Shavaran

Ives Tunnbindare's page

286 posts. Organized Play character for Mustachioed.


Full Name

Ives Tunnbindare

Race

Male Verant Shifter 3 [HP 30/30] [Combat Stamina 5/5] [Init +8] [Perception +6] [20 AC][14 Touch][16 FF] [Fort 5] [Reflex 7] [Will 2] [CMD:19]

Classes/Levels

Buff/Debuffs:

Gender

attack:
[dice=claw]d20+7; d4+3[/dice]

Strength 14
Dexterity 18
Constitution 14
Intelligence 10
Wisdom 10
Charisma 14

About Ives Tunnbindare

Ives Tunnbindare
Male Shifter 2 (Verdant Shifter)
True Neutral Human
Init +8; Perception +4
Languages: Druidic, Sylvan, Common

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Defense
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AC: 20 (+4 Dex, +4 Armor, +2 Natural Armor) Touch: 14 Flat: 16
HP 30/30 (24 class, 6 con)
Fort +5 (+3 base, +2 stat), Ref +7 (base +3, stat +4), Will +2 (base +1, +0 stat, +1 trait)
CMD: 19 (10+ BAB 3 + Str 2 + Dex 4)

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Offense
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Base Atk +3
CMB: 7 (BAB 3 + Dex 4)
Speed 35 ft. (Fleet trait)
Melee
2 claws- [dice=claw]d20+7; d4+3[/dice] bab 3, dex 4; str 2, shifter's edge 1

Ranged
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Equipment:

605 gold
carving found in the snake.
seaweed bracelet (free feat)
Hide Armor (15 gp)
cold weather outfit 8 gp
backpack holding in and hanging on the outside:
winter blanket 5 sp
hunting knife 2 gp
whestone 2 cp
shovel 2 gp
hammer 5 sp
2 square yards canvas 2 sp
fishing line and hook 1 sp
flint and steel 1 gp
iron pot 5 sp
tent 10 gp
waterskin 1 gp
bucket 5 sp
50-foot hemp rope 1 gp
hooded lantern 7 gp
4 pints of oil 4 sp
grappling hook 1 gp
Whistle

Traits:

Carefully Hidden: You gain a +1 trait bonus to Will saves and a +2 trait bonus to saving throws versus divination effects.

Tree Climber: You gain a +1 trait bonus on Acrobatics and Climb checks, and on Reflex saves to avoid falling.

Race Abilities :

Heart of the Wilderness: Humans raised in the wild learn the hard way that only the strong survive. They gain a racial bonus equal to half their character level on Survival checks. They also gain a +5 racial bonus on Constitution checks to stabilize when dying and add half their character level to their Constitution score when determining the negative hit point total necessary to kill them. This racial trait replaces skilled.

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.

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.

Bonus Feat: Humans select one extra feat at 1st level.

Class/Archetype Abilities :

Level 1: Speak with Plants
At 1st level, a verdant shifter gains the ability to cast speak with plants as a spell-like ability a number of times per day equal to 3 plus her Charisma modifier. (5 times)

This replaces wild empathy.
At 1st level, a verdant shifter gains the ability to cast speak with plants as a spell-like ability a number of times per day equal to 3 plus her Charisma modifier.

This replaces wild empathy.

Level 1: Verdant Body (Su)
At 1st level, a verdant shifter takes on plant qualities as vines grow over her body, flowers bloom in her hair, and bark grows from her skin. The verdant shifter is treated as both her normal creature type and a plant creature for purposes of spells or effects that target a creature by type (such as bane weapons and a ranger’s favored enemy). Verdant body also grants the verdant shifter a 25% immunity to critical hits and precision damage (such as sneak attack).

At 5th level, the verdant shifter gains a +2 enhancement bonus to her Constitution score.

At 8th level, the enhancement bonus to her Constitution score increases to +4 and her immunity to critical hits increases to 50%.

At 15th level, the enhancement bonus her Constitution score increases to +6.

This replaces shifter aspect and all improvements of shifter aspect.

First Level: Shifter Claws (Su)
At will, a shifter in her natural form can extend her claws as a swift action to use as a weapon. This magical transformation is fueled as much by the shifter’s faith in the natural world as it is by inborn talent. The claws on each hand can be used as a primary natural attack, dealing 1d4 points of piercing and slashing damage (1d3 if she is Small). If she uses one of her claw attacks in concert with a weapon held in the other hand, the claw acts as a secondary natural attack instead.

As the shifter gains levels, the power of her claws increases.

At 3rd level, her claws count as magic weapons, ignore DR/cold iron and DR/silver. At 7th level, her claw damage increases to 1d6 (1d4 if Small). At 11th level, her claw damage increases to 1d8 (1d6 if Small). At 13th level, her claw damage increases to 1d10 (1d8 if Small). At 17th level, the damage die does not increase, but the critical multiplier becomes ×3. Lastly, at 19th level, the claws ignore DR/adamantine and DR/—.

While a shifter uses plant shape, her natural attacks gain the same benefits granted by her shifter claws ability. If the form she takes has claw attacks, she can use either the base damage of her shifter claws or the damage of the form’s claws, whichever is greater. If the form does not have claw attacks, she can choose up to two natural attacks that would deal less damage than her shifter claw damage and have those attacks instead deal the same damage as her shifter claws.

Track (Ex)
At 2nd level, a shifter adds half her level as a bonus on Survival checks to follow tracks.

Wild Armor (Ex)
At 2nd level, a verdant shifter gains a +2 natural armor bonus to her AC while unencumbered and either wearing no armor or wearing light or medium nonmetal armor. This bonus increases by 1 at 4th level and every 4 levels thereafter, to a maximum of a +7 natural armor bonus to AC at 20th level. This replaces defensive instinct.

Woodland StrideAt 3rd level, a shifter can move through any sort of undergrowth (such as briars, natural thorns, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Briars, thorns, and overgrown areas that are enchanted or magically manipulated to impede motion still affect the shifter.

Feats:

Feat Taxes: Weapon Finesse, Agile Maneuvers,Combat Expertise, Power Attack, Deadly Aim

GM Granted: Combat Stamina: You gain a stamina pool. After you make an attack roll with a manufactured weapon, unarmed strike, or natural weapon attack with which you are proficient, but before the results are revealed, you can spend up to 5 stamina points. If you do, you gain a competence bonus on the attack roll equal to the number of stamina points you spent. If you miss with the attack, the stamina points you spent are still lost.

Special: Since you have a stamina pool, you can spend your stamina points to use any combat tricks associated with combat feats you possess.

Level 1: Fleet: Gain +5 speed

Level 1: Shifter's Edge. Whenever you use Weapon Finesse to make a melee attack with your claws or a natural attack augmented by your claws, and you use your Dexterity bonus on attack rolls and your Strength modifier on damage rolls, you also add half your shifter level to the damage.

GM Granted Bonus: Combat Reflexes. 1 + Dex mod of Attack of opportunities.

Level 3: Improved Initiative. +4 to init.

Skills:

Adventuring Skills 4 ranks per level, 3 FC = 15 ranks total
* = class skill
!! = apply -3 armor check penalty

*Acrobatics!!: 10 (1 trait, 4 dex, 3 class, 2 rank)
Bluff: 2
*Climb!!: 7 (1 trait, 2 str, 3 class, 1 rank)
Diplomacy: 2
Disguise: 2
Escape Artist!!: 4
*Fly!!: 4
Heal: 0
Intimidate: 2
*Knowledge (Nature): 5 (2 rank, 0 wisdom, 3 class)
Linguistics: 1 (1 rank... Sylvan)
*Perception: 6 (3 rank, 0 wisdom, 3 class)
*Ride: 4
Sense Motive: 0
*Stealth!!: 9 (2 rank, 4 dex, 3 class)
*Survival: 7 (3 rank, 0 wisdom, 3 class, 1 heart of wilderness (1/2 level))
*Survival (follow tracks only): 8 (1/2 level bonus for Track ability)
*Swim!!: 6 (1 rank + 3 class + 2 str)

Background Skills (2 ranks/level)
*Craft(Survival gear using materials found in the wild): 6 (3 class, 3 rank)
*Handle Animal: 6 (3 class, 3 rank)

Appearance and background:

Ives is a handsome 15 year boy of average height and slender build but combined with the firm muscles that come from daily physical outdoor work. Yet that is not what a person sees when they first encounter Ives. His long brown hair, usually pulled back into a ponytail, grows a smattering of tiny white snowdrop and yellow sundrop flowers, and vines and greens mix in with the lot. His skin- though genetically pale- is dark and browned from daily sun exposure in the montane. Bits of bark shows through the skin as well... a present from the Mother Tree.

Ives was born the third son of Asger and Freya Tunnbindare, coopers living in the small iron mining town of Pentrefan in the Dur Mountains. His brothers Bjorn and Brandt were strong big lads like their father, while Ives took after the slender build of his mamma. Ives was followed soon after by his sisters Aster and Eira, the apples of their mother's eyes. Left in the middle, Ives was usually overlooked by his father, who preferred the older two, and his mother, who doted on her daughters. Ives found his time spent wandering the town, and eventually, once he realized his parents paid him little mind in his comings and goings, Ives took to exploring the mountains forests bordering the town, and it is there he felt at home.

At the age of eight, Ives began to wonder if anyone would really notice if he simply... disappeared. And so he began to make preparations- he slowly stockpiled warm clothes, food, and basic tools in a hollowed out tree out of the town's limits. And one day, he simply didn't come home.

But of course, things we not as easy as he had planned. Though naturally an explorer, and used to the montane, he had never gone more than a few hours outside of town. For this trip, he kept going, hours and hours and hours into the wilderness. His first night was very cold despite what he brought, and he quickly realized his food supply was not going to last beyond a few days. However, by this point it was too late. He was deep in the woods, and lost. He could not go back to town even if he wanted.

By the third day, food was gone, and Ives was exhausted. Wandering through the snowy woods, looking for anything that could sustain him, his tired brain warned him too late of the ice below his feet... and *crack* through the ice he went, and into the freezing water of a small pond.

Ives almost died at that moment, but in the spark of soul that only true heroes possess, he decided that he was NOT going to die here at this moment and in this place. With a spurt of willpower, he pulled himself from the water and fell, shivering, at the base of a gigantic white fir tree. The tree felt... warm. He pulled himself around it, around it... and seem to fall within. He fell asleep.

Little ones should not be wandering the woods. A voice in his head woke Ives from his slumber. He looked around and saw no one. Stay here and be warm. Ives shook his head in confusion. He was in the huge fir tree.. a hollow opening inside the tree, and it WAS warm in here. Warm enough to live. Ives fell asleep again.

Ives spent the next seven years near this giant white fir. He began to think more and more of the tree as his true mother- a mother who loved him, who kept him warm at night. And indeed, there did seem to be some sort of magic about the region. The connection was weak at first, but as the time passed on he became more and more aware of an energy force surrounding this particular area of the Dur Mountains. The trees and bushes... they spoke to him. The grasses which emerged each spring sang of glorious new life and by mid-fall sang the laments of old age as they died. His Mother Tree and the other large firs in the area... they spoke to him like parents, aunts, and uncles, teaching him the ways of the forest and the ways of the creatures who dwell within.

In these seven years, Ives learned to forage, to hunt, to sew hides into clothes for warmth and protection. And he learned to kill. For the woods of the Dur Mountains are full of strange creatures, and even the Mother Tree can't protect him from the cold realities of nature. Ives needs no weapons, though, for the magic of the woods honed his hands into vicious branchlike claws that could slice through goblin skin and deer hide alike.

Hunters or traders would pass through the woods with a high enough frequency to always remind Ives of who he really was and he never forgot his past life living with humans. But Ives avoided conversation with these interlopers in his woods, instead gratefully welcoming the chance to sneak into their camps at night and steal knives, shovels, and other tools that he couldn't make himself.

One night, he was nearly caught...a lookout saw him stalking a camp and cried out a warning, and many of the travelers in that camp saw the boy running away in the moonlight. Stories of the boy in the woods turned into greatly exaggerated rumors by the time they reached the taverns of Pentrefan. His family perhaps heard these stories and thought of their own lost boy, but they never took them seriously...in their minds, their Ives was lost a long time ago, another death in a tough area of the world all too familiar with funerals for children.

The magic of the Dur Mountains now lives inside Ives, and he is one with them. But always in the world of men, elves, and dwarves, there are those that would cut down such trees and harness their energy for houses, fuel, and profit. At age 15, Ives is perhaps too young to realize that his world in the woods could be put to an end all too fast...

progression:

take someday?
shifter's rush (level 5), multtiattack, wild speech.

Proposed changes to Shifter: Verdant Shifter
Paizo issued an errata for the base shifter, but didn’t address a couple of glaring issues for the verdant shifter archetype. These are my proposed changes to the archetype to integrate the paizo errata into the archetype.

1. Verdant shifter should get plant shape 1 at level 4 and not 6. (Level 4 is when the base shifter gets wild shape). (I would also ask that plant shape 2 is accessible at 9th level, and plant shape 3 at 13th, because this is really the only advancement the class gets in power. For a druid, plant shape 2 is normally castable at level 13 and plant shape 3 at level 15)

2. Plant shape can last number of hours each day equal to shifter level+ charisma modifier. It need not be consecutive but must be spent in 1 hour increments. (This puts the shapeshifting time of the verdant shifter equal to the base shifter, and also makes the class more charisma dependent instead of wisdom dependent, which I think is thematic (the class is still MAD- you need str, con, and charisma but this change at least takes wisdom out of the mix). The vanilla rule is to maintain the form for rounds per day equal to shifter level, which is just insulting since the shape changing is the whole focus of the class.)