Faven Canolar's page

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About Faven Canolar

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Name: Faven Canolar
Race/Gender/Size: Male Gorebrute Shifter [Medium Humanoid (Shapechanger Subtype) and Animal (due to Wilding feat)]
Level/Class: 1st Fighter Gloomblade/Blackjacket;"Mercenary Beastjacket reflavor"; VMC: Sorceror [Solar]

Alignment: Lawful Neutral
Hit Points: 12
Initiative: +2

Str: 16 +3 [18 +4; Shifting: 2 rounds]
Dex: 15 +2
Con: 14 +2
Int: 10 -
Wis: 14 +2
Cha: 13 +1

Base Speed/Movement: 30'
Vision: Low-Light
Perception: +2

AC: 19 [+2 NArmor; Scalemail] [15; Hide Shirt]
Touch AC: 12
F-F AC: 17 [+2 NArmor; Scalemail] [15; Hide Shirt]

Fort: +4
Ref: +2
Will: +3

CMB: +4 [+5 when shifting]
CMD: 16 [17 when shifting]

Height: 5'10"
Weight: 205 lbs.
Age: 35 yrs.

Languages: Common
FCB: +1 skill

Traits:

Trunau Windsheer Native [Campaign]: You begin play with a hopeknife hawk-knife (a masterwork dagger), and your tenacity in the face of adversity grants you a +1 trait bonus on Will saves.

Sargavan Mercenary Guard [Region]: When you wear armor of any sort, reduce the armor check penalty by 1, to a minimum penalty of 0.

Feats:

Wilding
Prerequisites: Any neutral alignment, must be taken at 1st level.
Benefit: You gain the druid’s wild empathy ability, using your character level as your druid level. If you have one or more levels in a class that grants wild empathy, you gain an additional +3 bonus on wild empathy checks. You are treated as an animal for the purpose of harmful mind-affecting effects that target animals (such as charm animal).
Special: A character who has this feat can select the Animal Soul or Aspect of the Beast feats without meeting the prerequisites.

Modified Weapon Proficiency (Combat) [with Shadow Weapon]
Prerequisites: Proficiency with the selected weapon.
Benefit: Select one type of weapon, such as longsword. You are always considered to be proficient with modified weapons of that type.
Normal: A modified weapon is treated as one category more difficult to wield.

Armor Profic: Light and Medium Armor only; No Shields

Weapon Profic: Simple and Martial Weapons [plus Modified Weapons due to Modified Weapons Profic.]

Adventuring Skills [2+/Lvl]: [ACP= -3 [scale]/0 [hide]]

Class: Acrobatics (Dex; ACP), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (planes) (Int), Perception (Wis), Stealth (Dex; ACP), Survival (Wis)

Non-Class: Bluff (Cha), Climb (Str; ACP), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex; ACP), Fly (Dex; ACP), Heal (Wis), Knowledge (local) (Int), Knowledge (nature) (Int), Knowledge (psionics) (Int), Knowledge (arcana) (Int), Knowledge (religion) (Int), Ride(Dex; ACP), Sense Motive (Wis), Spellcraft (Int), Swim (Str; ACP), Use Magic Device (Cha)

Trained: +1 Knowledge (local) (Int), +4 Knowledge (planes) (Int), +6 Stealth (Dex; ACP)

Background Skills [2/Lvl]: Class: Artistry (Int), Craft (Int), Knowledge (engineering) (Int), Lore (Int), Profession (Wis)

Non-Class: Appraise (Int), Handle Animal (Cha), Linguistics (Int), Perform (Cha), Sleight of Hand (Dex), Knowledge (nobility) (Int), Knowledge (geography) (Int), Knowledge (history) (Int)

Trained: +1 Knowledge (history) (Int), +6 Profession:Soldier (Wis)

Shifter Racial Abilities:

Ability Score Racial Traits: +2 to Dexterity, +2 to Wisdom, -2 to Charisma.

Child of the Pits: Some shifters are raised to fight for other's amusement from the moment they learn to shift. They gain a +2 racial bonus to Intimidate and a +2 natural armor bonus. This natural armor bonus to constant and stacks with shifting. This racial trait replaces child of the wild.

Low-Light Vision: Shifters can see twice as far as humans in dim light

Monstrous Heritage: Many of the monster feats listed can be taken by shifters when they would not normally be available to other characters. For each Monster Feat taken by the shifter, add 2 rounds to the duration of your shifting ability. These additional rounds stack with other increases to the duration of your shifting ability. Shifters must still qualify for these feats normally.

Shifting (Su): A shifter can tap into her lycanthropic heritage to gain short bursts of power. At character creation, a shifter chooses one of the following traits. Once chosen, this trait cannot be changed. Many shifter traits give a single natural attack. These follow the normal rules for natural attacks. The benefits while shifting (natural attacks, movement rates, etc) qualify for prerequisites, even though they are not always available. However, the benefit to attributes does not count for such prerequisites. If a feat requires a Strength of 13, you must have a Strength of 13, without shifting, to qualify. To gain the the benefit of this shifter trait, it must be activated through shifting, during which the shifter is visibly more feral and animalistic. Shifting can be activated once per day as a free action that does not provoke and lasts for a number of rounds equal to twice the shifter's character level before she must revert back to her normal form. It can be ended prematurely as a free action and is automatically ended anytime the shifter goes unconscious or dies. This is technically a limited polymorph ability and thus subject to effects that would target such an ability.

Gorebrute: +2 racial bonus to Strength and gains a natural attack (gore) for 1d6 (bludgeoning).

Fighter Class Abilities:

Gloomblade

Student of Darkness (Ex): A gloomblade gains Acrobatics, Knowledge (planes), Perception, and Stealth as class skills, but does not gain Climb, Handle Animal, Ride, or Swim as class skills. This alters the fighter’s class skills.

Shadow Weapon (Su): A gloomblade can create a shadowy weapon in a free hand as a moveaction. This can take the form of any melee weapon with which he is proficient. A gloomblade can have only one shadow weapon in existence at a time; creating a new shadow weapon causes an existing shadow weapon to vanish.

Shadow Weapon Forms:

Note: Weapon Modifications will be applicable for all shadow weapon categories.
[Modifications: Razorsharp/+1 damage for 4 attacks]
[Modifications: Tactically Adapted/Nonlethal;Blocking;Brace]
[Sawtoothed: act as a crude Saw; Slashing only]

Melee:
Nodachi [8 lbs]: 1d10 S/P [18-20/x2; brace]
Falchion [8 lbs]: 2d4 S [18-20/x2]
Greatsword [8 lbs]: 2d6 S [19-20/x2]

Thrown:
Kunai [2 lbs; 10']: 1d4 P/B [20/x2; crowbar function]
Syringe Spear [6 lbs; 20']: 1d8 P [20/x3; brace; inject potion/poison]
Pilum [4 lbs.; 20']: 1d8 P [20/x2; hit vs shielded enemy=no shield AC; standard action to pry off]

Reach:
Lucerne hammer [12 lbs.]: 1d12 B/P [20/x2; brace/10' reach/+2 sunder armor: medium and heavy]
Sarissa [12 lbs.]: 1d8 P [20/x3; brace/15' reach]

Druman Mercenary Blackjacket "Beastjacket" [Aundair Shifter Merc Company ]

Bonus Feats: In addition to combat feats, a Blackjacket can choose Improved Iron Will, Iron Will, or any teamwork feat as bonus feats.

Concept: Former "Beastjacket" Mercenary touched by sun and shadow during the Mourning

Appearance: Muttonchop sideburns/Very hirsute/Unruly, reddish-hair.

Background: Former Member of an "Elite" Aundair Shifter Mercenary Company known as the Mercenary 'Beastjackets', Faven had an unfortunate personal experience with the Day of Mourning that resulted in both his Gloomblade and Solar VMC powers.

Equipment:

MW Dagger [free; 1 lb]: +1 hit; 1d4 P/S [19-20/x2; 10']
Explorer's Outfit [free; 8 lbs]

Alchem.Silver Traveling Kettle [25 gp; 2 lbs]: 1d6 B [20/x2]
Cold-Iron Boarding Axe [12 gp; 3 lbs]: 1d6 P/S [20/x3; +2 Climb]

Shortbow [30 gp; 2 lbs]; 1d6 P [20/x3; 60']
20 Arrows [1 gp; 3 lbs]
1 Durable Targath Arrow [4gp;-]: unbreakable; -1 hit/dmg; +2 save vs disease

Acid Flask [10 gp; 1 lb]: 1d6 acid (splash) [20/x2; 10']
Holy Water [25 gp; 1 lb]: 2d4 holy vs undead/evil outsiders [20/x2; 10']

Hide Shirt [20 gp; 18 lbs]: Light: +3 AC/+4 dex/- ACP; -1 normally plus campaign trait
Scalemail [50 gp; 30 lbs]: Medium: +5 AC/+3 dex/-3 ACP; -4 normally plus campaign trait

MW Backpack [50 gp; 4 lbs]: +2 Carrying Capacity Str
Filter Scarf [5 gp; -]: +1 resistance bonus on saving throws against inhaled poisons and other airborne effects that require breathing.
Whetstone [2 cp; 1 lb]
Flint&Steel [1 gp;-]

Identity Papers; no picture [2 gp; .5 lb]
Traveling Papers [2 sp;-]

Ioun Torch [75 gp;-]
Candle Lamp [5 gp; 1 lb]: used to store Ioun Torch when it's not in use

Poncho [2 sp; 2 lbs]
Bandolier [5 sp;-]
Bedroll [1 sp; 5 lbs]

Mess Kit [2 sp; 1 lb]
Waterskin [1 gp; 4 lbs]
1 Wandermeal [1 cp; .5 lb]

[+8 lbs shadow weapons=96 lbs; +12 lbs shadow weapons=100 lbs]

Coins: 6 gp, 7 sp, 7 cp
Encumbrance: 88-100 lbs. [Light]
Carrying Capacity: 16 Str [76/153/230]; 18 Str [100/200/300]; 20 Str [133/266/400]