Kjell Snarribrand

Callanon Bremmir's page

63 posts. Alias of Tenro.


Race

Human

Classes/Levels

Shifter 1 / HP 6/12

Gender

M

Size

M

Special Abilities

SP 6/6

Alignment

N

Languages

Common, Druidic

Homepage URL

225 xp

Strength 12
Dexterity 16
Constitution 16
Intelligence 10
Wisdom 14
Charisma 8

About Callanon Bremmir

HP: 12
AC: 17 = 10 + 3 ARMOR + 3 DEX + 1 LUCK
Resist:
Immune:
Init: +3
Speed: 30ft
BAB: +0
CMB: +1 = 0 BAB +1 STR +0 Size
CMD: 15 = 10 + 0 BAB +1 STR +0 Size + 3 DEX (circumstance, deflection, dodge, insight, +1 luck, morale, profane, and sacred bonuses to AC)
MSB: +1 (+1d20+CON vs SR)(See Skills for Concentration)
MSD: 12
F: 6 =2 BASE + 3 CON + 1 LUCK
R: 6 =2 BASE + 3 DEX + 1 LUCK
W: 3 =0 BASE + 2 WIS + 1 LUCK
Misc Save Boni:

COMBAT
Melee
Dagger, +1 melee, 1d4+1 dmg, 19-20/x2, P, 10ft

Ranged

Other:

Conditional:

Other spell effects: Cure, Invigorate, Restore

Immediate Actions:

Swift Actions:

Move Action Options:
Alteration Sphere

Racial Traits:

  • Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature. INT
  • Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
  • Base Speed: Humans have a base speed of 30 feet.
  • Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
  • Bonus Feat: Humans select one extra feat at 1st level.
  • Skills: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

    Favored Class (Shifter): [x1] +1 HP

  • Class Abilities:

  • Weapon and Armor Proficiency: A shifter is proficient with all simple weapons and light armor.

  • Casting: A shifter may combine spheres and talents to create magical effects. A shifter is considered a Mid-Caster and uses Wisdom as her 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.)

  • Spell Pool: A shifter gains a small reservoir of energy she can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to her level + her Wisdom modifier (minimum: 1). This pool replenishes once per day after roughly 8 hours of rest.

  • Magic Talents: A shifter gains a magic talent every time she gains a caster level, according to Table: Shifter. This does not stack with caster levels gained from other sources.

  • Shapeshifter: At first level the shifter gains the Alteration sphere as a bonus magic talent. The shifter uses her class level as her caster level for this sphere. This stacks normally with caster levels gained from other sources.

  • Wild Empathy (Ex): A shifter gains wild empathy as the druid class feature, treating her shifter levels as druid levels for this purpose.

  • Quick Transformation: The shifter may use the Alteration sphere to apply a shapeshift to herself and only herself as a move action. Maintaining this effect through concentration only requires a move action each round.

  • Feats and Traits:

    1 Extra Magical Talent
    R Luck of Heroes (+1 luck to saves, AC)
    H Wild Casting

    T1 Grove Neophyte (Faith): Benefit: You gain a +1 trait bonus to your caster level when using talents and abilities from the Nature, Weather, or Alteraiton spheres. This increase in caster level may not raise your caster level over your hit dice. In addition, you may attend, if not participate in, rituals and incantations performed inside hallowed druid stone circles.
    T2 Favorite Shape: Serpentine (Magic): Benefit: Choose one form talent. Twice per day as a swift action when using shapeshift to apply this form to yourself, you may extend the shapeshift’s duration without spending a spell point.

    Character Creation: Born with a Blessing: 60% chance to cause 1d6 undead to flee

    Spheres and Talents:

    Spell Points: 5
    CL: 1 (Alteration)
    CL: 1 (All other Spheres)
    DC: 11+MOD

    Tradition:
    Drawback 1: Draining Casting: Using magic saps your lifeforce. Using any sphere ability deals you 1 point of nonlethal damage which cannot be healed through any means except rest. This increases to 2 points at 5th caster level, 3 points at 10th caster level, 4 points at 15th caster level, and 5 points at 20th caster level. Creatures immune to nonlethal damage cannot gain this drawback.
    Drawback 1: Verbal Casting: You must speak in a loud, clear voice to cast spells. Using magic alerts all nearby hearing creatures to your presence and location, effectively breaking stealth. You cannot cast in an area of magical silence, or in any other situation where you are unable to speak clearly.
    Drawback 1: Magical Signs: form shifts to the new one, during transformation a green-red-brown aura appears
    Boon 1: Fortified Casting: You may use your Constitution as your casting ability modifier if it is higher than your usual casting ability modifier. You must possess the Draining Casting drawback to select this boon.
    Net 1 Drawback; Bonus Spell Points: +1, +1 per 6 levels in casting classes

    Sphere-Specific Drawbacks:
    Alteration: Beast Soul:[/b] You cannot bestow the Blank Form. You must select a talent that grants a form with the bonus talent gained through this drawback.
    [i]Alteration: Lycanthropic:
    You can only target yourself with your shapeshift ability. You cannot gain the Mass Alteration nor Ranged Alteration talents.
    Life: Regenerate: You may only target yourself with your Life sphere abilities.

    Total Spheres and Talents: Shifter 0 + Casting 2 + Alteration (Shapeshifter) + 3 Drawbacks + 1 feat
    ===

    Spoiler:

    - Alteration Sphere
    - - Serpentine Transformation
    - - Greater Transformation
    - - Size Change
    - - Bestial Spirit
    - Life Sphere
    - - Revitalize

    ===

    Alteration
    ===

    Spoiler:

    Shapeshift: As a standard action you may shapeshift yourself or a touched creature, changing their form for as long as you concentrate. If the target is unwilling, this costs a spell point, and they are allowed a Fortitude save to negate. You may spend a spell point to allow a shapeshift to remain for 1 minute per caster level without concentration. You may dismiss your shapeshift as a free action.
    Shapeshift is a polymorph effect. A target may only be affected by one shapeshift at any one time. If a caster attempts to place a second shapeshift on a target, he must succeed at a magic skill check. If he succeeds, the second shapeshift is successfully placed on the target, dismissing and dispelling the first.
    When shapeshifting a target, the caster must choose a form and a series of traits for them. Forms constitute a creature’s basic physical makeup (humanoid, draconic, animalistic, avian, etc.) while traits are special characteristics or alterations (natural attacks, creature size, monster special abilities, etc.). A caster may grant up to 1 trait + 1 per 5 caster levels and cannot grant the same trait more than once unless the trait indicates it may be granted multiple times.
    With the exception of Blank Form (detailed below), placing a form on a creature causes that creature’s physical body to change into that of another creature. The target gains the listed number of limbs and loses all others. The target loses any extraordinary or supernatural abilities, natural attacks, and movement types dependent on their original form (darkvision, scent, wings, claws, etc.) and gains the listed benefits in their place.
    Alternate sources of physical traits (such as a dragon sorcerer’s ability to grow claws) still function. In addition, the target’s equipment melds into their new form, causing them to lose their armor and shield bonuses and the ability to pull any item from a backpack or belt. They also cannot activate magic items (although constant bonuses from magic items still remain).
    This cannot be used to assume the guise of a specific individual creature, but otherwise adds a +10 bonus to Disguise checks made to appear as a different race, gender, or species. The caster may cause the target to cosmetically appear as whatever type of creature he desires, although if the target is not granted the right physical attributes (for example, granting the right size
    category or number of legs), the disguise may fail completely.
    When a caster first gains the Alteration sphere, they may grant creatures the Blank Form and the traits listed below. Additional forms and traits may be gained by taking Alteration talents. Any trait may be granted to any form.

    - Blank Form: Unlike other forms, the Blank Form does not change the creature’s basic makeup. They do not gain the +10 bonus to Disguise checks, nor do they lose their abilities, equipment, natural attacks, or any other aspect of their unaltered form. The Blank Form allows a caster to add traits to a creature without fundamentally changing the target first. A caster may grant the following traits to a creature affected by their shapeshift. A target must possess the appropriate limb where listed, and cannot grant a natural attack to a limb that already possesses a natural attack.
    - - Darkvision 60 ft
    - - Low-light vision
    - - 2 claw attacks (Primary attacks, 1d4, 1d3 small, requires arms). You may grant this trait multiple times.
    - - 1 bite attack (Primary attack, 1d6, 1d4 small, requires head). You may grant this trait multiple times.
    - - 1 gore attack (primary, 1d6, 1d4 small, requires head). You may grant this trait multiple times.
    - - 2 slam attacks (primary, 1d4, 1d3 small, requires arms). You may grant this trait multiple times.
    - - 2 pincers (secondary, 1d6, 1d4 small, requires arms). You may grant this trait multiple times.
    - - You change the target’s cosmetic appearance. This could include changing the target’s apparent age, making an elf into an orc, disguising a large dog as a small pony, changing a male into a female, or some other such alteration. This grants the target a +10 bonus to Disguise checks. This trait may only be applied to the Blank Form, as such changes are assumed with other forms.

    - Serpentine Transformation: You may grant the form of a serpent with your shapeshift. The target has a head, no limbs, and a tail, but is treated as a quadruped for the purpose of carrying capacity. The target receives a 40 ft. move speed, a climb speed of 20 ft., low-light vision, a +2 natural armor bonus that increases by 1 per 5 caster levels, and a bite attack (primary, 1d6 Medium, 1d4 Small). Serpent forms have no legs so cannot be tripped unless gaining legs from another source.
    In addition, the target gains one of the following packages depending on which serpent is being mimicked:
    - - Constrictor: You gain the grab ability and can automatically attempt to grapple a target after making a successful bite attack and gain the constrict special attack (1d6 Medium, 1d4 Small, plus Strength modifier). You gain the normal +4 bonus on checks made to start and maintain a grapple from the grab ability. This bonus increases by 1 per 5 caster levels.
    - - Poisonous: When you make a successful bite attack you automatically attempt to poison your target (save Fort DC 10 + 1/2 Hit Dice + Constitution modifier; frequency 1/round for 6 rounds; effect 1d2 Con damage; cure 1 save).

    You may add the following trait to your forms:
    - - Death Roll: You may, upon succeeding on a grapple check to deal damage with your bite attack, make an additional grapple check as a free action. If successful, the target is prone. This additional grapple check does not count toward maintaining the grapple, and doesn’t add any other effects (such as constrict) beyond knocking the target prone.
    - - Strangle: An opponent grappled by the target cannot speak or cast spells with verbal components.
    - - Swallow Whole: The target gains the swallow whole ability, dealing 1d6 bludgeoning damage plus an additional 1d6 acid damage per 3 caster levels. The target may swallow creatures up to one size smaller than themselves. This trait may be taken twice; the second time allows the target to swallow creatures up to their own size and grants a bonus to CMB and CMD equal to 1 plus 1 per 3 caster levels on grapple checks made to swallow creatures or to prevent them from escaping once swallowed. More than one creature may be swallowed at a time, but may not exceed the maximum total size that can be swallowed, counting two tiny creatures as one small creature, two small creatures as one medium creature, etc. A swallowed creature can try to cut its way free with any light slashing or piercing weapon, or it can just try to escape the grapple. The amount of cutting damage required to get free is equal to 1/10 the creature’s total hit points. This damage is inflicted on the swallowing creature as normal. The Armor Class of the interior of a creature that swallows whole is 10 + 1/2 its natural armor bonus, with no modifiers for size or Dexterity. If a swallowed creature cuts its way out, the swallowing creature cannot use swallow whole again until the damage is healed. If the swallowed creature escapes the grapple, success puts it back in the attacker’s mouth, where it may be bitten or swallowed again. (You must possess a bite attack with the grab ability to gain this trait.)

    - Size Change: As a trait, you may change a creature’s size. You may enlarge or reduce a creature’s size by one category, plus an additional size category per 5 caster levels. You cannot enlarge beyond Huge size, nor reduce a creature beyond Diminutive size. Creatures gain a +1 bonus to attack rolls and to AC, as well as a +2 bonus to Fly checks and a +4 bonus to Stealth checks for every size category they are reduced, and suffer a -1 penalty to attack rolls and AC, as well as a -2 penalty to Fly checks and a -4 to Stealth checks for every size category they are enlarged. (These numbers are doubled when moving to or from Diminutive size.) Ability scores are also adjusted according to the charts below; these increases and decreases are cumulative for each category increased or decreased (thus, moving from Medium to Huge would cumulate in a +8 bonus to Strength and a -4 to Dexterity).
    Size Tables

    - Bestial Spirit: You may add the following traits to your forms:
    - - Trip: Choose one natural attack. You may attempt a trip as a free action that does not provoke an attack of opportunity when you successfully hit with that attack.
    - - Ferocity: You may stay conscious and continue to fight when at negative hit points, but lose 1 hit point per round you do so.
    - - The ability to speak with animals and vermin.
    - - Rend: target must possess claws; deals damage equal to 1 claw + 1 1/2 times Strength when successfully striking a target with 2 or more claw attacks in the same round.

    ===

    Life
    ===

    Spoiler:

  • Invigorate: As a standard action, you may invigorate a touched creature, granting them temporary hit points equal to your caster level (minimum: 1). Unlike normal temporary hit points, this ability can only be used on an injured target and cannot raise a target’s current hit points plus their temporary hit points to be higher than their total hit points. This benefit lasts for 1 hour. Temporary hit points, even from different sources, do not stack; only the highest bonus applies.

  • Cure: As a standard action, you may spend a spell point to touch a target and heal it an amount of damage equal to 1d8 + your caster level. This is a positive energy effect, and as such may be used to harm undead (Will half).

  • Restore: As a standard action, you may touch a target and spend a spell point to restore their physical and mental health.
    This accomplishes all of the following:
    - - Heals 1d4 points of ability damage to one ability score of your choice.
    - - Removes the fatigued condition or lessens exhaustion to fatigued.
    - - Removes the sickened condition or lessens nauseated to sickened.
    - - Removes the shaken condition or lessens frightened to shaken, or panicked to frightened.
    - - Removes the staggered condition.
    - - Removes the dazzled condition.
    If the condition targeted is part of an on-going effect, this suppresses the effect for a number of round equal to your caster level. This cannot be used to remove curses or instantaneous effects.

  • TALENTS:
    Revitalize: When curing a target or targets, you may choose to grant the target Fast Healing instead of directly healing damage. This grants the target Fast Healing 1 for 1 minute per caster level. Increase the amount of Fast Healing granted by the number of times you have taken the Greater Healing talent. (Thus, if you had gained the Greater Healing talent twice, you could grant a target Fast Healing 3.)

    ===

  • Skills:
    4 + int 0 (+ 2 background only)
    Background Skills

    Concentration (Int) +7 = MSB + CHA +2

    Climb (Str) + 1 = r+0 +1 STR
    Craft (Int) + 0 = r+0 +0 INT
    Disguise (Cha) - 1 = r+0 -1 CHA
    Fly (Int) + 0 = r+0 +0 INT
    Handle Animal (Cha) + 3 = 1+3 -1 CHA
    Intimidate (Cha) - 1 = r+0 -1 CHA
    Knowledge (Geo, Int) + 4 = 1+3 +0 INT
    Knowledge (Nature, Int) + 4 = 1+3 +0 INT
    Linguistics (Int) + 1 = 1+CC +0 INT
    Perception (Wis) + 6 = 1+3 +2 WIS
    Profession (Wis) + 2 = r+0 +2 WIS
    Sense Motive (Wis) + 2 = r+0 +2 WIS
    Spellcraft (Int) + 0 = r+0 +0 INT
    Stealth (Dex) + 3 = r+0 +3 DEX
    Survival (Wis) + 6 = 1+3 +2 WIS
    Swim (Str) + 1 = r+0 +1 STR

    Equipment:

    2gp Dagger
    3.1gp Backpack, bedroll, belt pouch
    20gp Wooden Armor (+3, +3, -1 (-0 swim), 30ft)

    74.9gp left

    Backstory:

    Motivation- insight, to serve, survival
    Race- human, region
    Background- raised in a village but taken under care of a ranger and introduced to druidic ways through the Enclave or similar.
    Family- mother and father, 3 brothers and 2 sisters.
    Was born in the home.
    Born with a blessing - table 869 - 17 - 60% chance to cause 1d6 undead to flee
    N trait- curious, studious, even tempered
    Father was a farmer and woodworker, mother tended garden and sold produce, weaver in the winter
    Left ear half torn in fight against people razing a village

    Born to a simple family in Elbulder, Callanon's birth was anything but simple. Of six children, he was the second of three sons, and had two older sisters. He was born in the very early hours of the morning, but as he came into the world, the village became brighter and brighter for nearly an hour; the full moon's light appeared to intensify in the vicinity of the village. His mother later attributed the strange circumstance to mystical intervention of some sort, as she was visited once again by a woman she had spoken with a few months prior. The strange woman was plain, but traveling alone and asked Callanon's mother for food. She obliged, giving the woman a crust of bread and some hard cheese for nothing in return. The woman uttered a simple blessing, and Callanon's mother thought nothing of it. When she visited again asking about the child, it was clear there was no coincidence. The woman laid her hand on the child, and a mark resembling a moon appeared on the child's neck. This became a topic of discussion for months, but eventually it faded to mundane trivia as the child grew older and nothing else of note happened with the marked child.

    Nearly two decades later, Callanon was walking through the woods collecting fallen branches so his father could repair the fence around their house when he came upon a small village of six simple structures in a small clearing. It appeared that he had wandered farther into the woods than planned, but it was a quiet place and it was a nice day for it. He met the people living there, and they seemed to be good people, though aloof and there was something slightly "off" about them. Over the next few months he would spend time there, talking to the people and learning of the woods they called home. It appeared that his trips had not gone unnoticed by others from Elbulder, and some young men had followed his trail into the woods. They had grown suspicious of the marked boy leaving for hours and coming back with but a few armloads of branches, and assumed he was hiding some great treasure.

    The young men who had followed him demanded what treasure that they were sure that Callanon had hidden, and grew enraged at his insistence that there was one. They decided to make treasure of the women there and attacked the men with their axes. Though Callanon was not of their village and the attackers were from his, he would not stand idly by. He grabbed a long stick, as he had no real weapon, and joined the melee. He and the men of the hidden village were able to defend the village with no casualties, killing their attackers. However, Callanon suffered a cut that would see nearly half of his left ear consigned to the forest soil. The people of the hidden village were thankful, but also solemn as they had just killed three young men and would have to leave their home to find another. They wished Callanon well but would speak with him no more, and gave him no information as to where they were headed. Callanon helped them bury the bodies, mark the graves, and he took their axes back to his father.

    Explaining what had happened, his parents decided it best that he leave before the attacker's families took retribution for the loss of their sons. His father would attempt to smooth it over, given that the bodies were buried, but Callanon would no longer be welcome in Elbulder. Callanon said his goodbyes, gathered a small amount of supplies, and left as night fell. He caught up to the hidden village residents as they were leaving the center and begged to come with them, telling them what had happened. Knowing his desire for their simple life, they took him with after ensuring he knew that they would never return here. They traveled for weeks to reach the forest at the base of the Akanapeaks, between Reth and Hlath. The forests were so thick that even the two cities built the road that connected them around the forest rather than through. It was here that Callanon's new family met up with others of their bent, a group of shifters, rangers, druids, shamans and lycanthropes that lived in relative peace. It was here that Callanon finally found peace, for a time, learning the arts of those who lived alongside the land. After almost a decade, he was sent out of the wood to travel the world on his own, for no man could be considered their peer for having known only two forests. He should travel the forests, plains, mountains, and seas to really know the world.

    And so began his journey, though he was not yet confident that he could take in the whole world alone. He supposed himself a passable warrior by now, having learned from rangers and bears and the like, and signed on to guard a caravan. After all, man is a creature of this world, and one whose study should not be neglected...

    (knowing that he could not just say "my son helped kill these boys and ran off" and live peacefully in a small town, Callanon's father likely would have said that the mysterious strangers killed the boys and abducted Callanon, figuring most residents of the town were not widely-traveled enough to ever meet him elsewhere in the world.)

    Player Notes:

    FEATS WANTED:

    ADDITIONAL TALENTS NEEDED: