Valeros

Brannin Dowtry's page

102 posts. Alias of Grumbaki.


Race

HP (12/12) AC (15/15/10) CMD (17) Saves (3/7/5) EB (3/4)

Languages

Celestial, Infernal

Strength 13
Dexterity 20
Constitution 13
Intelligence 9
Wisdom 19
Charisma 8

About Brannin Dowtry

To Hit: +1 (BaB) + 5 (Dex) -1 (PA) +1 (PC) = +6
Damage: 1d4 (base) + 1 (str) +2 (PA) = 1d4 +1d6+3

[dice=Hit]1d20+6[/dice]
[dice=Damage]1d4+1d6+3[/dice]

[dice=Hit]1d20+6[/dice]
[dice=Damage]1d4+1d6+3[/dice]

AC: 10 (base) + 5 (Dex) = 15/15/10
CMD: 10 (base) -1 (Str) +5 (dex) +1 (BaB) = 15
Fort: 2 (class) + 1 (Con) = +3
Ref: 2 (class) +5 (dex) = +7
Will: 0 (class) + 4 (wis) +1 (Trait) = +5

Race, Traits:

Plumekith Aasimar
* Stats: +2 Dex, +2 Wis
* Alternate SLA: 100, 9, 70, +2 Str, +2 Con
* Deathless Spirit: Gain resistance 5 against negative energy damage. They do not lose hit points when they gain a negative level, and they gain a +2 racial bonus on saving throws against death effects, energy drain, negative energy, and spells or spell-like abilities of the necromancy school. This racial trait replaces celestial resistance.
* Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)
* Skilled: Acrobatics, Fly

Traits
* Indomitable Faith: +1 will save
* Sedition: You have attempted to covertly stir up rebellion against your rightful sovereign. This differs from high treason in that you attempted to convince others to make war against Talingarde instead of taking direct action yourself. A subtle difference to be sure. But it is the difference between receiving the swift justice of the axe instead of the slow suffering upon the rack. Punishment: Death by beheading
- Benefit: You receive a +1 trait bonus to Bluff checks and Bluff is always a class skill for you. Further if you ever take the Leadership feat, you gain a +1 trait bonus to your Leadership score.

Feats, Utility Wild Talents, Skills, Equipment:

Feats
Lvl 1: Improved Unarmed Strike, Aspect of the Beast (Claws 1d4)
Lvl 3: August Tyrant Style
Lvl 4: Extra Wild Talent
Lvl 5: Dodge
Lvl 7: Shield Focus
Lvl 8: Unhindering Shield
Lvl 9: Extra Wild Talent
Lvl 11: Shield Focus
Lvl 12: Unhindering Shield
Lvl 13: Iron Will
Lvl 15: Improved Iron Will
Lvl 16: Extra Wild Talent
Lvl 17: Extra Wild Talent
Lvl 19: Extra Wild Talent

Utility Wild Talents
Basic: Paper Control
Lvl 1: Wood Healer
Lvl 3: Fist of Granite
Lvl 4: Fist of Nature
Lvl 5: Enhanced Fist
Lvl 9: Expanded Defense (Earth), Continuous Regrowth
Lvl 13: Rapid Regrowth
Lvl 15: Expanded Defense (Air)
Lvl 17: Air Cushion (constant featherfall), Wings of Air (constant fly)
Lvl 19: Dimension Lock Aura

Skills
* Str tests involving arms: +2
* Intimidate: +3
* Perception, Survival: +8
* Stealth: +10
* Acrobatics: +12
* Linguistics: +1
* Sleight of Hand: +6

Equipment
* None

Class: Legendary Elemental Nexus Shifter:

Legendary Shifter
Elemental Nexus

Elemental Focus (Ex)
* At 1st level, an elemental nexus chooses one primary element on which to focus. This element determines how she accesses the raw power of the Ethereal Plane, and grants her access to specific wild talents (see below) and additional class skills. She gains her selected element’s basic utility wild talent (basic telekinesis, basic aerokinesis, etc.) as a bonus wild talent.
* Wood

Elemental Evolution (Su)
* At 1st level, an elemental nexus gains a kinetic blast wild talent of her choice,the blast dealing damage as though she was a kineticist of her shifter level. This kinetic blast must be a simple blast that matches her element. Simple blasts are listed with their corresponding elements. She also gains the kinetic fist form infusion and the Improved Unarmed Strike feat, and the infusion costs 0 points of burn instead of 1 point. She can’t use her kinetic blast without the kinetic fist form infusion.
* This ability replaces shifter evolution.
* You can use this form infusion as part of an attack action, a charge action, or a full-attack action to add damage to each of your natural attacks and unarmed strikes until the beginning of your next turn. Since kinetic fist is part of another action, using this wild talent doesn’t provoke any additional attack of opportunity. You deal an additional 1d6 points of damage per 3 dice of your kinetic blast’s damage (minimum 1d6), and this damage is of the same type as your kinetic blast’s damage. This extra damage ignores spell resistance and doesn’t apply any modifiers to your kinetic blast’s damage, such as your Constitution modifier.

Elemental Brethren (Ex)
* At 1st level, an elemental nexus gains a utility wild talent. At 5th level and every 4 levels afterwards, she gains an additional utility wild talent. She may also use any wild talent she possesses while using her shifter shape class feature. An elemental nexus can lower the burn cost of a utility wild talent by 1 (to a minimum of 0) a number of times per day equal to her Wisdom modifier. In addition, she is treated as though she was a kineticist of her level + 4 when selecting the Extra Wild Talent feat.
* This ability replaces shifter aspect. (Note: This does not apply if selecting the Legendary Extra Wild Talent feat from Legendary Kineticists II).

Wild Empathy (Ex)
* A legendary shifter can improve the attitude of an animal. This ability functions as a Diplomacy check to improve the attitude of a person. The legendary shifter rolls 1d20 and adds her shifter level and Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
* To use wild empathy, the legendary shifter and the animal must be within 30 feet of one another and under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
* The legendary shifter can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.

Mythic Plan: Champion:

Tier 1:
* Fleet Charge
* Ability: Impossible Speed
* Feat: Weapon Finesse

Tier 2:
* Ability: Armor Master
* Stat: +2 Dex

Tier 3:
* Ability: Fleet Warrior
* Feat: Power Attack

Tier 4:
* Ability: Legendary Item
* Stat: +2 Dex

Tier 5:
* Ability: Legendary Item
* Feat: Enhanced Ability +2 Dex

Tier 6:
* Ability: Legendary Item
* Stat: +2 Dex

Tier 7:
* Ability: Mythic Sight x2
* Feat: Extra Ability

Tier 8:
* Ability: Enhanced Ability +2 Con
* Stat: +2 Dex

Tier 9:
* Ability: Tongues
* Feat: Improved Iron Will

Tier 10:
* Ability: Enhanced Ability +2 Wis
* Stat: +2 Dex

Legendary Item Plan: Amulet
Tier 1: Upgradeable
Tier 2: Powerful
Tier 3: Powerful
Tier 4: Rejuvinating
Tier 5: Returning
Tier 6: Perfect Surge
Tier 7: Adroit
Tier 8: Powerful
Tier 9: Returning
Tier 10: Everlasting

Background:

One would think that life would be easy for an aasimar in Talingarde. For Brannin, fate was not so kind. Born into a family infamous for having been loyalists to the House of Barca. At Battle of Tamberlyn nearly every male of military age perished, with the surviving family stripped of title and land. It was only by swearing allegiance and renouncing their fallen kin did the Dowtry line survive. But even then, they were hounded by rumors. Rumors of disloyalty, of not being pious enough, even of making deals with the infernal. For those who remembered them and their fall from grace, it was said that the line had only produced tieflings.

When Brannin was born, he seemed like a regular child. He was born a commoner, and had thought that he would grow up to be much like anyone else. That is, until he reached puberty. That is when his eyes began to change, becoming noticeably like that of a bird. With this came the ability to see in the dark...and then his arms began to change. His skin hardened, looking and feeling more like wood than flesh. His parents, terrified, went to a priest. Seeing within the boy outsider blood, a simple test was done to see what he was. It was well known that aasimars were unphased by the cold. He failed this test. Then he was burned with acid. Finally, taken into the custody of the church, he was exposed to contraband that contained necromantic energy. This, and this alone, he showed resistance to. Or as they called it, affinity.

That was all of the proof that was needed. It was well "known" that his family line was tainted, and he was living proof that the prejudices of the town were correct. When word spread that he was a tiefling, it did not take long for everyone to remember his family's history. The years stretched on, and life became harder. His father's business dried up, and he took to the bottle. His parents' marriage became strained, leading to a divorce. His mother moved away, going back to her home town and her parents. She took Brannin's younger siblings with her. With her gone, his father all but ignored Brannin. The last thing he remembered before his father drank himself to death was him drunkenly admitting that his one wish was that Brannin had never been born.

Now an adult, Brannin was left with naught but bitterness, anger and hate. Bitterness at how his life had fallen apart. Anger at the shining glory of the crown, the hypocrisy of the priests, and the cruelty of the common man. And hatred for himself, for it was his tainted blood which had not only ruined his life, but that of his family.

This all came out one day, as after working as a laborer (the only work he could find), he had spent all of his coin the same way his father did. And once drunk he committed an unforgivable crime. When others came to taunt him, he went into a diatribe. He ranted and raved against the Gods and against the King. He did all he could to convince any who would listen that the King was not worthy of their loyalty. That he should be deposed. That the entire concept of monarchy was in and of itself ridiculous! By the time he was done the guards had arrived. And what did they find? A tiefling, from a bloodline that had fought against the crown, practicing sedition! It came as a surprise to none that he was sentenced to death.