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About Harkell GreenbeardHP: 10
COMBAT
Ranged
Other: Conditional:
Other spell effects:
Immediate Actions: Swift Actions: Move Action Options:
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. DEX 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. Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level. Favored Class (Hedgewitch): [x5] +1/6 of a magic talent Class Abilities:
Chosen: Dragon's Paw, Manticore Tail This modifies the hedgewitch’s weapon and armor proficiencies. Choosing the Entropic Sage archetype replaces one of the character’s traditions. - At 1st level, the entropic sage gains the Improved Unarmed Strike feat as a bonus feat. Also, when unarmored and unencumbered, the entropic sage adds his casting modifier bonus (if any) to his AC and his CMD. The entropic sage may treat her caster level as equal to her class level when using Energy Blade with her unarmed strikes or weapons from the monk weapon group. This stacks normally with caster levels gained from other sources. Using Energy Blade this way does not provoke attacks of opportunity. - At 5th level, the entropic sage’s unarmed strike does damage as a monk of half his level. Monastic Secret: You gain one ki power from the unchained monk’s ki power list. Your are treated as a monk of your entropic sage level for this ki power and may spend spell points in place of ki. This stacks with levels gained from the monk class for determining your effective monk level for ki powers. Style Secret: You gain a style feat for which you qualify. You may treat your entropic sage levels as monk levels (stacking with monk levels) and also use it in place of your BAB for the purpose of qualifying for style feats. TRADITION: Spiritualism
Extra Spirit: Increase the number of times you may channel spirit allies in a day by 2. If you cannot channel spirit allies, you may now do so 2 times per day. You may select this secret multiple times. The effects stack. Infuse Other: As a standard action, you may touch a willing target and spend 2 uses of the spiritualism tradition power to grant knowledge of a combat feat or magic talent to that ally for 1 minute. Spiritualist Defense: Rather than gaining the benefits of a combat feat or magic talent for 1 minute, you may use the spiritualism tradition power to grant yourself a +1 dodge bonus to AC for 1 minute. You may gain a +2 dodge bonus in place of two combat feats or magic talents, and a +3 dodge bonus in place of three combat feats or magic talents. 2nd: Extra Spirit: Increase the number of times you may channel spirit allies in a day by 2. If you cannot channel spirit allies, you may now do so 2 times per day. You may select this secret multiple times. The effects stack. 4th: Extra Spirit: Increase the number of times you may channel spirit allies in a day by 2. If you cannot channel spirit allies, you may now do so 2 times per day. You may select this secret multiple times. The effects stack. Feats and Traits:
(H)Transformation [Spheres of Power]: Choose one Alteration sphere talent that grants a form but does not cost a spell point. As a full-round action, you may assume the form of a single creature whose type corresponds to this form talent (see Creature Types and Form Talents on the Alteration page) per the shapeshift ability of the Alteration sphere as a supernatural ability. The same creature (wolf, spider, treant, etc.) is mimicked and the appearance of that creature is retained each time. The chosen form may be the same as your base size or else Medium or Small. When assuming your chosen form, you gain the chosen size. This transformation lasts until you choose to revert to your original form as a full-round action. You gain all the abilities granted by this form (movement modes, natural attacks, special abilities, etc.) but but do not gain any traits from the Alteration sphere as part of this transformation. Treat your HD as your caster level for the purposes of this effect. This is a polymorph effect. Additionally, you gain the shapechanger subtype. Special: You may gain traits from the Blank Form option of the shapeshift ability of the Alteration sphere while under the effects of this feat even though it is a polymorph effect. This feat counts as possessing the Alteration sphere and the chosen form-granting talent for the purpose of meeting feat prerequisites. If you possess the Perfect Imitation talent or Shifting Disguise feat, you may make cosmetic changes to your Transformation form per the base Alteration sphere trait. (1)Hybrid Transformation [Spheres of Power]: When changing into the form granted by your transformation feat, you may instead assume a hybrid form, blending your base form and your transformation form. You gain all natural attacks, special abilities, and movement modes from your transformation form. You may choose to retain limbs from your base form if your transformation form lacks them, such as a humanoid keeping arms when assuming a hybrid form based on Serpentine Transformation or Vermin Transformation, adding legs to Aquan Transformation, or a winged creature retaining its wings under Animalistic Transformation. If your transformation would grant you additional legs, you may instead gain them as arms, although they do not grant any additional attacks, are not strong enough to gain any natural attacks, and may not assist in wielding weapons, activate magic items, or wield a shield. They may hold items and as a swift action you can use them to draw a sheathed or hidden weapon, ready a shield, retrieve a stored item, load a crossbow, open a door, pick up an unattended item, sheathe or store an item, or take other non-offensive actions involving manipulating objects. Special: Traits granted from the Improved Transformation feat apply to both your base transformation form and your hybrid form. (B)Improved Unarmed Strike: You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice. (3)Weapon Finesse: You may use your Dexterity modifier instead of your Strength modifier on attack rolls. (certain weapons: Light, Finesse, etc.) (5)Extra Magical Talent: Time Sphere: Gain an additional sphere or a talent from a sphere you possess. You may take this feat multiple times. The effects stack. No Traits (unless you take the feat for two)
Spheres and Talents:
Spell Points: 11 =(level + INT + 1 + 1/3lvl) CL: 5 (Destruction when using Energy Blade) CL: 3 (All other Spheres as mid-caster) DC: 13+MOD Tradition: Ancestral Magic
Total Spheres and Talents: Hedgewitch 3 + Casting 2 + Destruction Sphere (Archetype) + Energy Blade Talent (Archetype)
Spoiler:
- Destruction Sphere - Destruction Sphere: Energy Blade - Destruction Sphere: Adhesive Blast - Destruction Sphere: Thorn Blast - Destruction Sphere: Admixture - Alteration Sphere - Alteration Sphere: Agile Transformation - Alteration Sphere: Construct Transformation (free from feat) - Life Sphere - Life Sphere: Revitalize - Life Sphere: Restore Health - Time Sphere - Time Sphere: Improved Haste Sphere-specific drawbacks:
=== Destruction
Spoiler:
Table: Destructive Blast Damage
Blast Type Groups: Each blast type talent belongs to a blast type group with others of similar theme. Blast types from the same group count as the same blast type for the purposes of the energy focus drawback, an elementalist’s bonus damage, etc. Blast Type Group...Blast Types
Sphere-Specific Drawbacks
Energy Blade: As a standard action, you may make a single weapon attack in conjunction with making a destructive blast. Any creature damaged by the attack is also struck by the destructive blast. Adhesive Blast: You transmute your destructive blast into a sticky, acidic sap. Your destructive blast deals acid damage. Any creature damaged by the attack must pass a Reflex save or be entangled and unable to move for 1 round. Thorn Blast: Your destructive blast becomes a stream of jagged thorns, dealing piercing damage. Any creature damaged by the attack suffers bleed damage equal to the number of damage die rolled. Admixture: You may either increase the casting time of your destructive blast by one step or spend an additional spell point to apply two blast type talents instead of 1. The resultant blast does half of its damage of each type and any additional effects of the blast types are applied normally. If the die size for the two blasts are d8 and d6, use d8; if d8 and d4 use d6; if d6 and d4, use d4. If two blast types have different caster levels, then use the lower caster level for determining the admixtured blast’s caster level. Special: You do not increase the casting time or spend an additional spell point when using the admixture talent with two blast types from the same blast type group. === Life
Spoiler:
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. Sphere-Specific Drawbacks
Restore Health: Your cure ability heals an additional 1d8 hit points. When restoring a target, you may make a magic skill check against the DC of any poison or disease the target is suffering from. On a success, this removes that poison or disease from the target. This does not reverse damage the target may have suffered from the poison or disease (such as ability damage), but it does stop the poison or disease from causing any more. 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.) === Alteration
Spoiler:
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.
Sphere-Specific Drawbacks
Agile Transformation: You may add the following additional traits to your forms: - - Dodge: The target gains a +2 dodge bonus to AC. This stacks with other sources of dodge bonuses. - - Evasion: The target gains incredible reflexes. When the target makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, it instead takes no damage. This ability does not function when wearing medium or heavier armor. - - Initiative: The target gains quickened reactions, granting a +4 competence bonus to initiative. - - Uncanny Dodge: The target gains extraordinary reactions, granting Uncanny Dodge as the rogue ability. The target is no longer flat-footed at the start of combat nor loses Dexterity to AC against invisible attackers. If the target is granted this trait a second time or already has the Uncanny Dodge ability from another source, they instead gain Improved Uncanny Dodge as the rogue ability. The target can no longer be flanked. This defense denies a rogue the ability to sneak attack the target by flanking, unless the attacker has at least four more rogue levels than the target has hit dice. Construct Transformation: You may grant the form of a construct with your shapeshift. The form has a head, two arms, two legs, and a 20 ft. move speed. The target gains 2 slam attacks (primary, 1d6 Medium, 1d4 Small), and natural armor equal to 4 + 1 per 5 caster levels. At caster level 5th your natural attacks are treated as silver and cold iron for the purpose of bypassing damage reduction. At 10th level this improves to counting as adamantine. You may also grant the following traits to your forms: - - Construct Plating: The target gains DR 2/adamantine. This improves by 1 per 5 caster levels. - - Spell Resistance: The target gains spell resistance equal to 10 + caster level. This trait costs an additional spell point. === Time
Spoiler:
Haste: You grant the target the ability to make an extra attack at its highest BAB whenever it makes a full attack action. This effect is not cumulative with similar effects, such as that provided by a speed weapon, nor does it actually grant an extra action, so it cannot be used to cast a second sphere effect or otherwise take an extra action in the round. You must concentrate to maintain this effect, but may spend a spell point as a free action to allow it to remain for 1 round per caster level without concentration. Slow: You cause the target to become staggered, allowing it to only take a single move action or standard action on its turn, but not both (Will negates). You must concentrate to maintain this effect, but may spend a spell point as a free action to increase its duration to 1 round per caster level without concentration. If a slow and haste ability are used on the same creature, the second caster must pass a magic skill check. On a failure the target is unaffected. On a success, the effects counter each other, leaving neither in place. Some Time talents are marked (time). These talents grant you additional alter time abilities. Sphere-Specific Drawbacks
Improved Haste: When you use haste on a target, that target also gains a 30 feet enhancement bonus (to a maximum of twice the subject’s normal speed) to all forms of movement. The target also gains a +1 bonus to attack rolls, as well as a +1 Dodge bonus to AC and Reflex saves. === Skills:
6 + int 4 + 1 race
Concentration (Int) +8 = MSB + INT Appraise (Int) + 4 = r+0 +4 INT
Roll all knowledge skills twice, take the better result.
Equipment:
10,500 3.1gp Backpack, bedroll, belt pouch
10,220.1 spent
Backstory:
Player Notes:
FEATS WANTED: ADDITIONAL TALENTS NEEDED:
Designed Weapons:
Weapon Creation: Dragon's Paw: 10 DP total Exotic: 6DP Dmg (M) 1d6; Critical ×2; Type (S); Price 30gp + (1 gp × the weapon's base DP(8)). Fighter Weapon Group: Monk Hands: 1-handed (+2 DP) Qualities: (8 DP before these qualities) +2 DP Additional Design Points (0 DP)(+2 DP): Increase the weapon's available Design Points by 1 and its gp price by 15. This quality can be selected twice for one-handed weapons and ranged weapons, or three times for two-handed weapons. -3 DP Attached (3 DP): The weapon is attached to the wielder's arm and cannot be disarmed. The wielder can wield or carry items in the hand to which this weapon is attached, but she takes a –2 penalty on all precision-based tasks involving that hand (such as opening locks). This penalty can be removed by increasing this quality's cost to 3 DP. -3 DP Finesse (3 DP): The weapon can be used with Weapon Finesse as if it were a light weapon. Only one-handed and exotic melee weapons can have this quality. -2 DP Improved Damage (1 DP)(x2): Increase the weapon's damage dice by one step (1d3 to 1d4, 1d4 to 1d6, 1d6 to 1d8 or 2d4, 1d8 to 1d10, or 1d10 to 2d6 or 1d12). This quality can be selected three times for light weapons, four times for one-handed weapons and ranged weapons, and five times for two-handed weapons. Among weapons sized for Medium characters, the maximum damage is 1d6 for light weapons, 1d8 for one-handed weapons (1d10 if exotic), 1d12 or 2d6 for two-handed weapons, and 1d10 for ranged weapons (1d6 if used or thrown one-handed). -1 DP Weapon Feature (Varies)(Monk, 1 DP): Choose one of the following weapon special features for the weapon: blocking, brace, deadly, disarm, distracting, grapple, monk, nonlethal, performance, reach, or trip. This quality can be selected twice for martial weapons and three times for exotic weapons. It costs 1 DP the first time it is selected, 3 DP the second time, and 4 DP the third time. -1 DP Shield (1 DP): The weapon counts as a light shield made of wood or metal and can have armor spikes (your choice). Add the gp price of the shield and any armor spikes that the weapon gains from this quality to the weapon's gp price. This quality can be added only to one-handed melee weapons. The Dragon's Paw is a gauntlet that is strapped to the hand and up the arm, though its fine design allows for full range of motion. It actually resembles armor, in that the upper portion is covered in interlocking plates fashioned of sharpened blades. On the lower portion, blades protrude forth, even more pronounced near the hand, where three blades up to a foot long protrude like the claws of the ancient dragons of lore. Weapon Creation: Manticore's Tail, 14 DP total
The Manticore's Tail is a strange weapon indeed, resembling a thick quarterstaff with a small but wickedly-barbed spike on one end. In the hands of an experienced user, however, it becomes an altogether different weapon. A small trigger can be squeezed to cause the spiked head to detach, and it is connected to 30 feet of rope (though some variants use silk rope or mithral chain). Depressing the trigger at the right time while swinging the weapon will fling the spiked head at an enemy within the 30ft range of the weapon. If the wielder is lucky, the force of the throw will bury the head into the flesh of an enemy while the barbs keep it in place, grappling the enemy. |