About Faven Canolar|
Alignment: Lawful Neutral
Str: 16 +3 [18 +4; Shifting: 2 rounds]
Base Speed/Movement: 30'
AC: 19 [+2 NArmor; Scalemail] [15; Hide Shirt]
Fort: +4
CMB: +4 [+5 when shifting]
Height: 5'10"
Languages: Common
Traits:
Feats: Wilding
Modified Weapon Proficiency (Combat) [with Shadow Weapon]
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.
Melee:
Thrown:
Reach:
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']
Alchem.Silver Traveling Kettle [25 gp; 2 lbs]: 1d6 B [20/x2]
Shortbow [30 gp; 2 lbs]; 1d6 P [20/x3; 60']
Acid Flask [10 gp; 1 lb]: 1d6 acid (splash) [20/x2; 10']
Hide Shirt [20 gp; 18 lbs]: Light: +3 AC/+4 dex/- ACP; -1 normally plus campaign trait
MW Backpack [50 gp; 4 lbs]: +2 Carrying Capacity Str
Identity Papers; no picture [2 gp; .5 lb]
Ioun Torch [75 gp;-]
Poncho [2 sp; 2 lbs]
Mess Kit [2 sp; 1 lb]
[+8 lbs shadow weapons=96 lbs; +12 lbs shadow weapons=100 lbs] Coins: 6 gp, 7 sp, 7 cp
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