn.
Armor Training: gets a -1 less penality to dexterity and checks when wearing armor, can move at normal speed in medium armor.
Arsenal Trick: Hide Equipment, can bestow the glamered special quality to a bound or summoned item
Arsenal Trick improved item: Gain an extra +1 to your bound armor.

Traits:
Favored Form (Animalistic): twice a day when assuming the animalistic shape you can extend the duration as if spending a SP without doing so.
Reckless Gain acrobatics as a class skill and +1trait bonus to it.
Oath to Khepira: In payment to Khepira, you have sworn a magical oath against the use of certain spells. For one year, you cannot use any magical effect with the [darkness] descriptor, any talent from the Dark sphere, or any magical power that that specifically reduces the light level of an area. Mundane methods of darkening an area (like raising a wall in front of a light source) and indirect ways of reducing light (dispelling a light-generating spell) are unaffected.

Social Class:

Faith: Narrah,
Connections: Affiliated with the Society of Arms and with any guild dealing with beasts handling and breeding or such, he has some contacts among the Saints of Turlin's Well, but he is not part of the organization proper.
Residence: likely in Stable Row or in the Outer Quarter.
Social Status: --2 Human Ashurian (halfblooded), I guess that Shifter\Armorist would work as a ranger? So he would be impoverished (likely uses his adventuring earnings to live as low middle class or a bit better)
Race: Asem is of Ashurian origins, however he has some mixed blood in his veins.

Shapes:

Shapes

NaturalHuman Male (Ashuran) Shifter 5/Armorist 5/Gestalt 5 / AC 21, Init +2, Perception +10, Hp: 49/49, Melee: 2 claws +10 (d4+5/20), Ref: +7 Fort: +7, Will: +4 SP 8S / 5A.

Flying BeastBestial Transformation - Pounce, Large size, Rend, Wings. Speed 60 ft, Flight (poor) 30 ft, Size: large, Reah 10 ft, Init +1. Perception +10 (scent, night vision), Rend, Pounce, AC 21, Hp: 54. Attacks: 2 Claws +11 (1d6+7), if both hit extra 1d6+11, Bite +11 (1d8+7), F:7, R: 6, W 4,

Appearance:

Appearance
Asem is a young man barely in his twenties, with a youthful look that can even make people think he would be in his late teens, roughly 5’ 9’’ tall, with dark eyes ruffled black hair the a tanned complexion common of the Ashurian, while something in his features reveals a mixed ancestry, Foerdewaith perhps. He has a strong athletic build and shows the confidence of youth both in his mannerism and way of speaking. On his flesh the sign of a life spent outdoor and the scent of someone accustomed in working with pack animals and dogs. He speaks like some foreigner who had picked up the language later in life, his accent though isn't recognizable as Ashurian only as it he has been around people from many different cultures and that has contaminated his pattern of speech.
He dresses comfortably in the modest clothes of Bard's gate working class when not out adventuring at least. He often carries a sword at his belt, albeit mostly for show.

His symbiotic armor, a spiritual being, when not active (and glamered) appear as a complex pattern of dark tattoos with a tribal motif covering most of his left arm, shoulder and dominant hand, extending even partially on the left side of his chest, when not glamered (if he has changed traits from some reason or for someone with ture seeing), it appears it shifts his left arm and part of his chest to look like the one of some sort of bestial creature, covered in dark fur, with clawed hands. When active and unglamered it appears almost as a second skin from some monstrous feline

Background:

Quick background:
Asem is the bastard son of a powerful noble and some kind of shapeshifting outsider (he doesn't know exactly himself and his upbringing might provide some adventure hooks). As his inheritance manifested in some ferine and monstrous traits in his early teens he was forced out of his family, despite having been sort of accepted until that time. Most of his adolescence Asem has spent living with a group of Ashruran traveling merchants, hopping from place to place and being mentored by their leader, a roguish type and a friend of his father. Once in bard gate, though his mentor was assassinated and the group dissolved, leaving him pretty much stranded. At first he started taking odd jobs and working in the stable districts to earn a living, then got recruited in the Society of Arms.

Background:
Bastard son of a powerful Ashurian nobleman Asem had kinda of an easy youth, as while he had no illusion of inheriting the family fortune and position and was frequently employed in humble tasks for the household, like tending the horses, camels and family hunting beasts, he was still treated fairly and received the kind of affection deserved by a son. At least until the unnatural time of his other parent emerged, it turned out in fact that his father had been seduced not by a common woman, but by a shapeshifting creature of unknown nature, whose supernatural inheritance had been passed on her child.

Now one thing was to give shelter to a bastard boy of his own blood, but another was to have the scion of a monster in his household. After the discovery, when Asem was barely in his early teens and with a clear 'mark' on his flesh as his left arm has been somewhat corrupted by his 'awakening' to look like the one of some feral creature, his old man was forced to kick him out.

Still unwilling to have his son end up on the streets, the man introduced him to a fellow merchant and spice trader, an adventurous type, half rogue half trader, with very few prejudices about Asem’s upbringing, who took the kid with him as a sort of stable-boy. For a few years Asem traveled with the man, getting to know the world, honing his inherited gifts learning a few tricks from the many and often weird traveling companions that joined his patron during the years. Thanks to one of them, he even learned how to conceal the telltale sign of his tainted blood.

Even that part of his life however was not going to last, as his new mentor got involved in a dispute with some element of the criminal underworld while visiting Bard Gate and ended up bleeding to death in an isolated alley, Asem too, just barely escaped with his life. With the main patron of the caravan dead, the group quickly dissolved, leaving Asem stranded in Bard’s gate.

At first, he attempted to get revenge for the murderer of his mentor, but with little money to his name and few connections among the city there was little he could do about it.
To stay afloat he started taking some odd jobs at the stable district, barely making a living out of it. Quickly, however he learned that he could earned much more relying on his supernatural talents while taking far more risky jobs for the society of arms.

Becoming sometime a guard, a spy, joining dangerous expeditions financed by wealthy patron and guilds, doing whatever would pay well enough and picking up a moderate fame as an explorer, hunter or even tamer of supernatural beasts, enough to make a decent, albeit far from wealthy existence in the city.

Personality:

Personality

Friendly, playful and open minded, Asem has lived an adventurous life since his early teens, making him into a enthusiastic, curious and reckless perhaps, young man. Hungry for life, be it for its simple pleasures or for its most adrenaline inducing marvels, Asem looks like a guy who is easily satisfied with his lot in life. He is quick to make new acquaintances and always curious to learn about someone else story or culture, still, having being kicked out by his family and having lost his sort of adoptive one has made him a bit cynical when dealing with people and it's hard for him to form strong bonds of trust or romance. Part of his gregarious nature in fact, is born from a rooted fear of being left alone, one that however, clashes with his ability to forge strong connections.
He is a bit overconfident at times, mostly a product of the arrogance of youth, he is prone to brash decisions, taken by instinct and learning from his mistakes might not be his stronger quality.

He is not really religious, paying some respect to the ancestral moon divinity, but hardly paying attention to her dogmas or the one of the Ashurian gods. He is not book learned, but despite his young age he has seen a bit of the world, has a fascination for fantastic legends and storytelling and an avid listener of campfire tales. He is tends to be somewhat trusting and unprejudiced which sometime make him appear or act naive.