About Asem SarifMale Human Shifter 5, Armorist (Symbiotic Knight) 5 Gestalt 5
Armorist:
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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)
Special Abilities:
-------------------- Special Abilities: -------------------- 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 :
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).
Enhancement Sphere:
Geomancing: Earth
Armorist:
Traits:
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:
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.
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 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.
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